Des (Mag.)(ord. 270) - BV (1262) DIGITAL AND INTERACTION DESIGN
058433 - EMBODIED INTERACTION STUDIO
Through a project-based activity, the student will explore, understand, design, and reflect on the multiple dimensions, channels, and ways in which users and non-human artefacts can interact. The course will focus on the tangible and social dimensions of the interaction process. At the end of the course, the student will be able to:
- understand and interpret the interaction process through its perceptual and cognitive dimensions;
- decide on the appropriate interaction process to be designed according to a specific set of users, a specific goal, and a specific context;
- prototype a physical interactive media, evaluate its experience of use and anticipate its impact.
The Design studio activities will be carried out in groups and supervised by the teaching staff.
Risultati di apprendimento attesi
Students will acquire the following competencies:
- Knowledge and understanding:
o Applying analysis, representation and prototyping techniques to develop embodied interaction systems;
o Including the social dimension and the tangible experience within a design system.
- Making judgements:
o Knowing and applying the contemporary critical approaches in design research (e.g., More than human design, futures design, speculative design, etc.);
o Evaluating the social and environmental sustainability of different solutions; taking a personal stand in the public debate.
- Communication skills:
o Working in teams;
o Presenting proposals autonomously and in groups;
o Discussing projects with experts and general public.
Embodied interaction is a stance introduced by Paul Dourish to overcome the emergent physical-digital divide in interaction design. This divide is problematic since computers embedded in our everyday objects are becoming ubiquitous. Embodied interaction design aims at considering social/situated and physical/tangible threats of today’s product-systems.
The course will focus on the foundations of embodied interaction by designing physical and interactive prototypes. The course will face the theoretical, phenomenological and technical aspects of embodied interaction. Through a project-based activity on a specific topic selected by the professors, students will explore the perceptual, cognitive, tangible and social dimensions of the interaction between humans, artefacts and the environment, and how to design, reflect and evaluate its meaning.
The following concepts will be introduced through lectures and various explorative (design) activities: situated and distributed cognition, perception and emotion, phenomenology of embodiment, tangible interaction, blended interaction, more than human design, speculative design.
The course will be organized in iterative phases, and results will be assessed through formative and summative evaluation approaches, following the evolution of the studio work. Students will work in groups; the evaluation will be individual.
The phases will concern:
- identification and exploration of the project topic, the target group and contextual inquiry; - identification of the concept and development of an interaction blueprint; - design loop – prototypes’ iterative stages of development, evaluation, reflection and implementation; - intermediate and final discussion.
Intermediate evaluations of the interaction concepts and prototypes will give feedback about the current results and the following improvement steps.
The evaluation will consider the student’s participation throughout the course activities, the intermediate results, and the final presentation. Participation in class activities is compulsory and in presence. Students must attend at least 80% of the classes to attend the exam.
Paul Dourish, Where the Action Is: The Foundations of Embodied Interaction, Editore: MIT Press, Anno edizione: 2001
Shaleph O'Neill, Interactive media: The semiotics of embodied interaction., Editore: Springer Science & Business Media, Anno edizione: 2008
Corina Angheloiu, Leila Sheldrick, Mike Tennan, Futuretense: Exploring dissonance in young people's images of the future through design futures methods, Anno edizione: 2020, Fascicolo: Futures 117
Elisa Giaccardi, Johan Redström, Technology and More-Than-Human Design, Anno edizione: 2020, Fascicolo: Design Issues: Volume 36, Number 4
Other references will be provided during the course.
Nessun software richiesto
Tipo Forma Didattica
Ore di attività svolte in aula
Ore di studio autonome
Laboratorio Di Progetto
Informazioni in lingua inglese a supporto dell'internazionalizzazione
Insegnamento erogato in lingua
Disponibilità di materiale didattico/slides in lingua inglese
Disponibilità di libri di testo/bibliografia in lingua inglese
Possibilità di sostenere l'esame in lingua inglese
Disponibilità di supporto didattico in lingua inglese