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 | Project Work Hour 🤹
- Method: Bodystorming (reading)
Lecture 9 | Project Show-and-Tell 🤹
Lecture 10 | Design Tech that Becomes Part of Who You Are
- Reconfigurable van (reading)
- “3D printing” for breastfeeding bodies (portfolio, reading)
- Wearables that increase equestrians’ bodily self-awareness (reading)
- Sensitizing Concept: SOMA Design, the magic circle of “the self”
Lecture 11 | Design Tech for Experiencing the Self in the Moment
- Interactive prayer alter (an example, related reading)
- Gratitude journals
- ExploreSelf AI writing tool (reading)
- Sensitizing Concept: regulative vs. restorative self-awareness (reading)
- Sensitizing Concept: autonomy (first-order vs. second-order desires - reading; self-determination - reading)
Lecture 12 | Design for Reminisance
- Photobox (reading)
Lecture 13 | Design Tech that Makes People Feel Like Who They Aspire To Be
- Million-dollar watches vs. $2k iPhone
- Teenager bedroom (reading)
- A medical surrogacy negotiation AI that helps elders prepare for dementia (reading)
- Sensitizing Concept: Narrative identity, endogenous fantasy (reading)
Lecture 14 | Design Creativity Support + Student Project Show-and-Tell 🤹
- Paper as creativity support
- Custom music instruments (demo1, demo2, wekinator)
- Sensitizing Concept: Design as a reflective conversation with the situation (reading), fixation and commitment (reading), P-creativity vs. H-creativity (reading)
Lecture 15 | Design for Decision-Making (and for Human Irrationality)
- Horoscopes (reading)
- Maps of the Mind: Charts and Concepts of the Mind and its Labyrinths, Book by Charles Hampden-Turner (1982)