1 Deconstructing Interaction Design or Why Are You Here?

Löwgren, J. & Stolterman, E. (2007). "Thoughtful Interaction Design"

Erik Stolterman describes a framework for approaching interaction design. The authors suggest that thoughtful interaction design involves considering both the users' needs and the context of use. The chapter outlines a four-step process that begins with understanding the problem and the users' needs, followed by generating and exploring potential design solutions. The third step involves making decisions about which design solution to pursue and developing a prototype. The final step involves testing and evaluating the prototype with users to identify any issues and refine the design. The authors emphasize the importance of iteration and feedback throughout the process, as well as collaboration and communication with stakeholders. Overall, the chapter provides a structured approach to interaction design that focuses on thoughtful consideration of user needs and context.

In this lesson I investigated why I chose Interaction Design. What makes us passionate about the field? What are my goals and hopes for this study?

For me exploring and experimenting with all kinds of tools is the most important part. Having seen and worked in a daily routine of an UX/UI designer I found out that I do not want to be confined to these certain strict parameters and want to work in a more free and boundary-less area. Having the freedom and facilities to express myself in different projects lets me come closer to figuring out what it is what I exactly intend to do after this study.

2 Design/Undesign: Perspectives and biases

Carroll, J. M. (2000). "Making Use: Scenario-­Based Design of Human­Computer Interactions"

In the chapter "Perspectives on Participation in Design" of the book "Making Use: Scenario-Based Design of Human-Computer Interactions" by J.M. Carroll, the author discusses the importance of involving users in the design process. Carroll argues that user participation can lead to a better understanding of user needs and preferences, which in turn can result in more effective designs. The chapter presents different levels of user participation, ranging from passive involvement as information sources to active collaboration throughout the design process. Carroll also discusses potential challenges and limitations of user participation, such as the difficulty of representing diverse user groups and the risk of over-reliance on user feedback. Overall, the chapter emphasizes the value of user participation in creating more successful human-computer interactions.

Sanders, E. (2013). "Perspectives on Participation in Design"

Elizabeth Sanders explores the question "What is design?" in the book "Perspectives on Participation in Design" published in 2013. Sanders argues that design is not simply about creating aesthetically pleasing objects, but rather about creating solutions to problems and meeting people's needs. She presents a broad definition of design that includes various fields and practices, such as graphic design, product design, and service design. Sanders also discusses the importance of a human-centered approach to design, which involves understanding the needs and perspectives of the people who will use the design. The chapter emphasizes that design is a multifaceted process that involves creativity, problem-solving, and collaboration with various stakeholders.

3 Who and what do we design? Do we design for anyone?

Future Skills: Four scenarios for the world of tomorrow

The article "Future Skills: Four scenarios for the world of tomorrow" by J. Samochowiec explores possible scenarios for the future of work and the skills that will be necessary to succeed. The first scenario, "The Great Transition," imagines a world where automation and digitisation have transformed the economy, leading to a demand for workers with skills in programming, data analysis, and creativity. The second scenario, "The New Deal," envisions a future where there is a renewed focus on social and environmental responsibility, resulting in a need for skills related to sustainability, community building, and empathy. The third scenario, "The Fractured World," depicts a future where social and political divisions have led to a fragmented global economy, requiring skills related to adaptability, cross-cultural communication, and conflict resolution. Finally, the fourth scenario, "The Post-Human World," imagines a future where technology has fundamentally changed what it means to be human, necessitating skills related to transhumanism, ethics, and digital literacy. The article concludes by emphasising the importance of developing a broad range of skills to be prepared for whatever the future may hold.

Making by Making Strange: Defamiliarization and the Design of Domestic Technologies

The article "Making by Making Strange: Defamiliarization and the Design of Domestic Technologies" by Genevieve Bell, Mark Blythe, and Phoebe Sengers explores the concept of "defamiliarization" in the design of domestic technologies. The authors argue that by making familiar objects or tasks "strange," designers can encourage users to question their assumptions and approach the task or object in a new way.