User Experience Design
This course introduces students to the many ways technologies make users feel (e.g., fun, playful, fulfilling, intimate) and what specific tech design choices can create these effects. Open to everyone, it is suited for any student who wants to design interactive applications for themselves or people like them. Students who want to become professional tech product designers can also benefit from the course’s deep dive into the cognitive science and psychology of user experience (UX).
Prerequisite: None. No programming experience required, though the course project requires prompt engineering and no-code “coding” for those who choose not to code.
Format: Lectures are reading-and-discussion based. Students will complete a course project individually or in pairs, primarily outside lecture hours.
Lecture 1 | Design Fun Technologies
Lecture 2 | Design Playful Technologies (And How does it Differ from Designing Games)?
- Everyword (the twitter bot)
- Joggobot (reading, demo)
- A game you found most fun during childhood
- Sensitizing Concept: The Magic Circle (reading)
- Theoretical Concept: Cooperating to Compete (reading)
Lecture 3 | Design Thrilling Technologies
- Broncomatic (reading - chapter 3.1, demo)
- The Disadvantage of Time Travel (reading - chapter 3.2)
- Sensitizing Concept: Contesting control (reading - chapters 2&4)
Lecture 4 | Project Work Hour 🤹
No lecture this week; students will schedule office hours with the instructor for early project feedback.
Lecture 5 | Project Play-Testing 🤹
Lecture 6 | Design Tech as Smooth Operator in the Theater of Social Life
- TrashBot (reading, demo)
- Medieval Robot (reading - the “Alabaster Chamber” chapter)
- Pee-ometer (reading - chapter 4.2)
- Sensitizing Concepts: Rituals vs. unwritten rules (reading), social cognition vs. social competence
Lecture 7 | Design Tech as Side-Kick in the Theater of Social Life
- PAIL (reading)
- SlideBuilder for Cardiology Teams (reading)
- Sensitizing Concepts: Collaboration and empowerment (reading)
Lecture 8 | TO COME
Lecture 9 | Project Work Hour 🤹
- Method: Bodystorming (reading)
Lecture 10 | Project Show-and-Tell 🤹
Lecture 11 | Design Comforting Tech
- Horoscopes (reading)
- Reconfigurable van (reading)
- “3D printing” for breastfeeding bodies (portfolio, reading)
- Sensitizing Concept: the Digitized Self, Transportation (wiki),
Lecture 12 | Design Tech that Makes People Feel Like Who They Aspire To Be
- Million-dollar watches vs. $2k iPhone
- Teenager bedroom (reading)
- An AI agent that prepares elderly users for dementia (reading)
- Sensitizing Concept: Narrative identity, projected identity, endogenous fantasy (reading)
Lecture 13 | Design Creativity Support
- Paper as creativity support
- Custom music instruments (demo1, demo2, wekinator)
- Sensitizing Concept: Design as a reflective conversation with the situation (reading)
Lecture 14 | Project Work Hour 🤹
No lecture this week; students will schedule office hours with the instructor for early project feedback.
Lecture 15 | Project Show-and-Tell 🤹