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Interaction Design-Project Assignment

The purpose of this project assignment is to design and prototype interactive tangible objects. You will use Arduino an open source toolkit.

Initial Settings

  • You must first create a Github account, using the university email, and then fork the repository.
  • You must create a team of 2-3 fellow students (collaborators). See in the discussion session the procedure for creating the teams.

Thematic Areas

Attention: Examples & Ideas will be discussed during class!!!

Steps to consider for the final submission (+ importance):

  1. Design Brief (Short description of the project: main goals) (1/2 page max)
  2. Research (Based on PACT) (2 pages max):
    1. Analyse People (users and other stakeholders, define target group - Which are your users)
    2. Define Activities (What users do before your project!)
    3. Describe Context (What are the contextual information we have before the intervention)
    4. Review needed Technologies (locate and analyse similar projects, collect technologies that you plan to use: platform/Arduino etc, sensors, actuators, software etc)
  3. Information architecture (outline the major information components/content and their organisation) (2 pages max)
  4. User Interaction (Plan and analyse new interaction behaviour based on the activities described on step 2.2) (1 page max)
  5. Interface design (Outline interface components - Define each component's role, behaviour, relation to other) (1 page max)
  6. Scenarios & Storyboarding (Prepare short scenarios focused on specific activities, create storyboards that present activities in action)(1 pages max)
  7. Prototyping (Create a prototype based on a single scenario)(2 pages max)

Deadlines

  • Deliverable 1 (Steps 1-2): until 25/03/2022
  • Deliverable 2 (Steps 3-5): until 29/04/2022
  • Deliverable 3 (Steps 6-7): until 03/06/2022

Grading

The group assignment will contribute up to 5 points in the grade. Each member of the team will get the same grade.

Report

You submit in your Github repository:

  • Single report (15 pages max): Describes the design research and processes of steps 1-7 (++++)
  • Link to video with prototype presentation. (++++)
  • Any files you consider important (e.g. arduino code, databases, design schema etc) (+++)

Questions

For any questions, regarding the deliverables, in the Discussions session, not only you can ask but you can also answer.

Resources

Bibliography

  1. Nägele, N., von Walter, B., Scharfenberger, P. et al. “Touching” services: tangible objects create an emotional connection to services even before their first use. Bus Res 13, 741–766 (2020). https://doi.org/10.1007/s40685-020-00114-0
  2. Jingar, M., Lindgren, H. (2019) Tangible Communication of Emotions with a Digital Companion for Managing Stress: An Exploratory Co-Design Study
  3. Aslan, Ilhan, Andreas Seiderer, Chi Tai Dang, Simon Rädler, and Elisabeth André. “Resonating Experiences of Self and Others Enabled by a Tangible Somaesthetic Design.” ArXiv Preprint ArXiv:2005.02304, 2020.
  4. Bong, Way Kiat, Weiqin Chen, and Astrid Bergland. “Tangible User Interface for Social Interactions for the Elderly: A Review of Literature.” Advances in Human-Computer Interaction 2018 (May 2, 2018): e7249378. https://doi.org/10.1155/2018/7249378.
  5. Hornecker, Eva. “Physicality in Tangible Interaction: Bodies and the World.” Accessed July 2, 2016. http://eprints.hud.ac.uk/4324/1/Physicality2006Complete.pdf&sa=U&ei=cThUU_jTI6K88AGFhYDYDw&ved=0CEQQFjAI&usg=AFQjCNHygOfojwAfAg5ZWTpFVMGTwQcSmQ#page=28.
  6. “The Role of Physicality in Tangible and Embodied Interactions.” Interactions 18, no. 2 (March 2011): 19–23. https://doi.org/10.1145/1925820.1925826.
  7. Hornecker, Eva, and Jacob Buur. “Getting a Grip on Tangible Interaction: A Framework on Physical Space and Social Interaction,” n.d., 10.
  8. Jingar, Monika, and Helena Lindgren. “Tangible Communication of Emotions with a Digital Companion for Managing Stress: An Exploratory Co-Design Study.” In Proceedings of the 7th International Conference on Human-Agent Interaction, 28–36. HAI ’19. New York, NY, USA: Association for Computing Machinery, 2019. https://doi.org/10.1145/3349537.3351907.
  9. Johnson, Thomas, Eiman Kanjo, and Kieran Woodward. “Sensor Data and the City: Urban Visualisation and Aggregation of Well-Being Data.” ArXiv Preprint ArXiv:2007.02674, 2020.
  10. Nijholt, Anton, ed. Playful User Interfaces: Interfaces That Invite Social and Physical Interaction. Gaming Media and Social Effects. Singapore: Springer, 2014.
  11. Woodward, Kieran, David Brown, and Eiman Kanjo. “AI-Powered Tangible Interfaces to Transform Children’s Mental Well-Being.” In 2019 IEEE SmartWorld, Ubiquitous Intelligence & Computing, Advanced & Trusted Computing, Scalable Computing & Communications, Cloud & Big Data Computing, Internet of People and Smart City Innovation (SmartWorld/SCALCOM/UIC/ATC/CBDCom/IOP/SCI), 1776–82. IEEE, 2019.
  12. Woodward, Kieran, and Eiman Kanjo. “IFidgetCube: Tangible Fidgeting Interfaces (TFIs) to Monitor and Improve Mental Wellbeing.” IEEE Sensors Journal, 2020.
  13. Woodward, Kieran, Eiman Kanjo, and David Brown. “Challenges of Designing and Developing Tangible Interfaces for Mental Well-Being.” ArXiv Preprint ArXiv:1909.11752, 2019.
  14. Woodward, Kieran, Eiman Kanjo, David J. Brown, and Becky Inkster. “TangToys: Smart Toys That Can Communicate and Improve Children’s Wellbeing.” ArXiv Preprint ArXiv:2007.05286, 2020.
  15. Woodward, Kieran, Eiman Kanjo, David Brown, Thomas M. McGinnity, Becky Inkster, Donald MacIntyre, and Thanasis Tsanas. “Beyond Mobile Apps: A Survey of Technologies for Mental Well-Being.” IEEE Transactions on Affective Computing, 2020.
  16. Woodward, Kieran, Eiman Kanjo, Samuel Burton, and Andreas Oikonomou. “EmoEcho: A Tangible Interface to Convey and Communicate Emotions.” In Proceedings of the 2018 ACM International Joint Conference and 2018 International Symposium on Pervasive and Ubiquitous Computing and Wearable Computers, 746–49. Singapore Singapore: ACM, 2018. https://doi.org/10.1145/3267305.3267705

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Project Assignment for Interaction Design 2022

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