Course syllabus for Concept-driven interaction design

Course syllabus adopted 2023-02-02 by Head of Programme (or corresponding).

Overview

  • Swedish nameKonceptdriven interaktionsdesign
  • CodeDAT666
  • Credits7.5 Credits
  • OwnerMPIDE
  • Education cycleSecond-cycle
  • Main field of studyComputer Science and Engineering, Software Engineering
  • ThemeMTS 7.5 c
  • DepartmentCOMPUTER SCIENCE AND ENGINEERING
  • GradingTH - Pass with distinction (5), Pass with credit (4), Pass (3), Fail

Course round 1

  • Teaching language English
  • Application code 23130
  • Maximum participants55 (at least 10% of the seats are reserved for exchange students)
  • Block schedule
  • Open for exchange studentsYes
  • Only students with the course round in the programme overview.

Credit distribution

0123 Laboratory 2 c
Grading: UG
0 c0 c0 c2 c0 c0 c
0223 Written and oral assignments 2 c
Grading: UG
0 c0 c0 c2 c0 c0 c
0323 Project 3.5 c
Grading: TH
0 c0 c0 c3.5 c0 c0 c

In programmes

Examiner

Eligibility

General entry requirements for Master's level (second cycle)
Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.

Specific entry requirements

English 6 (or by other approved means with the equivalent proficiency level)
Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.

Course specific prerequisites

Bachelor degree 180 hec and the courses DAT420 Human computer
interaction, 7.5 hec and TDA498 Interaction design methodology, 7.5 hec or
equivalent.

Aim

The purpose of this course is to give you skills and abilities to design towards a certain concept, making it permeate all aspects of the artefact, and giving a valid design rationale.

Learning outcomes (after completion of the course the student should be able to)

Knowledge and understanding

  • explain what "Concept-Driven Interaction Design" means, and give an account ofsome of the alternative theories, programmes, and approaches within the area ofinteraction design.
  • describe concept-driven design methods as well as their underlying theories.
  • analyze and discuss a certain design in conceptual terms.

Competence and skills

  • analyze experiences grounded in the conceptual framing of interactive systems orartefacts.
  • choose and apply suitable design methods, informed by theory and context.
  • design towards a certain concept, making it permeate all aspects of the artefact.
  • be able to motivate ones design decisions in relation to the concept one is designingfor.
  • give and receive constructive feedback regarding concept driven design. 

Judgement and approach

  • be able to apply and identify approaches and theories in order to discuss, motivate,and design concept-driven artefacts.
  • be able to conclude and discuss the ethical and societal consequences of designingtowards a certain concept. 

Content

After the course you should have a clear idea of some conceptual and aesthetic idealsand how to design according to them, giving a valid design rationale. Designinginteractive systems is often, but not always about designing for efficiency in a user-centered manner. In this course, we explore theories and alternative approaches tointeraction design as a complement to user-centered design. We acknowledge the need todesign for efficiency, but aim instead for playfulness, criticism, embodiment or variousemotions (e.g. fear, joy, comfort), all of which are supported by the conceptual framingof the design. In this course we will look closer at different fringe theories withininteraction design, and discuss and practice how to design with them through theanalysis and development of design concepts. 

Content includes, but is not limited to: 

  • What concept driven design means and how we can design with a concept as the main motivator.
  • Fringe theories and methods in interaction design and how they relate to and complement more widespread approaches.
  • Analysis of the concepts behind interactive systems of artefacts.

Organisation

The course features both practical and theoretical parts, as well as work in groups and individual work. Lectures and literature seminars give a theoretical foundation, whichare immediately put into practice. Focus is upon turning analysis and reflection intopractical action. Focus is also on exchange of thoughts, feedback, designs and ideas.Hence, the course requires active participation. 

The language of the course is English.

Literature

Course literature to be announced the latest 8 weeks prior to the start of the course.

Examination including compulsory elements

The course is examined through three modules:

  1.  Literature seminars, where literature is presented along with an issue and is discussed (2 hec).
  2. Exercises where various design methods that focus on the development of a process in a design process is practiced.The exercises also give training in giving and taking constructive criticism (2 hec).
  3. One individual project (3,5 hec).

To pass the course, students must receive a passing grade in all modules. The grade for the entire course will be determined by the project.


The course examiner may assess individual students in other ways than what is stated above if there are special reasons for doing so, for example if a student has a decision from Chalmers on educational support due to disability.