MODULE: DESIGN THEORY

DESIGNING EXPERIENCES AND INTERACTIONS

Alexa Pollmann (UAL-LCF)

This lecture introduces the basic principles and reasons to consider Interaction Design and User Experience in a fashion context. It highlights our transition from the Information to the Experience Age, exploring the move away from the production of products to the production of experiences, illustrated through the examples of gamification and performance economy.

 
Learning Outcomes
 

  • Describe and define Interaction and Experience Design in the Fashion-Tech sector.
28 MINUTES  clock-icon

MODULE: DESIGN METHODOLOGY

LOW-TECH PROTOTYPING FOR HIGH-TECH DESIGNS

Douglas Atkinson (UAL-LCF)

In this lecture three types of low tech methods for developing an interaction design concept are discussed. First, Storyboarding and Wireframing as methods which use drawing to explore the stages of an interaction in detail; second Paper Prototyping and rapid prototyping as methods which use simple mock-ups of an interactive experience; and finally Bodystorming, a method using acting and physical props to re-create the situated and embodied experience of an interaction.
 

Learning Outcomes

 

  • Select appropriate interaction and UX methods to conduct rigorous primary research into everyday behaviours and interactions.
27 MINUTES  clock-icon

THE INTERNET OF THINGS & THING CENTERED DESIGN

Douglas Atkinson (UAL-LCF)

This lecture introduces the concept of the Internet of Things and briefly discusses the history of connected wearable technologies. Next it outlines the principles of ‘Posthuman Ethnographies’ and ‘Thing Centred Design’ as approaches to document, understand and analyse the life of a non-human thing and its everyday interactions with humans and other things. Finally the lecture concludes by exploring how this analysis can inform the development of design requirements for an IOT fashion wearable.

 
Learning Outcomes
 

  • Describe and define the principles of "Posthuman Ethnographies" and "Thing Centred Design".
  • Develop design requirements for an IOT fashion wearable.
41 MINUTES  clock-icon

RESEARCH AND DESIGN AROUND PEOPLE: AN OVERVIEW OF QUALITATIVE RESEARCH METHODS

Daria Casciani (POLIMI)

The lecture provides an overview on the importance of putting people at the centre of the research and design process by presenting and specifying different ways of doing so. It informs about qualitative people-centric research methodologies that could be used in design practice. By comparing the different methodologies, the lecture gives a general overview on the possibilities to guide on which specific methods and techniques to use. The lecture provides also insights regarding how to conduct ethical user-oriented research, helpful in giving basic information related to how to fit user research into the design process, planning user research projects that are valid and ethically sound.

 
Learning Outcomes
 

  • Describe the main characteristics of the research methods to design for and around people.
  • Describe main approaches of qualitative research methods.
  • Distinguish between different research and design approaches around people.
  • Compare main qualitative research methods.
  • Learn how to conduct ethical user-oriented research.
  • Prepare user research projects that are valid and ethically sound.
  • Select the appropriate method for research and design around people.
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ETHNOGRAPHIC RESEARCH METHODOLOGY

Daria Casciani (POLIMI)

The lecture focuses on ethnography, providing an historical overview and definition from its beginning in the anthropological discipline. This lecture describes the main principles, features and opportunities of ethnography referring to the practices and processes associated to ethnographic research, the main tools and strategies such as observational studies, interviews and participants provided contents and related field notes. In addition, the lecture highlights the main type of ethnographic research methodologies, applied to design and architecture (such as focused ethnography) and also happening in the digital realm (such as digital ethnography, virtual ethnography and netnography).
 

Learning Outcomes
 

  • Describe the main principles, features and opportunities of ethnography.
  • Outline practices and processes associated to ethnographic research.
  • Give examples of the main tools and strategies such as observational studies, interviews and participants provided contents and related field notes.
  • Compare the main type of ethnographic research methodologies.
  • Select the most appropriate tools and strategies to conduct the research.
  • Develop an ethnographic research by defining all the phases.
41 MINUTES  clock-icon

DESIGN ETHNOGRAPHY FOR FASHION-TECH

Daria Casciani (POLIMI)

The lecture focuses on the application of ethnography in the design discipline (Design Ethnography), referring to the different strategies, methods, techniques and tools (observation, interviews, participants provided contents, and related field notes) used to develop user experience research for Fashion-Tech design products and services, considering people-technology interactions that need to tackle more complex issues in the ethnographic research: design ethnography becomes based on visual artefacts, considers sensory perception and experiences, it is multi-sited, post human and entangled.
 

Learning Outcomes
 

  • Describe the main characteristics of the research methods to design for and around people.
  • Describe main approaches of qualitative research methods.
  • Distinguish between different research and design approaches around people.
  • Compare main qualitative research methods.
  • Prepare user research projects that are valid and ethically sound.
  • Select the appropriate method for research and design around people.
28 MINUTES  clock-icon

MODULE: SENSORS & TECHNOLOGIES

CAPTURING BODY DATA

Douglas Atkinson (UAL-LCF)

This lecture gives an overview of on-body sensors, including biosensing technologies. Discussing the ways other kinds of personal information (for example emotional states) can be revealed when linking body data to other commonly captured information. The lecture then explores contactless methods to capture similar information using computer vision, questioning which use cases are still appropriate for body-based wearable sensors.
 

Learning Outcomes
 

  • Recognise key issues related to data ethics when designing digital systems and products.
37 MINUTES  clock-icon

MODULE: BUSINESS & COMMUNICATION

THE PITCH

Alexa Pollmann (UAL-LCF)

In this lecture best practices for presenting and communicating a technology concept will be discussed, focussing on developing a project identity and an elevator pitch, and how to package specialist knowledge to ensure accessibility. The lecture will present examples to highlight the fine balancing act between visual and technical information.
 

Learning Outcomes
 

  • Present design outcomes orally and visually in a professional manner appropriate to a wearable technology product pitch.
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