Class 1: Introduction. Imagining the Audience in a Wired World What does this even mean? Imagining? Audience? Wired World?

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Presentation transcript:

Class 1: Introduction

Imagining the Audience in a Wired World What does this even mean? Imagining? Audience? Wired World?

A bit about us… Michael Jones Elizabeth Littlejohn Access and availability

Course Syllabus Lectures/Labs Text Readings Plagiarism Medical notes Accessibility

Wiki Not SLATE (why?) Brief intro/tour Previous year wikis also available – handy to review work of others

Personal Inspiration Narrative (15%) Turkle’s Falling for Science – a collection of stories of technological objects and the inspirations people have received through their use “This is a book about science, technology and love.” 3 pages (double spaced) in similar style – what technologies have inspired you? Created awe? Intense attachments? Jan. 31 – so give early thought to this

Tips What makes a good story? What doesn’t? Effective personal stories are not just about you – they speak to something more universal Effective personal stories are still well-written and concise – babbling on about irrelevant details just gets boring

Gamestorming (10%) - examples of using games and play to stoke design thinking A bit of history… Approximately 7 will be done in lecture, 5 count You must be in class to submit - no late submissions

Case Studies/Design Activities(20%) Articles and examples highlighted in labs (starting today) Questions to consider posted – small reflection due a week from discussion date Some labs will involve in-lab work/design activities in preset groups Ongoing – last case Mar. 14, last due date Mar. 21

Tips Can miss one case – but do them regularly (it’s easily forgotten and hurts you badly if done) Answers on your personal wiki personal page (assistance for setup will be available in lab) No need to create new personal wikis for every class – you can organize yours to represent your work in a clear fashion

Final Project (25%) Technology design project based on sustainable development and design for underserved populations (why?) Groups of 3-4 ideal Design proposal (Feb 28 in lab) Design of technology and its presentation/documentation (final – Mar. 21 in lab)

Tips Look at last year’s wiki (don’t look at previous years’ examples – different assignment) No magic bullet solutions - research is important Try to be inspired from existing efforts – but not replicate it blindly Some topics are just kind of overdone – be careful about them, since you’ll be favorably (or unfavorably) compared

Test (25%) March 28 in class Mix of MC, short answers More about application than regurgitation More near the end on structure

PACT People Activities Context Technologies Holistic, interdependent relations among these factors

Technology in Human Context People are well versed in particular skill sets - whether they’re trained to be or not Machines do some things extraordinarily well - and require a lot of effort to mimic human skills even partially Design should speak to strengths of both - esp. when electronic technologies are embedded in physical spaces

Next week… More on PACT and general user experience design questions Tonight – first labs – wiki setup, into to first case study