Interaction Design (2)

2023-02-28 14:01

The goal of the course, Interaction Design (2), is to teach students to understand the impact of future thinking and social innovation concepts on future interaction patterns, to explore the interactive links between communities, activities, media, spaces and environments, to master the methods of event design and influence communication, and to be able to apply and develop them in conjunction with practical topics.




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The course of Interaction Design (2) in the Department of Information Art and Design at Tsinghua University School of Fine Arts aims to teach students to understand the impact of future thinking and social innovation concepts on future interaction modes, explore the interactive connections between communities, activities, media, space, and environment, master the methods of activity design and influence dissemination, and be able to apply and develop them in combination with practical projects.


The course works use interactive objects and augmented reality techniques to guide the audience's thinking on social values. At the same time, the course uses the exhibition hall as a "living laboratory" to collect feedback from the audience on-site. The results of this course will also support innovators in an open-source manner to promote the realization of social dreams through design innovation, and to promote the construction of a community with a shared future through shared value.



"Design for Community" - As we attempt to transition towards creative cities, "community design" is becoming increasingly prominent. It not only means that the objects covered by design behavior have expanded from "items" to the scale of "communities", but more importantly, it prompts a shift in thinking: in the past, we said design for whom, now we say design with whom.


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This course adopts a project-driven teaching approach, which will cultivate students' research abilities in analyzing future trends, exploring problem spaces, systematically summarizing and defining design problems, developing creative ideas, implementing prototypes, and collaborating in team work.


In this course, students will start from the concepts of Social Innovation Design and Social Interaction Design, combined with the Design Futures method, to explore the possibility of extending human senses and abilities in the future, think about alternative futures scenarios, define design problems, and use Event Design Propose value oriented forms of interpersonal interaction and plan and promote implementation methods based on methods and physical interaction devices.



Interaction Design for

Community with shared future


"People of all countries work together to build a community with a shared future for mankind, and build a world of lasting peace, universal security, common prosperity, openness, inclusiveness, cleanliness, and beauty."

——Report of the 19th National Congress



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Social innovation is a group of people who work together to solve a specific social or environmental problem in an innovative way. Social innovation can be a product, a technology, a design, a method of action, a business model, or even a new game rule.


"Community" is a broad concept - it can be an administrative area or a social community composed of people living in a certain geographical area, such as a town, a village, or an urban community; A "community" can also be a group of people gathered together due to common issues, called a functional community, such as a group of people gathered to solve garbage classification or food safety issues.


Community innovation is a change supported by the community, and the benefits it brings are meaningful for the community. As a dynamic "life laboratory", the community provides a perfect container for innovation. The difference between community innovation and other forms of social innovation lies in the focus on the community - treating community members as advocates and mediators of change.



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The course revolves around four themes of "clothing, food, housing, and transportation", with challenges and creative exploration identified in the first week of the course; Prototype design and implementation in the second week; Display and collect feedback at the exhibition site in the third week; Deepen the results and design dissemination in the fourth week.


In the middle of the course, all students of the undergraduate course Interaction Design (2) at the Information Art Design Department of Tsinghua University School of Fine Arts were invited to participate in the Beijing Design Week · 751 Design Festival, participate in curation design, complete exhibition layout work, collect audience information and research content during the exhibition process.



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Group1: Future Garment Lab


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Inspiration and Design Intention: There are many difficulties in our lives, such as the inability to afford the pressure of buying a house, endless overtime and unreasonable working hours, and environmental issues that are clich é d but not taken seriously... The Future Clothing Laboratory aims to provide seemingly reasonable but actually absurd solutions to these problems through different styles of "future clothing". As creators, we hope to showcase the hidden worries in everyone's hearts through clothing. When this absurd future is presented to people in an exaggerated and magnified way: what can we do about the current situation that can arouse people's thinking on these issues? Can we overcome these difficulties?


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Group 2: URBANFIELD


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Inspiration and design intention: Land is food, which is the source of our inner sense of security and satisfaction. However, with the process of urbanization, the relationship between people and crops in cities is becoming increasingly distant. We searched for some of the most common industrial products in urban homes, filled them with soil, planted some crops, and created half an acre of fertile land for every individual living in the city. And I want to use this to discuss whether the relationship between humans, crops, and land should be more closely connected and symbiotic, rather than just about consumption, possession, and consumption.


The designer attempts to stimulate people's thinking by moving small pieces of land from the city into the exhibition hall, and whether there is an opportunity to use the items representing urban life at hand to carry a piece of land and plant crops in our own living space. We hope to use this to inspire people in the city to have a deeper understanding of crop growth, and at the same time, to reflect on the current way of life from this perspective.



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Group 3: CONTAINER


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Container is an interactive installation work based on AR technology. We collect objects and stories from the audience during the exhibition, and display them simultaneously. In this process, we expect to see diverse sets and find emotional connections/collisions/connections between people. During the exhibition, we gradually collected stories from viewers about their "containers". After the exhibition, visitors gave feedback that the exhibits had a profound impact on themselves.


Inspiration and Design Intention: Through this exhibition, we discuss and share with the audience the themes of "spiritual container" and "emotional container". The meaning of "container" is a utensil used to hold things. We extend this intention to the object of emotions. Containers can hold vivid stories, unforgettable experiences, love, thoughts, and more. We showcase these small objects and collect objects and stories from the audience during the exhibition. In this process, we expect to see the collection of diversity and find emotional interconnections/collisions/connections between people.



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Group 4: CUBE METRO


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In today's transportation, there is little communication between people. On buses/subways, people often lower their heads and play with their phones, and the things around them do not attract their attention. For a long time, people have turned a blind eye to the world around them during commuting, often feeling lonely while traveling. People will see in our exhibition the real human world in the subway/bus, amidst the monotonous daily commutes. Through AR, viewers can experience firsthand the stories of bitterness and happiness behind each pedestrian in a narrow space: ultimately finding resonance in everyone's lives. We hope to let everyone know through this exhibition that perhaps when we look up at the bustling and huge city, it looks boundless, and the people inside seem to have no warmth. But whenever we look at the passersby around us, what we see is a hero from the small universe carrying countless stories, standing shoulder to shoulder with us as pioneers in this city


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In the middle of the course, we invited Nreal's technical guidance to attend the course site and share with the students the future direction of AR technology. The course also invited Dr. Yu Bo, a doctoral student from Communication University of China and a teacher from Black Bow, to teach the students about digital creative activity organization at Tsinghua Academy of Fine Arts. Learn more about the concepts and practices of digital media art through their introductions.


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Interaction Design (2) 2021 Closing Report invited Hu Bin, co-founder of Futurist Club, Fu Zhiyu, founder of aHybrid Lab, Wu Bilin, founder of XVision's mixed reality art team, and Liu Fang, founder of Koi Interactive, as course judges.


The final report of this course invited a team of experts to listen to the course report together and gave positive evaluations of the final results. This enriched the breadth of the course evaluation system, ensured the objectivity of the evaluation results, and provided more comprehensive guidance for the learning direction and ability development dimensions of students.



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Four groups of students, including 12 offline students and 1 Korean online student, shared the results of interactive design assignments based on social design, AR practice, and curation design. Guests commented on the students' course assignments and fully affirmed the future and trend of the course outcomes. The students also explored more possibilities for the future through interaction and questioning with their mentors, marking a successful conclusion to the course.


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