UnitLevel 5Postgraduate

MDC5310 Interaction design studio 3

Faculty of Art, Design and Architecture

MDC5310 Interaction design studio 3 is a level 5, 18-credit-point, postgraduate unit from the Faculty of Art, Design and Architecture, offered in 2024 in Semester 1 and Semester 2 at Caulfield. It needs MDC5210.

Credit points
18
Offered in 2024
Semester 1, Semester 2
Caulfield
Assessment
No exam
2 tasks

This is the 2024 handbook entry. See the 2027 entry.

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Requisites

Before MDC5310

Prerequisites

Pass these before you enrol.

Prohibitions

You can't enrol if you have passed any of these.

One of
  • MDC4201Fundamental interaction design studio 1
  • MDC4215Interaction design lab 1
  • MDC5201Fundamental interaction design studio 3
  • MDC4202Fundamental interaction design studio 2
  • MDC4216Interaction design lab 2
  • MDC5215Interaction design lab 3

Corequisites

Pass these before, or take them in the same semester.

After MDC5310

No unit lists MDC5310 as a prerequisite in the 2024 handbook.

Enrolment rules

You must be enrolled in the Master of Design (F6002)

Overview

This unit aims to consolidate learning from previous studio units in the Interaction Design specialisation sequence and completes the technical, cognitive and creative skills required to design for industry. You will be designing interactive artefacts, systems or services based on equivalent industry projects; or working on actual industry problems. You will be exposed to specific and relevant industry and/or social issues; and required to produce innovative solutions that weave together technology, place and product and user.

The unit encourages experimentation and skill development with tangible materials and interactive technology via data gathering, analysis, evaluation and design. You will produce high quality designs that examine the extension of physical artefacts and tangible interfaces as elements of connectivity that help users to mediate between the real and digital worlds.

The project supports you in a broad range of interests, including the application of advanced technologies, electronics and programming, physical or virtual interface manipulation, and material and engineering fabrication.

Offerings in 2024

Teaching periodCampusMode
First semesterCaulfieldOn campus
Second semesterCaulfieldOn campus

Assessment

  • Project 1
    60%
  • Project 2
    40%

Learning outcomes

When you finish this unit, you should be able to:

  1. 1

    Research and integrate comprehensive Tangible Interaction Design concepts, theories and design approaches to design interactive artefacts, systems or services;

  2. 2

    Utilise contextual diagrams and interfaces as core components in a design outcome with consideration of the projects industrial or societal context;

  3. 3

    Apply research, communication and advanced technical skills to plan and manage comprehensive interaction design solutions from initial concept to final resolution;

  4. 4

    Communicate ideas and concepts in order to critically justify designs through a process of observation, reflection, analysis, selection, interpretation and expression;

  5. 5

    Critically analyse and evaluate the rationale for integrating interactive technologies in a design solution.

Workload and teaching

  • Studio activities96 hours
  • Teaching approachResearch activities
  • Teaching approachProblem-based learning
  • Teaching approachActive learning
  • Teaching approachCase-based teaching

24 hours per week including 8 contact hours plus 16 hours of independent study.

Learning resources

Required resources

Pavliscak, Pamela, and ProQuest. Emotionally Intelligent Design : Rethinking How We Create Products. First ed. 2019.

Martelaro, Nikolas, and Wendy Ju. "Cybernetics and the Design of the User Experience of AI Systems." Interactions 25, no. 6 (2018): 38-41.

Clarke, Alison J. Design Anthropology : Object Culture in the 21st Century. Edition Die Angewandte, University Press. Wien ; New York: Springer, 2011.

Blythe, Mark A., Monk, Andrew, Editor, and SpringerLink. Funology 2 : From Usability to Enjoyment. Second ed. Human-computer Interaction Series. 2018.

Dahlström, Anna, and Safari, an O’Reilly Media Company. Storytelling in Design. 1st ed. 2017.

Rogers, Yvonne, and Marshall, Paul, Author. Research in the Wild. Synthesis Lectures on Human-centered Informatics ; # 37. 2017.

McGonigal, Jane. Reality Is Broken : Why Games Make Us Better and How They Can Change the World. New York: Penguin Press, 2011.

Chapman, Jonathan. Emotionally Durable Design: Objects and Experiences and Empathy. Sterling, VA: Earthscan, 2005.

Cialdini, Robert B. Influence : The Psychology of Persuasion. First Collins Business Essentials ed. Collins Business Essentials. New York: Collins, 2007.

Meinel, Christoph, Leifer, Larry, and Plattner, Hasso. Design Thinking: Understand – Improve – Apply. Understanding Innovation. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011.

Molich, Rolf., Nielsen, Jakob, and Nielsen Norman Group. 230 Tips and Tricks for Better Usability Testing. Fremont, CA: Nielsen Norman Group, 2000.

Benyus, Janine M. Biomimicry : Innovation Inspired by Nature. New York: Perennial, 2002.

Matsumoto, Mitsutaka, Masui, Keijiro, Editor, Fukushige, Shinichi, Editor, Kondoh, Shinsuke, Editor, and SpringerLink. Sustainability through Innovation in Product Life Cycle Design. EcoProduction. Singapore: Springer, 2016.

Robier, Johannes. UX Redefined: Winning and Keeping Customers with Enhanced Usability and User Experience. 1st Ed. 2016 ed. Management for Professionals. Cham: Springer International Publishing, 2016.

Tan, Lauren. Understanding the Different Roles of the Designer in Design for Social Good: A Study of Design Methodology in the Dott 07 (designs of the Time 2007) Projects, 2012, PQDT - UK & Ireland.

Ryall, Emily., and Ebooks Corporation. The Philosophy of Play. Milton Park, Abingdon, Oxon: Routledge, 2013.

Preece, J., Rogers, Yvonne, author, & Sharp, Helen, author. (2015). Interaction design : Beyond human-computer interaction (Fourth ed.).

Bürdek, Bernhard E. Design History, Theory and Practice of Product Design. Second Revised ed. Basel: Birkhäuser, 2015.

Walsh, Toby. "What If… We Create Human-level Artificial Intelligence?" New Scientist 232, no. 3100 (2016): 32-34.

Moore, Geoffrey A. Crossing the Chasm. Oxford: Capstone, 1998, 1998.

McKee, Robert. Story : Substance, Structure, Style and the Principles of Screenwriting. 1st ed. New York: HarperCollins Publishers, 1997.

Rezai, Maziar, and Mitra Khazaei. "THE CHALLENGE OF BEING ACTIVIST-DESIGNER. An Attempt to Understand the New Role of Designer in the Social Change Based on Current Experiences." The Design Journal 20, no. Sup1 (2017): 3516-535.

Russell, Wendy, Ryall, Emily, Editor, Maclean, Malcolm, Editor, and ProQuest. The Philosophy of Play as Life. 2018.

Löwgren, Jonas., and Stolterman, Erik. Thoughtful Interaction Design : A Design Perspective on Information Technology. Cambridge, Mass.: MIT Press, 2004.

Ferguson, Sam, Edmonds, Ernest, Nake, Frieder, Bryan-Kinns, Nick, Candy, Linda, England, David, Hugill, Andrew, Amitani, Shigeki, Riecken, Doug, Lowgren, Jonas, Yi-Luen Do, Ellen, Vermeeren, Arnold, Calvi, Licia, and Sabiescu, Amalia. Museum Experience Design: Crowds, Ecosystems and Novel Technologies. Springer Series on Cultural Computing. Cham: Springer International Publishing, 2018.

Bacha, Jeffrey A. "Mapping Use, Storytelling, and Experience Design: User-Network Tracking as a Component of Usability and Sustainability." Journal of Business and Technical Communication 32, no. 2 (2018): 198-228.

Thackara, John. In the Bubble : Designing in a Complex World. Cambridge, MA: MIT Press, 2005.

Quesenbery, Whitney, Brooks, Kevin, Author, and Ebooks Corporation. Storytelling for User Experience Crafting Stories for Better Design. 2010.

Kumar, Janaki., and Herger, Mario. Gamification at Work : Designing Engaging Business Software. 1st ed. Aarhus, Denmark]: Interaction Design Foundation, 2013.

Lim, and Kim. "Experience Design Board: A Tool for Visualizing and Designing Experience-centric Service Delivery Processes." Journal of Retailing and Consumer Services 45 (2018): 142-51.

Parrish, Patrick. "Design as Storytelling." TechTrends 50, no. 4 (2006): 72-82.

Grudin, Jonathan. From Tool to Partner : The Evolution of Human-computer Interaction. Synthesis Digital Library of Engineering and Computer Science. 2017.

Maeda, John., and Ebrary, Inc. The Laws of Simplicity. Cambridge, Mass.: MIT Press, 2006.

Benjamin, Walter, and Underwood, J. A. The Work of Art in the Age of Mechanical Reproduction. Great Ideas ; 56. London: Penguin, 2008.

Martin, Shelly. "Design For Sustainability." Textile World 166, no. 1 (2016): 34-36.

Gengnagel, Christoph, Nagy, Emilia, and Stark, Rainer. Rethink! Prototyping: Transdisciplinary Concepts of Prototyping. 1st Ed. 2016 ed. Cham: Springer International Publishing, 2016.

Thaler, Richard H., and Sunstein, Cass R. Nudge : Improving Decisions about Health, Wealth, and Happiness. Rev. and Exp. ed. New York: Penguin, 2009.

Focillon, Henri. The Life of Forms in Art. New York: Zone Books, 1989.

Contacts

Unit Coordinators
Dr Indae Hwang
Chief Examiners
Dr Indae Hwang

Common questions

What are the prerequisites for MDC5310?

You need MDC5210 before you enrol; and OHS1000 before or alongside it. Enrolment rules also apply.

When is MDC5310 offered?

In 2024, MDC5310 runs in Semester 1 and Semester 2 at Caulfield.

Does MDC5310 have an exam?

No. MDC5310 has 2 assessment tasks and no exam.

More details

Credit points
18
Level
5
Study level
Postgraduate
Faculty
Faculty of Art, Design and Architecture
Organisational unit
Department of Design
Type
Coursework
EFTSL
0.375
Student contribution
SCA Band 2
Study abroad
Available