Creating experiences with digital media, 7,5 högskolepoäng

This course focuses on creating interactive media to produce specific intended experiences in the user. You will explore some ways in which digital media change people's experience, through readings and between-class activities, and apply a particular design method as part of the main group design project. You will also be guided in the use of suitable prototyping tools for this work. There will be an individual writing assignment based on what you do in the main group project. The course will be entirely in English and good reading and writing skills are needed.

Announcements

 

Course schedule (preliminary, subject to change)

Date Time Activity Room Teacher
16/2 13-15

Introduction to the course and main group design project.
Formation of groups
Introduction to Module 1 - Minds and Bodies

MC313 JW
(20/2 12-13 DMP programme guest lecture to by alumnus Felix Magnusson (for info: this is not part of the course) MA456 FM)
21/2 10-12 Meeting about Module 1 - Minds and Bodies
Presentations on Module 1 activity
 
MC313

JW

23/2 13-15

Introduction to Module 2 - Other People

MC313 JW
27/2 9-12 Prototyping I: Group 1-3 MA476 JB
27/2 13-16 Prototyping I: Group 4-6 MA476 JB
1/3 9-12 Prototyping II: Group 4-6 MA476 JB
1/3 13-16 Prototyping II: Group 1-3 MA476 JB
2/3 10-12

Meeting about Module 2 - Other People
Presentations on Module 2 activity

Introduction to Module 3 - Places

MC313 JW
3/3

13-16

Drop-in consultations with groups about their main project plans and work F420 JW
6/3 10-12 Practical supervision MA476 JB
14/3 10-12 Meeting about Module 3 - Places
Discussion of readings
Presentations on Module 3 activity
 
MC313 JW
16/3 9-12 Group Presentions of Main Design Project * MC313 JW
(12:15-13 Info meeting on choosing and applying for courses presented by Alexandra (studieadministratör)
(Note: this is not part of the course)
MC413 AL)
21/3 17:00 submission of individual exams (as .pdf files) By e-mail to JW
27/3 Examination results available
12/4 Resit examinations due By e-mail to JW
* obligatory attendance
Teachers:
JW: John Waterworth
JB: Johan Boden

Course Structure

The course is organised into 3 modules, reflecting different aspects of the ways in which digital media affect our experiences and lives.

Module 1 - minds and bodies - we cannot separate our minds form our bodies - neither can exist without the other. How we experience and use them is being transformed by digital media. Looking at the sense of presence we get through interacting with media illustates the link between our mental intentions and our physical actions.

Module 2 - other people - our minds and bodies exist in relation to our experiences of other people. This module addresses selected aspects of the widespread transformation of our social lives with technology; specifically, mediated socialising - including the idea of technologically-supported social "hyperpresence".

Module 3 - places - we are always mentally and physically somewhere. These places may be physical, virtual or mixtures of the two. Physical places are being transformed with interactive and reactive technology, to create mixed and sometimes blended reality spaces, for example through architectural installations and through mobile and wearable devices.

For each module, there are readings, an individual or group exercise, and an associated class meeting. You will also carry out a main group design project running through the whole course.

Examination

The examination includes a main group project and an individual writing assignment as well as completion of readings and activities for each module (see below). Possible grades are pass with distinction (VG), pass (G) or fail (U). To pass with distinction overall you must get VG on both the main group project and the individual writing assignment.

Requirements for G Grade

Main Group Project – your project will design an interactive application, implement at least some parts, and demonstrate its features and use to produce a specified kind of experience in the user as part of a designed digital/physical reality.

Individual Essay – your essay will present your main group project from your own perspective and discuss the design, including the conceptual blending aspect, and the nature of the physical-digital blend. You will comment and argue critically about the application you demonstrated, and on the designing with blends approach, including limitations.

Requirements for VG Grade

Main Group Project – in addition to the requirements for G grade (above) you will demonstrate an innovative and technically feasibly design concept, showing an insightful understanding of the nature of physical-digital blending and the design approach used.

Individual Essay – in addition to the requirements for G grade (above) you will make substantial reference to the recommended and/or other literature and will speculate insightfully on the wider significance and on anticipated future developments related to the work.

Module 1 - minds and bodies

Module 1 Readings

Giuseppe Riva, John Waterworth, and Dianne Murray (editors) (2014)
Interacting with Presence
Chapter 2 and Chapter 4

John Waterworth and Kei Hoshi (2016)
Human-experiential design of presence in everyday blended reality: living in the here and now. Chapter 3 - human-experiential designChapter 4 - designing with blends
Mel Slater videos and paper:
Illusory ownership of a virtual child body
Positive illusions of self in VR
Virtual out-of-body experiences may reduce fear of death

Tabitha Peck et al.
Putting yourself in the skin of a black avatar reduces implicit racial bias
Consciousness and Cognition, 22 (3), 2013: 779–787.

Module 1 Activity - Metaphors

Think of your favourite activity or pastime (playing drums, sketching, etc...)
Find a metaphor that captures aspects of this in relation to the activity itself, the tools or other things you use for doing the activity, or how you feel when doing it (or all three!).

A metaphor can be expressed as "a is b". For example, "lectures are torture".

As an illustration, my favourite activity is walking my dog. For the activity I could use the metaphor "walking my dog is a soap opera", for the tool or thing involved I could say "my dog is a naughty little schoolboy" and for how I feel I could say "to walk my dog is to float weightless in space".

Take your metaphor and list salient features of Space 1 (e.g. dog walking) and Space 2 (e.g. soap operas).

Select items from both spaces and combine into a Blended Conceptual Space. This might also be a blended (physical/digital) information space, but need not be.

Be prepared to present your blend and its components in the Module 1 class!

Module 2 - other people

Module 2 Readings

Giuseppe Riva, John Waterworth, and Dianne Murray (editors) (2014)
Interacting with Presence
Chapter 1 and Chapter 5

Article: Can Virtual Reality Bring World Peace?
Article: It's ridiculous to use VR to evoke empathy

John Waterworth and Kei Hoshi (2016)
Human-experiential design of presence in everyday blended reality: living in the here and now. Chapter 5 - bridging contextual gaps with blended reality space

Module 2 Activity - Digitally-enhanced Socializing

Find a social situation in the physical world where people meet each other and spend time together. Imagine a way in which the social interaction that takes place in this situation could be supported with digital devices.

The digital devices should support enhanced sharing (of feelings, ideas, facts, experiences) amongst the people who are present. Participants don’t necessarily share everything with everyone.

Describe how your idea would work and be used to support sharing between people who are all physically present in the same place.

Focus on how your technology changes the situation, as compared to a physical meeting without your design in place, and how it doesn’t.

Module 3 - places

Module 3 Readings

John Waterworth and Kei Hoshi (2016)
Human-experiential design of presence in everyday blended reality: living in the here and now.
Chapter 6 - designing blended reality space
David Benyon
Interacting with Computers (2012) 24 (4): 219-226.
Presence in Blended Spaces

Module 3 Activity - Blended Spaces

Find an example of a blended info space: a place where the physical affects the virtual and the virtual affects the physical.

Describe the physical and virtual aspects of such a space
* How do they relate to each other?
* How can it be considered as a whole, as an information space?
* In what ways does a user interact with the space?
* Why is this a blend?

Navigation of the blended space: how do people navigate to what/where they want?
* Landmarks? Agents? Other ways?
* Consider both physical and virtual aspects
* Is the space well designed for navigation or not?

What do people do in addition to navigation?
* How is navigation integrated into other activities?
* How does this space compare with other public spaces (that are not blended spaces)?

Methods: observation, participatory use, interviews
* Capture with slideshow/videos
* Tell a story with images (and words)
* Punchy and concise

The Future of Blended Reality Spaces:
* How could this blended reality space be improved?
* Could there be better blending of physical and virtual into a more coherent user experience?

Main group design project

The aim of the project is to design and create interactive digital media to change people's experience of one or more of the three main course focuses: minds and bodies, other people, and places. It could be a website, a phone app, an interactive installation, or something else.

In carrying out and reporting the project, you will critically examine and apply the "designing with blends" approach, which is becoming established as a way of understanding how to design so that users understand interface designs and experience in specified ways.

More details of the main design project are provided here (and may be added to later):
Notes on Main Group Project

Essential readings for main design project

John Waterworth and Kei Hoshi (2016)
Human-experiential design of presence in everyday blended reality: living in the here and now
Chapter 4 - designing with blends

Hung-Hsiang Wang
A case study on design with conceptual blending
International Journal of Design Creativity and Innovation: 2013

Student Groups

Group 1 Berggren, Sofia Karlsson, Matilda Ly, Kenneth Persson, Josefina
Group 2 Björk, Gabrielle Keteli Castillo, Emil Mårtensson, Gustav Prine, Laura
Group 3 Doss, Diana Kifah Thewaini, Mohamed Niemi, Marcus Reidefors, Cecilia
Group 4 Forss, Timmy Nilsson, Philip Rydberg, Robin
Group 5 Halleros, Solya Lindström, Emil Nordqvist, Mikael Sundling, William
Group 6 Johansson Åhed, Fredrik Lingman, Fanny Ovesson, Maximilian

Complete List of Course Literature

Books

Giuseppe Riva, John Waterworth, and Dianne Murray (editors) (2014)
Interacting with Presence
DE GRUYTER OPEN (free for download)

John Waterworth and Kei Hoshi (2016)
Human-experiential design of presence in everyday blended reality: living in the here and now 
Versions of selected chapters available for download (see course modules above)

Buxton Bill, Carpendale Sheelagh , Greenberg Saul, Marquardt Nicolai (2012)
Sketching user experiences. THE WORKBOOK
Amsterdam : Elsevier/Morgan Kaufmann : 2012. : viii, 262 p. : 
ISBN: 9780123819598 (pbk)

Manuel Imaz, David Benyon (2006)
Designing with blends: conceptual foundations of human-computer interaction and software engineering.
Cambridge, Mass.. : MIT Press: ISBN: 978-0-262-09042-1.

Mikael Wiberg
Interactive Textures for Architecture and Landscaping. Digital Elements and Technologies (2011).
Hershey, PA: IGI Global.

Articles and online resources:

Hassenzahl, Marc (2013): User Experience and Experience Design. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "The Encyclopedia of Human-Computer Interaction, 2nd Ed.". Aarhus, Denmark: The Interaction Design Foundation.

Roto, Virpi, Law, Effie,  Vermeeren, Arnold, and Hoonhout, Jettie (2011).
Demarcating User eXperience. Dagstuhl Seminar Proceedings 10373.

David Benyon (2012)
Presence in Blended Space
Interacting with Computers (2012), 24 (4): 219-226.


Hung-Hsiang Wang
A case study on design with conceptual blending
International Journal of Design Creativity and Innovation: 2013

Mel Slater videos and paper:
Illusory ownership of a virtual child body
Positive illusions of self in VR
Virtual out-of-body experiences may reduce fear of death

Tabitha Peck et al.
Putting yourself in the skin of a black avatar reduces implicit racial bias.
Consciousness and Cognition, 22 (3), 2013: 779–787.

Can Virtual Reality Bring World Peace?

It'd ridiculous to use VR to evoke empathy

http://www.allaboutux.org

http://attrakdiff.de/