An undergraduate interaction design course at the Oslo School of Architecture and Design
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Godt sagt av Christoffer! Ut av hodet -> ned på papiret!

Skisse for å få en konkret idé ut av hodet og ned på papiret
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The Web and the City
Download the brief presentation here: https://www.dropbox.com/s/s19yk7ioiqsaj4c/the-web.and-the-city-brief-2018.pdf?dl=0
Some inspirational projects:
Hello Lamp Post
Schooloscope
Skulp
Utvei
Reading
Dan Hill – The Street as Platform
Dan Hill – Network urbanism
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Curious interactive exhibitions
New technologies, or new combinations of technologies, offer new possibilities for interaction design. This brief is to re-imagine these technological possibilities and invent curious interactive museum installations.
Your next brief is to design an interactive museum installations using the skills and methods you have acquired this semester - creative methods, prototyping techniques, code, sketching behaviour over time, communication, electronics etc. The focus is on interactions that can only exist in the intersection of between the physical and the digital. You will be using electronics and code alongside physical form and materials to design interesting interactions.
You can make any kind of installation, but you focus should be on curiosity and experience. Your installation doesn’t have to be useful or spectacular, but could also be about refining delightful or beautiful interactions. Work across aesthetics, functionality, expression and communication.
Your theme is the natural sciences in their broadest sense. Your context is the Natural History Museum in Oslo. This consists of the museums of zoology and geology, as well as the botanical garden and greenhouses.Your task is to find a hidden gem in the collection and present this in a new way. This could be an object, a story, a species, an animal, a scientist, a theory etc. Your presentation will be in the form of an interactive installation that doesn’t use screens, but any other kind of electronics that you can think of.
Your first task will be to study and analyse the museum through sketching and observing both the audience and the collection. Based on this you choose a domain and a focus-point (and object or similar). You can interview people, talk to experts at the museum, use the library etc. Your installation should be a small celebration of the thing you choose to present.
On of the major challenges with this brief is that it is very open. This means that you have to find ways of being structured in your creative process. We will be helping you with this through tutorials and mentoring about process and methods. It is very important that you are present in the studio to benefit from the teaching and from observing each other’s progress.
Constraints This brief is thematically very open, but you will be working within the following constraints:
The installation have to belong in a museum context. You have to make an installation that somehow relates to human activities and environments.
Your starting-point is to use one kind of input and one kind of output. By limiting your idea process to only one sensor and one actuator in the beginning, you limit the scope of your product. You might also find that this sharpens your concepts.
Your installation has to be communicated.
Your installatio has to be experienced.
You have to make it yourself! Meaning that your own skills should shine through. And that you are aware of your limitations.
Your installation should not be too big. A absolute maximum of 1x1m floorspace is recommended. Most likely smaller.
You develop your installation iteratively through prototyping the experience of interacting with it. The installation doesn’t have to work technically all the way back, but it has to make sense as an interaction.
Remember what we have discussed about the relationships between interaction, activities and experience. Interaction design happens in contexts as a part of, or alongside our activities and experiences.
Deliverables
This is an individual task and these are the deliverables:
An experience prototype.
A demo and presentation.
An online presentation of the product that communicates your project in detail towards a broad online audience.
An exhibition. The project will be a part of our end-of-semester AHO Works exhibition
This project is both about the result and the process. You all have to document you process online and book mentoring sessions with Einar and Lars.
Important dates
18.9 09:45 at Lids hus. Visit to Natur Historisk Museum Oslo. Sketching and thinking.
19.9 09:45 at M1. Debrief and choosing topic.
Mandag 24.9 Publiser dokumentasjon av museumsprosjektet så langt
Tirsdag 25.9 13:30 Forelesning med George Oates i GR4+5
Onsdag 26.9 Presentasjon og veiledning i grupper.Her skal dere presentere installasjonen deres (på engelsk) og diskutere denne med George, meg og deres medstudenter. Jo mere dere har ferdig her, jo mer fornuftig tilbakemelding får dere. 20 min pr student. Tidsplanen kan forandre seg, så vær tilstede på salen hele tiden. Se egen mail for gruppe-plan
Torsdag 27.9 Presentasjon og veiledning i grupper fortsetter.
Fredag 28.9 Veiledning og oppfølging på salen med George og Einar
Mandag 1.10 - Fredag 5.10 Eget arbeid på salen, men muligheter for veiledning med student assistenter og tilgjengelige lærere (Einar er ikke tilstede)
Mandag 8.10 - Torsdag 12.10 Eget arbeid på salen, med veiledning med student assistenter og tilgjengelige lærere (Einar er tilstede)
Fredag 12.10 09:00-17.00 Siste presentasjon og demonstrasjon (alle må være tilstede hele dagen)
Mandag 15.10 Utstilling! Vi stiller ut alle prosjektene og inviterer Natur Historisk Museum på besøk!
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Brief 5: Game controller challenge
The next project is a playful and social exploration of (social/physical) interaction and games. Games can be a place where it is possible to experiment with new forms of interactions. Using what you already have learnt so far this semester you are going to do an experiment in social gamedesign.
Originally posted by procedural-generation
Your brief is to:
Make a socially interesting gamecontroller (for an existing game)!
The focus is on the physical and social experience of a game played with others. In groups of four you are to invent, build and test a new way of controlling a game: It could be a multiplayer controller for a single player game. It could be a single player controller for a multiplayer game. It could be a spectator sport. It could be competitive. It could be very complicated or very simple. Could the controller completely change the game?
Process Working in groups of four you will:
Analyse and choose a game. It could be anything, but it needs to be playable on a computer and controllable with a keyboard.
Think about what possibilities you have to work with. A slow-paced MMORPG is probably not the best choice, while a seemingly simple game can become brilliant through a new bit of controllerdesign.
Choose your game by midday Wednesday 5th Sept.
Figure out the controls and characteristics of the game. What do you have to work with?
Develop your controller through prototyping. You can work in any scale: from a pocket to a room.
Sketch, build, test, think, repeat.
Things to think about:
How does you controller effect the game-experience.
How is it social?
Is it challenging?
Is it fun?
Technology/methods: You will be using Ipac-modules that are typically used by people making their own arcade game-machines. These work like computer keyboards where the buttons are externalised through screw terminals. Screw a switch onto a terminal, and activate the corresponding key.
They can be a bit fiddly, but relatively easy to understand. Go try them out.
The keys/switches overview is here: https://www.ultimarc.com/ipac2.html
Deliverable
A working testable gamecontrollerthing that can be tried out by the rest of the class.
Documentation from each group member
We will have a test-off, a bit of voting, and a winner! (Using the tried and tested Eurovision Songcontest Model)
Schedule
Wed 5.9 Find a game! Do this fast and brutally. Try games and analyse their characteristics. You could spend all week playing stuff, so get on with it.
Thu 6.9 Work in groups - Einar will do mentoring
Fri 7.9 13:00 Demonstration/testing in A3
Groups
Group 1: Ingrid, Hanne, Kristin & Bendik
Group 2: Sephira, Kamilla, Anna & Martin
Group 3: Ragne, Malin, Christoffer & Åse Lilly
Group 4: Andreas, Kristoffer, Mathilde & June
Group 5: Julia, Hannah, Simen, Herman & Kjersti
Group 6: Sofie, Oskar, Amalie, Adrian & Mats
Group 7: Johanna, Jon Anders, Linn, Tina & Sigrid
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again

Start-up: How not to die while designing a lamp that responds to human behaviour.
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Parts to build a lamp
Building a LED lamp is actually quite simple, this is the selection of parts used for todays lamp-building-demo.
I got all the parts I showed you today from Clas Ohlson in Torggata. They have a decent selection of electrical parts.
The LED lamps are these two:
http://www.clasohlson.com/no/LED-pære/36-4131
http://www.clasohlson.com/no/LED-pære/36-4530
The power adaptor was this one:
http://www.clasohlson.com/no/Batterieliminator/36-4447
The other parts (the screw-connectors and the battery-box) came from the ‘Electro’ section between the lamps and the mobile phones.
There are many kinds of simple cables that might be useful and cheap - for example:
http://www.clasohlson.com/no/RLPP-signalledning/Pr490205015
Safety
A reminder, as we said in our briefing, electrical systems can be dangerous. We are using relatively safe 12 volt systems, but still:
Don’t cut wires or modify switches with the power connected.
Don’t interfere with batteries or power adapters.
Don’t do anything connected to the mains electricity supply.
Switch your prototypes off when you leave them.
If in doubt, ask us.
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Brief 4: Lamps!
Design a lamp that responds to human behaviour. Explore the relationship between a lamp’s physical form and the gestures/activities needed to switch it on and off. Even the most insignificant interaction with an ordinary light switch is a gesture, what other activities, gestures or other physical world events could be used to turn a lamp on and off?
Use your basic knowledge of electricity, and the parts we recommend, to create a circuit that controls a light in response to a human action or event. Remember, your lamp doesn’t have to be useful or efficient, it could be provocative, delightful, or even annoying.
Context We need to be able to look at a product and to understand what it does, or where to start using it. Interactive objects need to communicate the actions that are possible through their visible and physical forms (read a short summary of Don Norman’s design principles). The concept of “affordances” has been historically important in the design of interfaces, it describes “the actions that the design of an object suggests to its user”.
Lamps are a special products, they have ability to significantly change the spaces they are in through minimal means. They are both about physical form and the aesthetics of illumination. They are a group of products that are rapidly changing due to the technical development of LEDs, electronics and sensors, and the internet. There is potential for invention here, even at the simple level of switches, if you are ambitious with this task, you could make something quite beautiful and brilliant.
Process Work individually.
Think about where your lamp will be placed, a kitchen, bedroom, bathroom, living room, office? Think about what actions could be sensed in those places through switches and make prototypes to see if it works. What kind of lamp is it? A background lamp, a lamp for the middle of the night, a worklight, a reading light, an emergency light? Is the lamp just one object, or is it split into different pieces: a lamp and a switch?
Make lots of cardboard mockups, do iterations. Don’t make a polished design first, test out your interactions using low-fi prototypes.
Document every iteration (daily) on your blog.
(Remember that the main workshops are closed because the new students are being given introductions to the machinery. So please don’t bother the workshop-staff. Use materials that you can cut and refine in the studio)
Delivery
Documented process. Lots of prototypes
An interesting working lamp
A demonstration 4. September
Supervision every day an various points (with Einar and student assistants)
Drinks on Friday at 15:00
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Brief 3: What is a switch?
Today we are running the classic ‘What is a switch’-workshop to get into electricity in a quick and playful way. This workshop was invented by Matt Cottam from Tellart, and it has been a favourite with us at AHO since we first ran it with Matt in 2009.
The brief is as follows:
1. Design and make minimum 6 switches each in an hour. 1 switch pr 10 minutes. They don’t have to work electrically, but have to be physical objects.
2. Think about how one would interact with a switch and how switches shape interactions with objects.
3. Present and discuss in groups of four.
4. Document your switches on you website by the end of the day.
Here is documentation of the very first ‘What is a switch?’ exercise at AHO in 2009:
vimeo
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Brief 2: Make a website
Use Tumblr.com to make your own website for this course. Call it anything you want, and design it however you wish. You can use a pre-designed theme or you could try making it by hand.
Making websites is one of the most common things to do as an interaction designer. There are many ways of doing this, including using pre-baked templates and a ‘content management system’ or CMS like Tumblr, working with a developer, using graphical web-development tools, or making it by hand from scratch out of HTML, CSS and javascript.
Once you’ve set up your Tumblr, post documentation of your first project (Brief 1 ‘Vending machine’). Use photographs, write a short description and think about how to communicate the interaction you designed. Do you use a sequence of images, an animated GIF or a short video? Imagine someone who doesn’t know anything about you or the course clicks on a link and sees it, what should they read and see?
Send us a link to your Tumblr and the documentation of your first projects.
These are the projects you should document/write up:
The vending machines
About yourselves
Follow each other and the course Tumblr. Use the Tumblr to document everything you design, read, think and so on. The Tumblr is the process and outcome-documentation for this course and will be evaluated at the end.
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Brief 1: Vending machines
A vending machine is interesting because it is an automated shop in a box, it has to do all of the jobs of a normal shop: advertising, explaining, transactions, delivery. It must be completely self-explanatory to people that have never used them before.
Vending machines are quite complex: they have to manage many products, many kinds of payment, and different kinds of users. For these reasons most vending machines are not very satisfying or delightful, the interfaces are often awkward and fiddly.

Mission
Work in groups of two or three. Create a vending machine that is somehow delightful. You can choose anything you want to sell in your vending machine. We don’t care how it looks, you can make it out of cardboard, but it must effectively communicate what it does, people who have never seen it before must understand how to use it, so it must have a logical flow or sequence of actions. Don’t just make an efficient, utilitarian interface, use your imagination, make it surprising, delightful, thrilling!
Methods
There’s three main interaction design methods here that you can use here: mapping flow/sequence, paper prototyping and ‘Wizard of Oz.’
Mapping flow and sequence. Use pen and paper and sketch out a sequence of interaction, just simple ‘cartoon’ of how someone approaches the machine, what do they see, what is their first action, and how does the machine respond? Sketching in interaction design is different from industrial design, we care less about form and more about action: what happens and when, in what sequence?
Paper prototyping is where you create paper and cardboard mockups of your interface. You create a different paper mock-up for each ‘state’ in your interaction, you show what happens when a user clicks a button or pulls a lever, you also show how the interface handles errors and different paths through a system. You can build your vending machine from cardboard, and use coloured paper or painted forms to create an interface.
Read more: http://alistapart.com/article/paperprototyping
Wizard of Oz is an interactive prototype that is driven by someone hidden in the background. The ‘operator’ observes the user input and creates the output in real-time, just like the ‘wizard’ in Wizard of Oz. This is particularly suitable for a vending machine as you can create an interface that is controlled by someone inside a box. Just make sure that the person inside the box knows what the user is doing…
Read more: http://www.expressiveproductdesign.com/wizard-of-oz/ Read more: http://en.wikipedia.org/wiki/The_Turk
Deliver
On Wednesday 22.8 at 10:00 you will have 20 minutes to demonstrate your vending machine in front of the class, where it will be tested by someone who has never seen it before. In A3! Mentoring 10:00 on Thursday and Friday Week 34.
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Welcome to Interactive products 2018
‘Interactive products’ is an undergraduate interaction design course at the Oslo School of Architecture and Design. Interaction design is about how we use, experience and understand technology. In this course we will be exploring how we can use interaction design to invent with and explore interactive technologies.
A good definition of interaction design is a design discipline dedicated to defining the behaviour of artifacts, environments, and systems (i.e. products and often screens). Interaction designers create the behaviour of products; defining how actions and events are organised and sequenced over time. We also design how these products communicate to people.
Interaction designers typically:
• Visualise and simplify complex systems • Understand the strengths and limitations of both humans and technology • Understand cultures. Empathise with problems, needs, aspirations, desires
(Adapted from Interaction Designers by Robert M Reimann and Jodi Forlizzi)
This course is organised into three parts:
1. Introduction: Exploring basic interactions with products through designing behaviour over time. We will begin by exploring the basics of interaction as products with behaviour. We’ll explore how interaction designers create interaction through sketching and prototyping, and we’ll look at some interaction design materials.
2. Inventing interactive products: discover how to invent, develop and communicate an interactive product
3. Networks, pixels and screens: We will explore how interaction takes place on the internet, and how it’s communicated through visual means such as information graphics, presentations, photography and video.
By the end of the course you should have a basic knowledge of interaction design materials, approaches and methods. You will begin to comprehend the complexity of interactive systems, and to be able to design simplified, logical, satisfying, even delightful interfaces with them. You will be able to communicate your interaction design work through sketching, prototyping, presentations and imagemaking/filmmaking.
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