- Understand the theory and know the methods of human-centered design
- Be able to apply human-centered design in a project with a real client.
- Generate ideas in a structured fashion, describe methods for ideation and experience and use these methods in practice
- Work on a project in a rapid design cycle (iterative, weekly increments).
- Select from various realization forms of ideas and motivate choices (proto, scenario, storyboard, film, mockup, measurement setup, model, simulation, 3D visualization).
- Evaluate design and design choices (critical attitude, insight, self-reflection).
- Communication with team member and external clients, an introduction in communication, setting goals, planning, effective coaching.
- Documentation and evaluation. Write pitches, presentations, proposals, keep a lab journal, perform peer reviews, write and evaluate reports, write summaries.
Manual enrollment via Osiris is only for Creative Technology students. If you want to enroll, please contact K. Zalewska (email@example.com).
- Ideation, tinkering, explorative research
- Shape, design, context, tangible ideas
- Users and user scenarios
|Bachelor Creative Technology||Required materials|
|Project manual create module 3: Living and Working Tomorrow|
|Designing Interactive Systems: A comprehensive guide to HCI, UX and interaction design, David Benyon, Pearson, 4th edition (2019), ISBN: 9781292155517. The 3rd edition can also be used, but chapter numbers may differ from those referred to in the course syllabus.|
|Making Things Talk and Making Things Move, O`Reilly `MAKE:' Series. ISBN: 9781449392437|
|Designing for interaction, Dan Saﬀer, 2010, New Riders. ISBN: 9780321643391|
|Creative Workshop, 80 challenges to sharpen your design skills, David Sherwin, 2010. ISBN: 978-1600617973|
|Sketching User Experiences, Bill Buxton, 2007. ISBN: 978-0-12-374037-3|
|Living and Working Tomorrow|
|Human Centred Design|