Research methods course DOM E0001 Media Design Research Prof. Lily Díaz-Kommonen, [email protected] Tania Rodriguez-Kaarto, [email protected] Department of Media, Media Lab 11 October – 13 December, 2016 Course location Miestentie 3B, 5th floor, Room 515 In order to prepare for the class I would like you to see this movie: Stanley Kubriks Boxes https://vimeo.com/78314194 Course description The course provides Master of Arts students an introduction to the tools and methods of research in design. The work aims to develop the participant’s analytical capacity to deconstruct, read and re-interpret, cultural contexts and so-called situations of use. From a critical perspective we study and analyze the increasingly important role that digital media plays in the building of our everyday lives and environments. We review the work of such theorists and practitioners such as: John Chris Jones, Klaus Krippendorff, Lazlo Moholy-Nagy, Harold Nelson, Don Norman, Sarah Pink, Erik Stoltermann, among others. Among the topics discussed in class throughout the semester are: Activity theory, design thinking, human-centered design, theory of affordances, concept of the artifact, culture as interaction and interface design, design representation, participatory design, among others. Learning objectives 1. Introduce the student to methods, theory and terminology particular to research for design and its use, from a perspective of the new media. 2. The course also seeks to provide opportunities for students to implement the knowledge being acquired. 3. In the autumn of 2016 the course will focus on the theme of designing an online exhibition. Learning outcomes • Learn about how contemporary theories and methods of design research can be used in the new media. The methods that we will survey are: - Artifact analysis: Provides a structured framework for the research and interpretation of context and material culture. - Scenario design: It is used to pre-visualize the interaction between users and the system being designed. - Ethnographic methods for media design: Allows access and understanding about those who we service with the artifacts that we create. 1. Fieldwork and observation 2. Questionnaires 3. Cultural probes • Learn about how media as design artifacts mediates human communication and interaction. Working methods Participation in the course is graded. The course consists of lectures, readings, exercises, and writing. Each participant must keep a diary documenting thoughts and questions for each of the sessions. This diary is saved to PDF format and submitted at the end of the course. All the work must be completed within the time span of the class. Class participation accounts for 30% Attendance is strongly encouraged. Timeline of work Deliverables Item 1. Artifact analysis, written exercise in which an example of an online exhibition is analysed. 2. Scenario that shows new notions of online exhibition. 3. Questionnaire or fieldwork records Group/single Group (X) Due date (dd/mm) 8/11 Group (X) 8/11 Group (X) 01/12 observations using a very basic low fidelity prototype of online exhibition 4. Cultural probes (such as ‘virtual selfies?’) that could allow us to see how activities in an online exhibition could be develop. 5. New concept design slide presentation. 6. Course diary Group (X) 01/12 Group (X) 12/01; 13/12 Final Single 12/01; 16/12 Final Please remember that you will be working as part of a group. Calendar of activities Activity Research and design Date Topics 11/10 • Introduction. The role of language in media design. Scenario design method. 18/10 • (“What”) Introduction to artifact analysis method. Scenario-based methods 25/10 • (“How” and “Who”) Introduction to scenario design method. Assignment Reading: Ch. 1 “History and Aim” and Ch. 2, “Basic concepts in human-centered design”, pp. 1- 70. Reading: Ch. 3, “Meaning of artifacts in use”, in The Semantic Turn, pp. 77-145 Exercise (assignment): Using the template and information provided, each group will create an artifact analysis of one online gallery. Reading: Ch. 3, “Meaning of artifacts in use”, in The Semantic Turn, pp. 77-145. Exercise: Using the template provided, each group will create a scenario with persona(s) Review session User studies in design 8/11 Presentations and discussions of artifact analyses and storyboards of scenarios. (Everyone) 15/11 • (“Why” & “When) Cultural probes can be used to understand as well as bring serendipity into the work. Participatory methods. 22/11 • (“Why” & “When) Ethnographic methods - Fieldwork - Questionnaires (Miia Muurimäki) Review 1/12 FINAL day 13/12 Final concepts presentations DEMO day Discussion of how to incorporate all methods learned into final concept proposals. PRESENT SELECTED WORKS that show how you use and interact with an online gallery. Reading: Ch. 3, “Meaning of artifacts in use”, in The Semantic Turn, pp. 77-145 Reading: Ch. 4, “Meaning of Artifacts in language”, in The Semantic Turn, pp. 147-176. Exercise: Using the template provided each group will create basic questionnaire or do fieldwork related to the online gallery example being researched. Reading: Ch. 5, “Meaning in the lives of artifacts”, in The Semantic Turn, pp. 177189. Exercise: Using the template provided, design a possible cultural probe that could be used to obtain user feedback about the online gallery. Reading: Ch. 6, “Meaning in an ecology of artifacts”, The Semantic Turn, pp. 193203 Exercise: Each group will create as well as edit all materials and make one final concept presentation. Ch. 7, “Design methods, research, and a science for design”, in The Semantic Turn, pp. 207260. \\o// \\o// \\o// \\o// !!! ***E-Book from Aalto Library: Krippendorff, Klaus. The Semantic Turn. CRC/Taylor & Francis 2006. Groups All the participants in the course are working together in groups. Our groups organized according to these roles: 1. 2. 3. 4. 5. Concept development Narrative Production and Scheduling Styling Technical. These tasks are needed to successfully complete the exercises. The person who is responsible for Production and Scheduling needs to keep track of these and report whenever is necessary. Additional readings • Alexander, Christopher, Notes on the Synthesis of Form (Cambridge, MA: Harvard U. Press, 1964). • Cockton, Gilbert, “When and Why Feelings and Impression Matter in Interaction Design”, in Kansei 2009. http://www.cs.tut.fi/ihte/projects/suxes/pdf/Cockton_Kansei%202009%20 Keynote.pdf. (Accessed 6 October, 2014.) • Dunne, Anthony, “Hertzian Space” in Hertzian Tales, (Cambridge, MA: The MIT Press, 2006) pp. 101-122. http://libproxy.aalto.fi/login?url=http://site.ebrary.com/lib/aalto/Doc?id= 10173606 • Jones, Chris John, Design Methods, (New York: John Wiley & Sons, Inc., 1992). • Krippendorff, Klaus, The Semantic Turn, (Boca Raton, FLA: Taylor Francis, 2006). • Eklund, Lina, “Focus Group Interviews as a Way to Evaluate and Understand Game Play Experiences”, in P. Lankoski and S. Björk (eds.), Games Research Methods: An Overview, (Pittsburgh, PA: ETC Press, 2015). http://press.etc.cmu.edu/content/game-research-methods-overview. (Accessed September 30, 2015) • Lars-Erik Janlert and Erik Stolterman, “The Character of Things”, in Design Studies Vol 18, No 3, July (1997), 297-314. http://transground.blogspot.fi/. (Accessed September 18, 2013.) • Lars-Erik Janlert and Erik Stolterman, “Complex interaction”, in ACM Transactions in Computer-Human Interaction, 17, 2, Article 8 (May 2010), http://transground.blogspot.fi/. (Accessed September 18, 2013.) • Moholy-Nagy, Lazlo, Ein Lichtspiel Schwarz Weiss Grau, http://www.youtube.com/watch?v=ymrJLhSeIlk, (Accessed September 18, 2913.) Nelson, Harold and Erik Stolterman, The Design Way, (Englewood Cliffs, New Jersey: Educational Technology Publications, 2002). http://libproxy.aalto.fi/login?url=https://www.dawsonera.com/abstract/97 80262305655 ‡z E-kirja/E-book On-Campus https://www.dawsonera.com/guard/protected/dawson.jsp?name=https:// idp.aalto.fi/idp/shibboleth&dest=https://www.dawsonera.com/abstract/9 780262305655 ‡z E-kirja/E-book Off-Campus (Aalto University login) • Norman, Don, The Design of Everyday Things, (New York: Basic Books, 1988). Multiple copies are available in the Media Lab library as well as in other Aalto libraries. • Pink, Sarah, Kerstin Leder Mackley, “Video and a Sense of the Invisible: Approaching Domestic Energy Consumption Through the Sensory Home”, Sociological Research Online, Volume 17, Issue 1, published 28 Feb 2012, http://www.socresonline.org.uk/17/1/3.html. (Accessed on September 18, 2013.) • Purdue Online Writing Lab: The Online Writing Lab (OWL) at Purdue University houses writing resources and instructional material, and we provide these as a free service of the Writing Lab at Purdue. Students, members of the community, and users worldwide will find information to assist with many writing projects. Teachers and trainers may use this material for in-class and out-of-class instruction. http://owl.english.purdue.edu/owl/, (Accessed September 18, 2012.) • Usability guidelines, http://guidelines.usability.gov (Accessed, 6 October 2014) • Williams, Amanda M., Alspaugh Thomas A. “Articulating Software Requirements Comic Book Style” in Third International Workshop on Multimedia and Enjoyable Requirements Engineering - Beyond Mere Descriptions and with More Fun and Games 2008, (MERE '08), http://ieeexplore.ieee.org/xpl/mostRecentIssue.jsp?reload=true&punumb er=4797442. (Accessed September 18, 2013.) Office hours for course: Thursdays, from 10-12.
© Copyright 2026 Paperzz