User Experience of AI
Why does a high-end mechanical watch sell for tens of thousands, while an Apple Watch, which does far more, sells for a fraction of that? Why do gamers invest so deeply in fictional digital worlds? Why do fans pack arenas for a hologram pop star?
Technology design usually focuses on helping its users get things done. But the technologies people care most about often do something else: they make people feel something they desire to feel. This course introduces the cognitive psychology behind how interactive technologies bring people joy and thrill, and how they make people feel more connected to who they are and more like who they aspire to be. It then teaches how to design dyadic, interactive AI systems that purposefully create these experiences. Although intended for future software and UX designers, this course is open to students from any background.
Prerequisite: None.
Format: This course interleaves reading-and-discussion lectures with project work sessions. Students will complete a course project individually or in pairs, primarily outside lecture hours.
Lecture 1 | Design Ludic Technologies
- Pinokio lamp (demo)
- Drift table (reading)
- Brainball (reading)
- Cognitive-psychology concept: Fun vs. pleasure
- Sensitizing concept for designers: Ludic design, or “Designing for Homo Ludens”.
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
- Cognitive-psychology concept: Paidia vs. ludus
- Sensitizing concept for designers: The Magic Circle
Lecture 3 | Design Enchanting, Thrilling Technologies
- Broncomatic (reading - chapter 3.1, demo)
- The Disadvantage of Time Travel (reading - chapter 3.2)
- Cognitive-psychology concepts: Ilinx, enchantment
- Sensitizing concept for designers: 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 | Introduction to Tech Design and the Theater of Social Life
- TrashBot (reading, demo)
- Medieval Robot (reading - the “Alabaster Chamber” chapter)
- Pee-ometer (reading - chapter 4.2)
- Cognitive-psychology concepts: The media equation, social cognition and social competence
- Sensitizing concepts for designers: Anthropomorphism as a design dial; human-AI relationship as parasocial
Lecture 7 | Design Tech that Helps People Fit In; Design Tech that Helps People Stand Out Positively
- SlideBuilder for Cardiology Teams (reading)
- Mullins’ 12 pairs of prosthetic legs (TED talk, design exhibit)
- Cognitive-psychology concepts: situation models and scripts, rituals and unwritten rules, and the red sneakers effect
- Sensitizing concepts for designers: empowerment, specifically “power to”, ambiguity as a resource for design, and designing the spectator experience
- Design method: Bodystorming (reading)
Lecture 8 | Project Work Hour 🤹
- Huggable the robot (demo, reading)
- Objective Realities (website, video)
- Cognitive-psychology concept: social cognition and social competence (revisited)
- Sensitizing concept for designers: Sometimes You Need Facts, and Sometimes a Hug
Lecture 9 | Project Play-Testing 🤹
Lecture 10 | Design Tech as an Extension of Its User’s Body and Mind
- A tactile system that enhances equestrians’ bodily self-awareness (reading)
- The mechanical tail (reading)
- “3D printing” for breastfeeding bodies (portfolio, reading)
- Psychology-philosophy concepts: The extended mind
- Sensitizing concept for designers: SOMA design, especially “body extension”
Lecture 11 | Design for Reminiscence
- Photobox (reading)
- Facebook Memories (reading)
- Cognitive-psychology concepts: Reconstructive memory and retelling effects , reminiscence and its 43 functions
- Sensitizing concepts for designers: Slow technology, or “designing for slowness, anticipation and re-visitation”, Cues not capture
Lecture 12 | Design Tech that Connects People with Their Inner Selves
- Interactive prayer altar (an example, related reading)
- Gratitude journals vs. ExploreSelf AI writing tool (reading)
- The teenage bedroom (reading)
- Psychology-philosophy concepts: Dasein, or “beings like ourselves” , regulative vs. restorative self-awareness, self-immersed vs. self-distanced reflection
- Sensitizing concepts for designers: Design technologies for reflection, SOMA design (revisited)
Lecture 13 | Design Tech that Makes People Feel Like Who They Aspire to Be
- A $30k mechanical watch vs. a $2k iPhone
- A fantasy game that makes you feel empowered, e.g., Kerbal Space Program, Minecraft redstone, etc. (related reading)
- A medical surrogacy negotiation AI that helps elders prepare for dementia (reading)
- Psychology-philosophy concepts: narrative identity, or “we live into the stories we tell about ourselves” , autonomy (specifically, first-order vs. second-order desires)
- Sensitizing concepts for designers: design for the self, endogenous fantasy, empowerment (revisited)
Lecture 14 | Synthesis and Reflection + Project Work Hour 🤹
We have so far learned the various ways interactive technologies can be psychologically, if not existentially, valuable to people, beyond helping them get things done faster, cheaper, or more accurately. The former are the user experience affordances of interactive technologies; the latter are functional affordances. When we design computational systems, we design their physical form, temporal form, and interaction gestalt to create specific user experiences, not only functional ones.
Now, let’s put the concepts we learned throughout this course into practice: design interactive AI systems that create specific psychological experiences for their users while also providing functional value.
- Design prompt #1: An AI tool that enables users to design their own bespoke musical instrument, an instrument that lets them better express themselves musically
- Example designs: demo1, demo2
- Useful design tools: Google Magenta, wekinator
- Recommended reading: music hackathons
- Design prompt #2: An AI tool that helps young people imagine their futures
- Recommended reading: Horoscopes, Electronic Rituals, Oracles and Fortune Telling.
Lecture 15 | Student Project Show-and-Tell 🤹
Student project showcase.