- Being able to design and construct a multi-modal interactive experience on the basis of an iterative team-based making process with constant self-reflection.
- Giving account for the use and scientific nature of research through design in HCI, and identifying how this relates to previously learned methods.
- Assessing contradicting feedback of different experts/stakeholders and based on this feedback composing your own changes.
- Being able to analyse, prioritise, and use at least 3 different types of media for clarifying and improving an interactive experience.
- Being able to explain one “story” within such a medium in different ways by identifying whom you are talking to
- Being able to identify your own contributions in a multi-disciplinary team.
Usability plays a central role in classical human-computer interaction research. However, usability is not the most important factor in the appreciation of technology in daily life. In this course, we focus on the creation of appreciated multi-modal interactive experiences by applied movement-based design methods, where it is not just about usability or excellence of technology. At the end of the course, the students have to create a complete and finished multimodal experience and publicly demonstrate and justify this to people from various backgrounds.|
Each year, this project is done in a realistic setting. Preferably it is initiated by a real stakeholder, such as a restaurant owner, supermarket, playground, or museum. Students are stimulated to directly start with research by making and research by experiencing throughout the project, an approach that contrasts other grounded design and decision-making methods thought in most courses. Students are triggered to constantly reflect on their own experiences and put them in a wider perspective. In this process students will, largely on their own account, try out different types of (technical) implementations and realisations. This means that students will spend a large part of their time on the project, in which they will go from a lo-fi prototype to a prototype that works well enough to convey the experience it was designed for.
Different types of media for storytelling will be practiced during the course, storytelling in this sense refers to making clear what a concept is about: creating an understandable story in an attractive and lucid way using the strong points of a medium. This constantly forming and reshaping of a story not only makes clear what is there in the concept, but also helps to clarify what should be there. This will be done with the help of guest lecturers/experts in different types of storytelling. Media that will be dealt with during the course differ each year, examples that could be included are pitching without slides, using cartoons/storyboards, a journalist interview, theatrical performances, movies, and mock-ups. Documentation is thus not done in writing but in the form of an explanatory video consisting of footage taken throughout the process an individual reflection video, and a video demonstrating the system. Students will also demonstrate their project during the final exhibition.
Final assignment demo of installation 33%
Final assignment videos 66%
- have to be able to familiarize themselves with a technique or technical solution/platform and implement that into their own installation. For instance, we expect students to have experience with creating working prototypes by using tools/platforms such as Arduino, Raspberry Pi, or Unity or be able to learn this with their project partners, or compensate with other making skills within their team.
- have to be able to work in a multidisciplinary team.
- have to be able to perform traditional user testing and usability research.
- have to be able to generate standard media: (3D) animations, pictures, movies, and texts.
- need oral language skills in the English language good enough for teamwork, and for an understandable spoken podcast and video.
Previous knowledge can be gained by
|Completed a bachelor in or pre-master for an engineering/design program (CreaTe, Industrial Design, TCS, ME, Interaction Technology/HCID…), or shown similar knowledge in a different way, either via portfolio shown/discussed with the teacher or a related minor in a similar discipline.|
|Master Interaction Technology|
|Master Industrial Design Engineering||Required materials-Recommended materials-Instructional modes|
|Self study without assistance|