There are specific instructions regarding eligibility or selection on the next tab on this page, called Selection. Please, make sure that you read the instructions thoroughly!
Once you have completed your application with your academic credentials and English proficiency, you also need to submit work samples, a response to our design assignment and a letter of motivation.
Deadline for submission is February 1:st 2017. Only submissions using the template document below are accepted.
To complete your application follow the steps below.
Save your documents as one pdf and upload it to your account on Universityadmission.se. See Universityadmission.se for more information.
We educate designers who can articulate and develop cutting-edge practices in key areas of interaction design: tangible and sensor-based interaction, wearable and embodied interaction, game design, participatory design practices, critical design, social innovation and collaborative media development. Students approach these genres within a broad context that considers the social, political and ethical consequences of their designs. Our education is studio-based, bringing students into close contact with our design professors.
Interaction design requires the fusion of multiple skill sets. We recruit students with different backgrounds – design, media, engineering, the arts, and social sciences – and focus our teaching on creating disciplinary synergy in concrete design work.
Interaction design is a rapidly changing discipline, and we maintain the relevance of our education by working with real-world design cases and outside clients that include local industry partners, as well as cultural and civic organisations. Navigating a shifting design landscape also requires the critical mindset of a scholar, and we foster reflective design by teaching research skills and involving students in active research projects.
Design is a collaborative process, where users and other stakeholders contribute their expertise and values to the joint task of shaping future things, services, media and spaces.
Our programme was founded in 1998, making it one of the more established programmes of its kind. We focus on areas where our design and research excellence is internationally recognised: tangible and sensor-based interaction, wearable and embodied interaction, game design, participatory design practices, critical design, social innovation and collaborative media development.
The programme comprises full-time study for two academic years. See the syllabus tab for courses.
The programme is based on a learning-by-doing pedagogy. This means that we encourage an iterative practice of experimentation and reflection. As teachers, we view ourselves as coaches guiding you in this process.
The programme is studio-based. You will also have access to computer labs, a materials workshop and a prototyping lab for electronics, sensor and microprocessor programming.
Group work in multidisciplinary teams
The primary method of learning is through group work in multidisciplinary teams with classmates and other stakeholders. Abilities to work in teams and with others – including user communities – are important parts of our curriculum, and several projects are organised to practice doing this.
With our humanistic approach, you will be practicing qualitative research approaches to support your design of tangible artefacts as well as digital and interactive services, systems and artefacts. We emphasize an understanding of people in their use situations.
Reflective and experimental design thinking and practical doing
Prototyping in the studio and real-world contexts is an integral part of becoming an interaction designer.
To practice reflective and experimental design activity, projects and courses integrate seminars and hands-on workshops introducing students to, among other things, ethnographic fieldwork, visualisation, low- and high-fidelity prototyping, microprocessor programming and video sketching, as well as evaluation of use qualities. All these practices are backed up by literature references and examples.
The thesis project
Your thesis project will be a combination of a design project and reflective writing that will involve communicating and discussing your own design work.
This is one result of a student's work in Thesis Project I.
Students have access to studio space, and we encourage a healthy studio culture. This is where we conduct group-work, seminars, workshops, presentations and discussions. Close by there is a well-equipped materials workshop and a physical prototyping lab for electronics and sensor work. Additionally, we often use the facilities at the MEDEA research centre for final presentations, exhibitions, seminars and programme-meetings.
Most alumni move on to positions as interaction designers, user experience specialists or usability architects in the ICT, telecom and media industries. For some, this involves fine-tuning the interfaces and interactions of current products to users' needs; other interaction designers work on concept development for future products and services. Yet other alumni find their calling in strategic positions where the role of interaction design is considered in relation to market and business development.
Some interaction designers are also found in the role of change agents in public organisations and NGOs.
Finally, thanks to the close connections to world-class research, the programme prepares its graduates to enter academic research institutes. A fair number of alumni have moved on to PhD studies and positions as university teachers and researchers, in Sweden as well as abroad.
The curriculum offered by K3 Interaction design gave James Haliburton the academic foundation that has proven useful in an industrial context.
– This is very appealing to anyone who is hungry for new challenges! Also, the professors and teachers at the school have been some of the defining figures in the field, but are also open to redefining the practice as it matures.
James Haliburton is 33 years old, Canadian, but holds also a Finnish citizenship. He comes from a fine arts background, but not in the traditional sense. He completed a BFA in New Media from Ryerson University in Toronto in 2003. Before he came to Sweden he did installation art and VJ type systems for live video performances. James also ran a small design company for a short time prior to moving to Seoul, South Korea, where he spent some time travelling and doing freelance design.
– Even though I had been designing interactive systems for a number of years, I hadn´t been able to formally define the practice in a way that satisfied me.
That is why he chose the curriculum and master's programme Interaction Design at Malmö University.
– I have family in the Nordic countries, and culturally it is an easy transition to live here for a Canadian.
Today James is living his dream already; he is a co-founder and CEO of TOPP, a design consultancy based in Malmö Sweden with great partners and designers who are bringing new value to digital products and the people who use them.
– Our company is lucky enough to work with clients who often want these types of perspectives brought into the project we do for them. One of the more rewarding elements of having a company closely situated to Malmö University is that we're able to work with students, thesis workers, interns, and new grads. These young designers have just spent several years helping to define new approaches to difficult design problems, and we want to learn from them.
One challenge about no longer being at the university, according to James, is setting aside time to dedicate to the explorations and reflection that were provided at Malmö University.
– If you're not interested in discovering new things about the way people interact with technology and the world around them, then you're going to have a difficult time creating new value for people in this field.
Anette Sandegård divides her time between Beijing and Bjärred, and holds a master’s degree in Interaction Design from Malmö University. She is 45 years old and works at Sony Ericsson which she has done for the past ten years, currently as Global Manager for a team in Lund and two teams in Beijing.
I found out about this education in a telephone conversation with a friend, late one evening in 1998. It sounded so exciting that I checked out Malmö University’s website straight after the phone call and when I noticed that the application deadline was in quarter of an hour I registered immediately.
She also sent an email to the programme coordinator, which was followed by an interview and a presentation of her portfolio. This went well and she was accepted to the very first class of the programme.
At that time the department, K3, was rather small, the premises brand new, the academic staff energetic, attentive and curious, as were the students. Everything felt possible and the path from concept to design was short.
She believes it gave her proof of her existing knowledge and ideas, but also provided new tools and above all new methods to test and use as support. Before she started at Sony Ericsson she worked with art, education and media production in her own business. In the future she can see herself working within the field of artistic expressions again.
This fall she returned to Sweden after four years in Beijing where she had developed and operated a design department with interaction and graphic designers for the same company.
– My new job entails the development of user support materials– to create content – texts, illustrations and animations –in order to describe to the end users how our products – telephones and accessories – function and how these functions can be used.
Soo Basu today works as a User Experience Designer at Adobe Systems in Delhi, India, after Interaction Design studies at the School of Arts and Communication, Malmö University, Sweden.
Soo Basu sensed that the faculty felt right from the first day and that they helped her to figure out what she really wanted and supported her throughout the whole process.
– I don't think that I would have found such supportive people elsewhere! The faculty did not try to force us to follow their own philosophy or their perspective on the design issue at hand – instead they provided an extremely nurturing environment in which to develop our own ideas and allowed us to find our own thoughts.
Soo describes this as very different to the design faculty she had encountered attending her bachelor's programme in India where she were expected to align her thoughts with the faculty's.
– It was really great to have such a mixed bag of fellow students in the IDM programme in Malmö, we learnt from each other, and learnt to work with each other!
Today Soo Basu works as a User Experience Designer at Adobe Systems in Delhi, India. The benefits of her studies at Malmö University she mainly uses as a participatory approach towards design, with engineers and managers.
– I also use elements of co-design, as the software that I work on has a pretty loyal user base that writes plugins and extensions for it. Apart from this, I think I learnt the skills of critical thinking and service design which I apply daily in most areas of life and work.
Syllabus for students admitted autumn 2017
Enquiries about the Interaction Design, Master’s programme should be directed to K3student@mah.se, including questions about the work samples and design assignment related to the selection.
If you have other questions about admissions, requirements or documentation, please contact the Admissions Office at Malmö University, firstname.lastname@example.org / +46 40 665 75 00.
If you need study or career guidence related to the programme, please contact Student and Carreer Advisor Viktoria Brännström (email@example.com)
The education is provided by the Faculty of Culture and Society at the department School of Arts and Communication.