Teaching Methodology
Each exercise aim to develop one or more topic.
during the exercise, the professor may interrupt the class to explain specific issue.
At the end of the semester, the student will present a project with graphic board + interactive project.
Tuesday, March 10, 2009
Monday, February 23, 2009
foundations of interaction design
Don`t miss it!
http://www.slideshare.net/KMcGrane/foundations-of-interaction-design-presentation?nocache=8940
Sunday, February 1, 2009
Adobe Device Central CS4

Ref.Adobe Website
Design, preview, and test engaging mobile content
Adobe® Device Central CS4 software simplifies the production of innovative and compelling content for mobile phones and consumer electronics devices. Save time by automating testing and simulating the network performance of mobile content across a dynamically updated library of device profiles. Create mobile projects to manage assets, target device profiles, and export options in one central location. Record content as it plays and send high-quality movie clips to pitch ideas more easily to clients. Thanks to intelligent integration with Adobe Creative Suite® 4 components, Adobe Device Central CS4 helps creative professionals and mobile developers deliver engaging experiences to millions of mobile subscribers.
http://www.adobe.com/products/creativesuite/devicecentral/features/Saturday, January 31, 2009
Human-use Experience Analysis (APPL)
You will be creating an interactive user experience for your analysis of an interactive experience!
The analysis is a significant portion of the grade and is expected to be thoughtful and professional. If you have not already done so, you may want to read the PVR use-analysis example before starting. There are also examples (example 1, example 2).
To start
Decide on what interactive exhibit or device you want to analyze. You might consider something that is pertinent to the project.
Analyze the user-experience
Perform secondary research related to the exhibit or product to develop an understanding of who it is intended for, the functions it is intended to provide, and the desired user experience.
Observe the use of, ask users about, and personally experience the interactive exhibit or device. Who uses it and how? What is the experience like? What does or does not work? Do people want something different?
Consider the entire use process. Taking pictures and video can be very valuable.
Do an improvement analysis
Use what you have learned to suggest the two most critical aspects that are in need of redefinition or improvement. Propose preliminary design solutions.
Prepare your report
Describe: the exhibit or product; the prioritized, key needs it is intended to fulfil; and the planned user experience.
Contrast this information with the observational and experiential data that you have collected.
Provide a rationale for your proposed improvements and describe them.
Compose your analysis in the form of a web page or series of web pages. The report should be no longer than the equivalent of 5 'normal' printed pages.
Present your findings in a professional, easy to comprehend fashion. Any type of media may be used in the report if it benefits communication. Reference your information sources.
User Experience Storyboard (APPL)

The goal is to design a user's experience related to the design opportunities for the course project.
This graded activity will allow you to refine your loose ideation sketching skills while crafting a storyboard that describes your proposed user experience.
A storyboard is a series of panels that depict key scenes, actions, visuals, and annotations that define the highlights of a user experience. Imagine a comic strip with explanations adjacent to each panel. According to wikipedia, storyboarding was developed by animators at Walt Disney studio. Storyboarding is now applied to the design of almost any user experience, ranging from movies, to games, to consumer products, to instructional design. Sketching a storyboard before using software to make presentation slides, even when preparing technical presentations or a thesis defense, is an effective and efficient way to design a clear, understandable experience for your audience. The course instructor uses storyboards when developing class lectures (hopefully your knowledge of this does not undermine the perceived value of storyboarding!).
In addition to developing a storyboard, you will also have the opportunity to practice brainstorming techniques with your team and apply lessons from your user-experience analysis, which is underway simultaneously.
To start
Review the project brief materials to refresh your memory. Have a brainstorming session, or multiple sessions, with your project team to enumerate ideas for the project. Focus on developing key experiences or scenes for the overall adventure.
Document the results of the brainstorming activities so that each team member can individually use the brainstorming materials to develop their own user-experience storyboards.
Generate user-experience storyboard alternatives
Using the team brainstorming as raw material, work as an individual to explore, in storyboard form, a number of alternative user experiences. A few template variations for thumbnail storyboards may be helpful (style1, style2, style3). The space above each panel is for a caption while the space below allows you to add explanatory annotations.
If you are having troubles with figures in your story board, you can always take pictures of small wooden mannequins and use prints as underlays. A number of pictures in different poses are available for this purpose.
Prepare your submission
Pick your top storyboard and prepare it as a web pages(s) for submission. Prepare the materials in a professional, easy to read format. Some examples from a previous year are online (example 1, example 2, example 3).
Information about web-authoring software was provided in the description of the human-use experience analysis. A scanner is available in the 2.744 project space. There is also a multimedia software facility on campus.
Personal experience (APPL)

Personal experience
From Wikipedia, the free encyclopedia
Personal experience of a human being is the moment-to-moment experience and sensory awareness of internal and external events.
History
An early belief of some philosophers of Ancient Greece was that the mind was like a recording device and simply kept somehow-objective records of what the senses experienced. This was believed in the Western world into the 20th century until cognitive psychology experiments decisively proved that it was not true, and that many events were simply filled in by the mind, based on what "should be". This among other things explained why eyewitness accounts of events often were so widely varied.
In Ancient Rome it was believed that personal experience was part of some divine or species-wide collective experience. This gave rise to notions of racial memory, national mission, and such notions as racism and patriotism. It was likely easier to create political movements and military morale with such notions, than a strictly personal idea of experience. Carl Jung and Joseph Campbell were notable investigators of these ideas of collective experience in the 20th century.
During The Enlightenment, there was rigorous investigation of these ideas. Immanuel Kant noted that it was only possible to explain "experience and its objects" as a consequence of each other: either experience makes those objects possible, or those objects make experience possible. This is seen today as dualism, and denying the possibility of a third thing making both experience and whatever reality its objects have, both possible. That thing could be a more universal cognition, as proposed in some versions of Christianity or Gaia philosophy.
cause & effect experience (APPL)

Causality
From Wikipedia, the free encyclopedia
Causality denotes a necessary relationship between one event (called cause) and another event (called effect) which is the direct consequence of the first.[1]
Though cause and effect are typically related to events, other candidates include processes, properties, variables, facts, and states of affairs; which of these make up the correct causal relata, and how best to characterize the nature of the relationship between them, has as yet no universally accepted answer, and remains under discussion.
According to Sowa (2000),[2] up until the twentieth century, three assumptions described by Max Born in 1949 were dominant in the definition of causality:
1. "Causality postulates that there are laws by which the occurrence of an entity B of a certain class depends on the occurrence of an entity A of another class, where the word entity means any physical object, phenomenon, situation, or event. A is called the cause, B the effect.
2. "Antecedence postulates that the cause must be prior to, or at least simultaneous with, the effect.
3. "Contiguity postulates that cause and effect must be in spatial contact or connected by a chain of intermediate things in contact." (Born, 1949, as cited in Sowa, 2000)
Introduction on Interaction

Interaction is a kind of action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, as opposed to a one-way causal effect. A closely related term is interconnectivity, which deals with the interactions of interactions within systems: combinations of many simple interactions can lead to surprising emergent phenomena. Interaction has different tailored meanings in various sciences. All systems are related and interdependent. Every action has a consequence.
Casual examples of interaction outside of science include:
- communication of any sort, for example two or more people talking to each other, or communication among groups, organisations, nations or states: trade, migration, foreign relations, transportation,
- the feedback during the operation of machines such as a computer or tool, for example the interaction between a driver and the position of his or her car on the road: by steering the driver influences this position, by observation this information returns to the driver
Sunday, January 18, 2009
Understand User (APPL)
- Choose the right illustration (www.gettyimages.com)
- explain his social life, friend network, job position, hobby, etc...
- Integrate in a powerpoint for presentation
observe the social difference and motivation.
How to think new services? (APPL)
- Review the available technology
- Review the social context: macro, micro trend
- Review the information technology trend
- Understand the existing project in similar business
- Study the winner project and investigate the "killing" successful element
- Learn by testing the user
- Listen the user
B-Brainstorm
C-Develop the ideas
Human to machine interaction (APPL)
- Choose an existing service, with human interaction, without technology.
- Analyse each action, user goal for specific need, step to reach specific goal, environment in a time frame.
- Define emotional user feedback for each step
- Simplify the system by choosing important action and redefine in an algorithm.
Discuss in team how to:
- reduce step
- Add positive feedback
Ex: post office, asking your way in street, working in library.
Digital Interaction in the city
- Choose a service (MRT payment, Bus Payment, Motorcycle dashboard, ATM machine)
- Refine the scenario, with actor, each step, and user goal
- Represent all the user goal in a diagram wit time reference.
- Include important information like sound, specific contrast, specific letter or graphic)
- Discuss in Team
Picture Phone & parents
parents+ phone
Child + phone
2-from your observation, create a service for child, integrated in Parent mobile.
3- Create a low fidelity prototype and test it
4- Write conclusion and recommendation
Extend the usability Success (APPL)
- Choose a successful mobile application
- define what work well
- by extension of the I/O and service, extend the application with other services
- Keep observing relevant services and make record
from Desktop to PC (APPL)
- Choose a simple software
- Select a simple action, with several step to reach specific goal.
- Rewrite the scenario (draft)
- Reorganize on small display, considering the new Input environment. (Keypad)
3 levels of experience (OBS)
- look and feel
- behavior: early relationship with product
- Social & reflective: with the user
Transparency management (OBS)
- Study previous transparency UI
- Consider a platform you want to redesign
- Decide the priority of each action and UI
- Reorganize with transparency feature
Breathing UI - Redesign
- Study existing interface and keep the main architecture
- Replace graphique element with efficient relevant manner
- Make low fidelity prototype
Gesture app
- Take a large screen display user can interact with.
- Investigate the body movement to help the interaction with "machine"
- Chose appropriat movement
- Design Prototype

