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  1. Photo by Henry & Co.

    Designing with texture

    Interaction designers are increasingly tasked with crafting nuanced digital feedback to inform and delight the user. However, there is a lack of frameworks for designing continuous feedback that could help. Heyer (2018) proposes a set of lenses for analyzing interactive objects in terms of how they afford manipulation in different contexts and why this manipulation is integral for skillful coping. The part of Heyer's reasoning that I will focus on in this essay is feedback and feedforward as texture. According to Heyer, texture is always there, it is part of the material, it is invisible but always available: the noise of a car engine, the weight of a coffee thermos, the sound and vibrations when a bike's tyres roll on the road. These textures reveal something about the artifact’s state and are a natural part of any mechanical machine or tool. Digital artefacts, on the other hand, do not have intrinsic textural feedback and designers need to design the feedback in order to facilitate coping. The current paradigm in interaction design is not concerned with vague textural qualities: it is more interested in the precise nature of numbers and meters.
  2. Interactivity - M1 kickoff

    We start the interactivity course with a lecture on the paper Faceless Interaction by Janlert & Stolterman where they introduce five Thought Styles when looking at interactions. We also start a workshop where we will explore fields and computer vision in the next three weeks.
  3. Photo by Nathan Dumlao on Unsplash

    Final week of prototyping

    The last supervision before the presentation went well. We got good feedback and some small pointers to where we could improve before handing it in. The only point of contention was about the company website where we got the feedback that it might be good to have two separate for workers and consumers, but we think that this should be viewed more like a company overview where all the parts are presented, just like the uber homepage. The apps should be viewed as the separate portals for workers and consumers.
  4. Reconstructing Malmö by Bike

    Starting the reconstruction was harder than I thought. I stumbled a bit and had a fair bit of scope creep. In the end I decided to strip it down a lot and just focus on how you find a bike or free return slot. I started to make quick sketches and didn't care about the design of icons or similar. I just wanted to get a sense of what I would want in the flow. I decided to remove a lot of of functionality as I saw it as cluttering the screen.
  5. Photo by Rechanfle on Flickr

    Critical Speculative Fiction

    This was an interesting lecture where we got to see some speculative / critical design. Many projects can look silly at first glance but if you dig a little deeper they quite intriguing and could lead to interesting discussions. Dunne & Raby with their A/B Manifesto, might be drinking their own Kool-aid a bit too much, but the manifesto is interesting and thought provoking.
  6. Photo by Jannis Blume on Unsplash

    User Testing

    We had a lecture on user testing and how to do it, and also a bit on how not to do. We went through four different types of tests: observation, when you want a realistic use of your prototype; video analysis, where you can get very rich data on the interaction on a screen and reactions; think aloud, when you want to know the users reasoning; use & interview, when you want rich qualitative data from your tests.

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