Archive for the ‘Teaching’ Category

Classes for Final Semester

Tuesday, November 13th, 2007

Course registration for the spring semester began today. I was a bit sad the past few days realizing that the classes I chose were to be the last of grad school. There are still many courses that I would like to take. But alas…

In addition to my thesis project and thesis paper, I am registered for the following classes:

  • Conceptual Models
    (mini)
    with Shelley Evenson
  • Design, Management and Organizational Change
    with Richard Buchanan
  • Emotion and Reason in Design
    with Richard Buchanan
  • Color and Communication
    (wait list)
    with Kristin Hughes and Mark Mentzer

I talked to Kristin today about getting into Color and Communication, so there’s a chance I’ll get into that. If I do, I’ll likely drop Emotion and Reason in Design.

In addition to taking class, I am teaching another course this spring: Basic Interaction for mostly HCI students, I believe.

Midway Through Design Computing

Wednesday, October 24th, 2007

We’ve hit the midway point in the semester for Design Computing. And I must confess that my first teaching experience had a bit of a rough start. There were a bunch of factors that affected this—planning Emergence, not following last year’s model, Flash C3 being very different from the previous version—but to some extent inexperience played a role as well.

I struggled over what was more important to teach, Flash or prototyping with Flash. In trying to get everyone quickly up to speed to complete the semester’s assignments, I took a few too many detours into the coding aspects of Flash, and veered away from more interesting topics, like what are effective digital prototypes.

We started with a simple motion project whereby an emotion needed to be conveyed using a single black dot. That broke students into basic animation techniques while allowing us to also talk about the behavior of the animation.

The second project was a control redesign. Students were asked to find a single analog control and redesign it using Flash as the tool. This project yielded many questions from those unfamiliar with Flash. And while everyone successfully completed the project, the questions led me to pursue more instruction on Flash itself instead of the hybrid Flash/interaction design course I imagined.

Fortunately, I recognized this shift, with the help of insightful feedback from several of the students, worked back to my original intention. The third project combined necessary Flash skills for prototyping with a larger focus on communication and interaction. The submitted projects and the conversations around then were promising.

Those first three projects were warm-ups for the three larger projects, one of which began a few weeks ago and will finish up tomorrow. I thought it was important for students to learn about video sketching and spend focused time on creating them outside of their other design projects, where video sketching would only be a part.

I had the students propose a product or service and create a scenario of use that would be the basis of the video sketch. The lack of constraints may have been an issue for some. So I would maybe rethink that for future projects. But otherwise I’m really pleased with the work in progress and the conversations we’ve had surrounding the work. I’m hoping the focus now will mean better decision making for them later during crunch time in their other classes.

Next week we will start a mobile interface project. The final project will focus on emotion and play (or harm) for engagement or entertainment using a virtual pet as a starting point. This was also going to offer an opportunity to introduce object oriented programming, but I’m having second thoughts. I began the course with the idea that there are few ActionScript details one must know to prototype in Flash as an interaction designer. Object oriented programming isn’t really one of them. To add more fodder to my thoughts, tonight I stumbled upon Robert Reimann’s So You Want To Be An Interaction Designer, in which he says:

Designers seldom code—if you are attached to programming, all power to you: the world needs more design-sensitive programmers. But unless you have complete control over your projects, you will be short-changing your users by trying to design and develop at the same time—it’s a conflict of interest. So, if you can’t stomach the thought of abandoning programming, interaction design may not be for you.

So I will likely abandon the more programmy aspect of the final project, and instead focus on interaction. The students have a good handle on the tools already. What’s more important, at least as designers, is how they use them.

Teaching Video Sketching

Wednesday, October 3rd, 2007

As part of my Design Computing class, I am introducing my students to video sketching as a prototyping tool. For most of the students, this is new, but something they will end up doing repeatedly throughout their time at the School of Design.

Today, John Zimmerman gave a guest lecture on video sketching, complete with successful and not so successful examples, to kick-start the project. Zimmerman first introduced the method to me and my classmates last year during Interaction and Visual Interface Design.

With each video sketch that I have created during my time at school, the process have been refined and the result has improved. My first video sketch I don’t even show to employers because I find it embarrassing, which is why I think this project is important for my students. It’s an opportunity to get their feet wet and learn some lessons before creating something that they will want in their portfolio.

But I didn’t just create this assignment so that they could survive design school and have nice portfolio pieces, video sketches are indeed a good prototyping tool. Whether you are communicating an idea internally or to a client, it’s an effective means to quickly prototype an experience and discover or plug holes in your concepts. Invariably as you begin to tell the story of a product or service in use, and think about the images and sounds that go along with that, you discover issues that the design team had not fully considered during the concept stage.

Video sketches aren’t just for design school either. Many companies use them in the same way we do. In fact, the Charmr project I worked on at Adaptive Path this summer culminated in a video sketch.

Survived My First Day Teaching

Tuesday, August 28th, 2007

Today was the first day teaching Intro to Design Computing. It was my first day teaching anything, ever, officially. I didn’t die. So hurray!

But it was harder than I thought it would be. My throat got dry and we’re not allowed to have any drinks in the computer lab. And my introduction and presentation went a lot quicker than I thought.

The class has 16 people registered, but about 30 people showed up. I scared a couple away with my overview, but eight or so still talked to me after class about getting in. I’m capping it at 20.

While I had a syllabus, the projects and the time line is vague. So I need to clearly define what the projects will be. And I need to do this soon, as I plan to give the first assignment on Thursday.

For the first part of the course, I’m having them do rapid prototyping focusing on the elements of interaction defined by Dan Saffer in Designing for Interaction. But I need to figure out exactly what those mini projects will be, which I realized for sure when confronted by 30 sets of inquisitive eyes.

Here’s the current syllabus, which will likely change over the next day or two. I need to combine or eliminate some of the projects. And, like I said, clearly determine what each will entail.

Design Computing will focus on prototyping interactions, interfaces, and experiences as a designer. We will start with simple, low fidelity prototypes and work our way toward higher fidelity. Also, we will explore ways to communicate experiences for design concepts.

Flash will be the core tool for prototyping, but other options will also be considered, including AfterEffects and Processing. By the end of the course, you should feel comfortable working with Flash as a prototyping tool. This course, however, is not about learning how to program or about making you a Flash expert.

In evaluating the work we do in this class, we will focus on
behavior and experience. Projects and conversation will also focus on the elements of interaction: motion, space, time, appearance,
texture, and sound.

We will also explore how to encourage play through interaction and understanding the role of emotion in digital prototyping.

In addition, throughout the course we will create a web portfolio using a combination of HTML and Flash.

Key Takeaways

  • Rapid prototyping
  • Communicating and experience with ditigal tools
  • Comfortable prototyping in Flash
  • Basic knowledge of creating a website

Projects

  • Motion, space, time, appearance, texture, sound
  • Mobile interface
  • Video prototyping
  • Physical prototyping
  • Website/portfolio
  • Play and emotion

Intro to Design Computing

Friday, August 24th, 2007

This fall I am teaching Introduction to Design Computing, a required course for first-year interaction design graduate students at Carnegie Mellon.

Last year, I waived the course because it was primarily a Flash course and I had six years of professional Flash development and design experience. This year, a couple students asked to waive it as well.

This got me thinking. Why is it a required course if some students already have the skills? What are students expected to get out of the course?

As an interaction designer, knowing how to use Flash for prototyping is indeed useful. But you don’t need to know the program in detail, because you are not going to be the one programming applications.

I met with several faculty members this week to discuss the purpose of the course and the direction I would like to take it. In the end, we agreed that it should not be about learning Flash.

Instead, it will focus on prototyping interactions, interfaces, and experiences as a designer. We will start with simple, low fidelity prototypes and work our way toward higher fidelity. Also, we will explore ways to communicate experiences for design concepts.

Flash will be the core tool for prototyping, but other options will also be considered.

In addition, there may be a website/portfolio component to help students who are unfamiliar with putting together a portfolio on the web. But that might be too much for the course.

As I have been spending lots of time working on Emergence, I still need to hash out the details. I’ve got till Tuesday to figure it out.

Portfolio

About

I am a senior designer for Nokia Design, and have a masters of interaction design from the School of Design, Carnegie Mellon University. More about »

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