Interaction Design

Programme - second cycle - 120 p

Overview

Admission requirements

Academic degree at bachelor level or equivalent in subjects relevant for interaction design; and approved work samples + the equivalent of English course B in Swedish secondary school. Examples of relevant subjects include, but are not limited to: computer science, informatics, information systems, human-computer interaction, new media arts, fine arts, design (industrial, product, graphic), media studies and cognitive science.

Soo-Basu, fomer Interaction Design student, Malmö University

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 Basu, former Interaction Design student

 

  • Application instructions are available here.
  • Hand in your work samples, response to the design assignment and letter of motivation here.

Content

Interaction Design at Malmö University

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. 

Practical Design Skills and Academic Research 

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.

Internationally Recognised

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.

Inteaction Design Students
Students Mel, Martina and Camilla are in the studio discussing and sketching possible use scenarios for solutions of navigating the building we are in. This happened during an intense ’Prototyping Interactions’-workshop during the first theme-project.

Content

The programme comprises full-time study for two academic years. See the syllabus tab for courses.

Teaching Methods
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.

Studio-based
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.

Humanistic approach
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.

Working environments

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.

Collaboration with the "real world"

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.

Who are you?

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 the concrete design work.

 

 

Interviews

Anette works at Sony

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.

Anette Sandegård have studied interaction design

Anette Sandegård works at Sony Ericsson.

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." 
__________________________________________________________________________

We designed prototypes and tested them in real contexts.

Mads Høyby is studying for his PhD in Interaction Design at Malmö University. He lives in Copenhagen and there he is member of the interactive artist collective Illutron.

"I am interested in the interaction between body and technology. I often make art installations. For instance have I made a singing plant for the Botanical Garden in Copenhagen."

Mads Højby, Interaction Design
Mads Høyby is a former Interaction Design student at Malmö University.

After a degree in information design and programming at Copenhagen Business School Mats chose to continue his studies in Malmö, because he wanted a more design-oriented approach to technology.

"The education in interaction design in Malmö was one of the first with a strong focus on the relationship between people, technology and the social space that occurs in between. That is done by designing your own prototypes and testing them in real contexts.

Mads chose to continue studying for another four years, primarily because of the good dialogue with his adviser. He believes that he has received training in better being able to work in a reflective manner in the design process.

"The process is important. It is exploration and design combined - an expansive and practical explorative process that we work with."

As the education is in English he rarely speaks Swedish. The major part of the teaching takes place in the form of projects which are implemented and evaluated in groups.

"This requires that one is able to work independently and take large responsibility for one’s own learning. The teachers are more like sparring partners than classical communicators of knowledge. This gives us great freedom to find our own form of work."

________________________________________________________________________

We learned from each other and learned to work with each other!

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

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."

Career

Students enter the programme with different kinds of expertise, from art and design to engineering and social sciences. Upon graduation, you will have built a strong understanding of how your particular skills play a role in interaction design and how they combine with other specialities of fellow designers.

Potential positions

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.

 Interaction Design Students
Interaction Design

Some interaction designers are also found in the role of change agents in public organisations and NGOs. 

Read the interviews with former students, see Interviews.

Connections to world-class research

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. 

Syllabus

Programme Code: TAIND

Institution:
School of Arts and Communication
Revision:
1
For students admitted fall 2007  

Other set versions

  • Version 2
    approved 2007-02-08
    For students admitted fall 2008  
  • Version 3
    approved 2009-11-12
  • Version 3.1
    approved 2010-06-03
    For students admitted fall 2009  
  • Version 4
    approved 2009-10-20
  • Version 4.1
    approved 2010-06-03
    For students admitted fall 2010  
  • Version 5
    approved 2010-06-03
  • Version 5.1
    approved 2011-02-24
    For students admitted fall 2011  
  • Version 6
    approved 2011-12-02
    For students admitted fall 2013   fall 2012  

Approval

The programme was established 10 December 2006.
This programme syllabus (version 1) was approved 08 February 2007 by the Board of Studies at Faculty of Culture and Society (k3).
The syllabus is valid from 31 August 2007.

Entry requirements

Academic degree at bachelor level or equivalent in subjects relevant for interaction design; and approved work samples + the equivalent of English course B in Swedish secondary school. Examples of relevant subjects include, but are not limited to: computer science, informatics, information systems, human-computer interaction, new media arts, fine arts, design (industrial, product, graphic), media studies and cognitive science.

Learning outcomes

KNOWLEDGE AND UNDERSTANDING
After completing the program, the student should be able to:

-demonstrate a good understanding of the field: its perspective, history and development
-demonstrate substantial knowledge in current research themes within interaction design
-demonstrate knowledge of different genres within interaction design, including knowledge of a broad repertoire of design examples from these genres, their use situations and use qualities
-demonstrate broad knowledge of information technology as design material, its properties, limits and possibilities
-demonstrate substantial knowledge in the research area chosen for the second year thesis project
-demonstrate substantial knowledge of design methods, in particular regarding large projects

SKILLS AND ABILITIES
After completing the program, the student should be able to:
-demonstrate abilities to contribute in multidisciplinary interaction design work
-be able to formulate fruitful design problems and questions in complex design situations with limited information
-demonstrate ability to, creatively and critically, frame design problems to reach beyond the assignment as originally stated, and explore a range of possibilities leading to a growing insight as to what problems the limited design resources should be used to address
-demonstrate ability to select and use relevant methods, techniques and tools in the design work, including a broad repertoir of techniques for representing interaction designs, regarding software as well as hardware
-demonstrate ability to evaluate design concepts, prototypes and finished systems with regard to functional, aesthetic and etchical aspects of quality, with a particular emphasis on methods and theories focusing on the use situation
-demonstrate ability to reflect upon the design process and its results, and in connection therewith articulate knowledge contributions and promote a conceptual development that contributes on research level to developing the field of interaction design
-demonstrate ability to account for and discuss knowledge contributions developed through design work including the arguments for these contributions, verbally as well as in writing, in dialogue with different stakeholders in national as well as international contexts

JUDGEMENT AND VALUES
After completing the program, the student should be able to:

-demonstrate ability to, within interaction design as an area of knowledge development, exercise judgement accounting for relevant societal and ethical aspects. In particular, the ability to judge design qualities associated with gender, migration and ethnicity, and environmental issues should have been developed.
-demonstrate insight regarding the role of information technology in society, and the responsibility of the interaction designer to develop technology in the meeting with a humanistic tradition, making technology meaningful to people and enriching the societies and cultures it is deployed in
-demonstrate abilities to reflect over ones own design process, using experiences rendered and identifying new knowledge needs, and thereby taking responsibility of ones own continous learning

Today, the use of information technology proliferates society on all levels and it is becoming a growing part of the average citizen’s life. Design of information technology includes ethical, aesthetical as well as functional aspects, in work oriented appications as well as media- and culture production. Promoting research and knowledge development within the interaction design field, Malmö university has an important role as a critical voice in the debate on how we relate to information technology use in different areas, in particular regarding the core perspectives of Malmö university: gender, migration and ethnicity, and environmental issues. The courses “Design critique” and “Thesis project” can be pointed out as examples of how this is supported in the program. The “Design critique”-course aims to explore the possible role for critique within the field of interaction design. All three core perspectives are used as starting points for potential critical stances towards interaction design and the students design work. In the “Thesis project” students are invited to use the three core perspectives as starting points for design work and reflection, and supervision is provided to promote the students’ work with aspects of gender, migration and ethnicity, and environmental issues, within the frame of the thesis project.

Content

Courses

For programme with start Fall 2007:

Fall 2007

Spring 2008

Fall 2008

Spring 2009

Organisation

Year 1
The objective of the first year in the programme is to provide a broad base covering current research themes in the field as well as the professional practice of interaction design. The following course modules are covered. Alla modules are part-time and run throughout the first year.

-Use Qualities (15 credits): Assessment of different aspects of use qualities in interactive systems.
-Tools for interaction design (15 credits):
The course develops basic skills for practical design work. Examples of areas covered include: design methods, field study methods, techniques for expressing and communicating design concepts and ideas, prototyping techniques, exhibition design, project management.

Research themes (30 credits):
A studio course with design projects from relevant research areas.

Year 2
The second year is dominated by a thesis project, an individual specialization planned and carried out by the student under tutoring covering both practical design work and theoretical reflections on design. The following course modules are offered:

-Philosophy of science (7,5 credits):
Introductory course in the philosophy of science from the perspective of interaction design.

-Thesis project (30 credits):
An individual specialization planned and carried out by the student under tutoring covering both practical design work and theoretical reflections on design. This course also includes a reading module.

-Design as knowledge development (7,5 credits):
Introduction to the epistemology of design.
-Critique (7,5 credits):
The course further develops the epistemology of design with a particular focus on a dialogical perspective.

-Collective Production (7,5 credits):
Production management and production applied in a collective presentation of all thesis projects in the course.

Design is fundamentally a creative process leading to a product (or an idea for a product) with good functional, aesthetical and ethical qualities. Interaction design is design with digital materials. The purpose of this program is to develop the student’s ability to develop digital artefacts and media with a particular focus on their use qualities. The use of information technology (digital artefacts and media) during the last decade has broadened to include a broad spectrum from traditional work-oriented use, entertainment, media consumption and media production, to essentially aesthetic use experiences, e.g. in interactive digital art. In parallel with this extended range of use, a fast and continuous development of information technology as design material is taking place. Today, the field of interaction design is established internationally and satisfies a knowledge need within the design of digtial artifacts and media in a wide range of application areas. The program prepares the student for PhD-studies as well as for a professional role as interaction designer, on national as well as international level.

In the first year of the program, the student develops a broad view of the subject exploring current research themes, for example spatial aspects of interaction design, massmedia and interactive media, gaming and digital art. In each research theme addressed, current research is combined with current problem issues in IT and media industry. Creative ideation and concept development is combined with methods for evaluating use qualities of developed concepts. In the second year thesis project the student’s ability to reflect on the design process and its results is developed, thereby reaching the frontier within a selected research area in interaction design through individual learning. The second year also contains courses reflecting on the epistemology of design.

The progression from a focus on performative learning activities and skill development to a combination of performative and reflective learning is developed gradually over the first year. At the beginning of year one, the focus is on establishing the design process, while assessment of design projects later in the year increasingly puts more emphasis on reflection. Abilities to reflect are required in three main areas: (1) a critical stance towards relevant theories and examples within the specific area addressed in the design project, as presented in the introductory briefing; (2) the ability to reflect on and articulate the use qualities of the designed product and their relation to relevant theories and examples on a conceptual level; and (3) the ability to reflect on ones individual design process. The second year is dominated by a thesis project where the student is expected to maintain a good balance between practical design work and reflection throughout the project.

Considering the multidisciplinary and constructive nature of the subject, the same learning materials and design briefs can support learning for students with different educational backgrounds, e.g. for a student with a degree in informatics as well as for a student with a degree in product design. This may appear to be a paradox, but its resolution lies in the pedagogical approaches to learning applied in design. The two students may for example come to work together in an interaction design project bringing their respective competencies into play to create an idea about a new digital product with good use qualities. In this case the teacher’s role, as in every studiobased learning situation, is to provide the students with the intellectual and expressional means needed to explore the design space, to express their ideas and to evaluate them. Through their cooperative design work, the students will induce learning allowing them to progress beyond their respective current knowledge level. At the same time they also learn about each others special skills preparing them for multidisciplinary cooperation in professional work situations.

Degree

Master of Arts / Science (60 credits).


Contact

Further information

Per Anders Hillgren,
Phone: 040-66 57099
E-mail: per-anders.hillgren@mah.se

Information about the School of Arts and Communication

K3_vykort

The School of Arts and Communication – also called K3 after its Swedish name “Konst, kultur och kommunikation” – is a multidisciplinary school engaged in media, culture and design. At K3 we combine traditional scholarship and academic knowledge with artistic methods and practical skills. In our teaching and research, art, technology, design and communication converge in new and innovative ways.

K3 offers education in fields as English, interaction design, media and communication studies, visual communication, graphic design, arts journalism, as well as a range of practical courses in different types of media production.

 

Degree programmes at K3

Courses at K3