Interaction Design

Summary

Interaction design, and related fields such as user experience design, is a growing job market changing quickly as new forms of interaction technology become available. During the course you will engage with the theory and practice of user-centred interaction design, from fieldwork to understand user needs through to physical prototyping and basic programming. A variety of learning activities take place, from small hands-on exercises through to a sustained design project. Different teachers contribute to the course, exposing you to a variety of perspectives on interaction design. The course is broad introduction to interaction design and an excellent introduction to our interaction design bachelor programme.

Admission requirements

General entry requirements + Civics A, English B. Or: Civics 1b / 1a1 +1a2. Exemption from Civics A / 1b / 1a1 +1a2


For Swedish Upper Secondary Grades merit rating will be calculated according to Områdesbehörighet 6/A6

Selection:

credits 32% final grades 34% national university aptitude test 34%

Syllabus

Syllabus for students spring 2018

Course Code:
KD104B revision 1.3
Swedish name:
Interaktionsdesign
Level of specialisation
G1N
Main fields of study:
Interaction Design
Language:
English
Date of ratification:
15 November 2017
Decision-making body:
Faculty of Culture and Society
Enforcement date:
15 January 2018
Replaces Syllabus ratified:
14 September 2016

Entry requirements

General entry requirements + Civics A, English B. Or: Civics 1b / 1a1 +1a2. Exemption from Civics A / 1b / 1a1 +1a2

Specialisation and progression relative to the degree regulations

The course can normally be included in a general degree on undergraduate level.

Purpose

In a general sense, interaction design is concerned with understanding and crafting the experience people have with digital products and services. In order to do so, the designer must understand who they are designing for and the situations of use, have a grasp on what constitutes and is possible with interactivity and iteratively sketch, prototype and test in the pursuit of an appropriate design.

Interaction design is a fast-moving field, at the edge of what is possible with technology. We improve products and services to make them easier to use, more enjoyable and more valuable for stakeholders. We also innovate entirely new products and forms of engaging with technology.

Contents

Students will be introduced to - and practice firsthand - a number of core methods of interaction design, as well as frameworks to inform their understanding and critical perspective on interaction design. For the most part, these activities are grounded in project work. We will cover a breadth of design project activities, from basic observational fieldwork through to prototyping.

Learning outcomes

After completing the course, students will be able to

  1. Analyse the interactivity of an artefact according to theoretical frameworks of interaction design.
  2. Gather requirements and inspiration for a user-centred design project.
  3. Ideate and explore the design space through sketching, making and engaging with users.
  4. Develop functional interactive prototypes
  5. Carry out a cohesive and constructive design process, integrating appropriate methods and frameworks from the course
  6. Reflect critically on interactive artefacts and design processes.

Learning activities

Instruction consists classroom-based learning as well as practical design work ‘in the field’ and studios. Students will work in a combination of group and individual activities.

Assessments

The student will be examined through five tasks:

  1. Analysis of an existing interactive artefact(s) (HP 6; Learning outcome 1)
  2. Problem Framing: Students employ appropriate user-centred methods to understand the people and situation they are designing for, and appropriately communicate insights (HP 6; Learning outcome 2)
  3. Ideation: Students open a design space and compare different design opportunities (HP 6, Learning outcome 3)
  4. Making: Students program basic prototypes (HP 6: Learning outcome 4)
  5. Final Design Project (HP: 6): A complete, but small-scale design project (Learning outcomes 1-6)

For re-examination of production assignments, certain circumstances apply since the examination of these assignments are dependent on student participation during certain periods of time and in specific projects. Re-examination will be given according to the student’s rights, but with adjustments to the specific assignment since it cannot be conducted in the same context as the ordinary examination.

Grading system

Fail (U) or Pass (G).

Course literature and other teaching materials

Students will be asked to purchase physical prototyping components up to 450 SEK, details of which will be provided on the course website.
Buxton, B. (2007) Sketching User Experiences: Getting the Design Right and the Right Design. San Francisco: Morgan Kaufman.

Stanford dSchool (2013) The Bootcamp Bootleg. Stanford University Institute of Design, available online: http://dschool.stanford.edu/

Supplementary literature and technical resources will be provided during the course.
Optional
Moggridge, B. (2007) Designing Interactions. MIT Press.

Contact

The education is provided by the Faculty of Culture and Society at the department School of Arts and Communication.

Further information

Studentservice, K3 - Malmö högskola,

Application

15 January 2018 - 03 June 2018 Day-time 100% Malmö Schedule

Tuition fees

for non-EU students only

First instalment: 119000 SEK
Full tuition Fee: 119000 SEK