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Design psychology applies the basic disciplines from psychology (developmental, social, cognitive etc.) to the design of technologies in the broadest sense. This area is a promising field with many job opportunities that provides and interesting alternative to the traditional psychological disciplines such as work and clinical psychology.
Design psychology is a highly interdisciplinary field that consists of industrial designers, anthropologists, engineers, software programmers, architects etc. to mention a few.
This seminar will introduce basic theories for how to understand and work with the basic human-technology relation.
From here we will work with more specific themes and sub-disciplines within the design psychology field.
The seminar will span from theory, to methodology, to concrete cases.
Active participation is an absolute must in order to attend this seminar. In return students will gain basic skills and tools for how to apply basic theory to real world problems. Expect to read 30-50 pages per week and small home assignments.
Active participation is achieved by:
1. Seminar introduction, practical + Humans and technology, part one.
a. Evolutionary perspective
b. Developmental perspective
c. Cognitive perspective
d. Socio-technological perspective / science and technology studies.
Literature:
Bærentsen, K. B. (1991). Humans and technology in history. Institute of Psychology,
University of Aarhus.
Bærentsen, K. B. (2000). Intuitive user interfaces.
Scandinavian Journal of Information
Systems, 12,
29-60.
29-60.
Bærentsen, K. B. and Trettvik, J. (2002). An activity theory approach to affordance. In
Proceedings of the Second Nordic Conference on Human-Computer interaction
(Aarhus, Denmark, October 19 - 23, 2002). NordiCHI '02, vol. 31. ACM, New
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York, NY, 51-60.
De Leon, D. (1999). "Building thought into things" in S. Bagnara (Ed.) Proceedings of the 3rd
European Conference on Cognitive Science (37-47), Siena, Italy.
De Leon, D. (2002). Cognitive task transformations. Cognitive Systems Research
Volume 3, Issue 3, 349-359
Nørager, R. (2009). Low level cognition in user interfaces . PhD. dissertation. Department of
Psychology, Aarhus University.
Velichkovsky, B. M. (1990). The vertical dimension of mental functioning. Psychological
Research. Special Issue: Domains of mental functioning: Attempts at a
synthesis, 52, 282-289.
2. Humans and technology, part two.
Literature: same as first class.
3. Challenges of software based technology
a. Design useful technology when everything is possible
b. Re-embody dis-embodied software functionality
c. Introduction to the pyramid model.
Literature:
Djajadiningrat, T., Wensveen, S., Frens, J., & Overbeeke, K. (2004). Tangible products:
redressing the balance between appearance and action.
Personal Ubiquitous
Comput. 8, 5 (Sep. 2004), 294-309.
Johnson, M. (1990). The body in the mind. The bodily reasoning of meaning, imagination,
and reason. Chicago: The university of Chicago press. Chapter 1.
Lakoff, George and Nuñez, Rafael. (2001). Where Mathematics Comes From: How the Embodied
Mind Brings Mathematics into Being. New York: Basic Books. Chapter 1.
Nunez R.E. and Freeman W.J. (1999). Restoring to cognition the forgotten primacy of action,
intention and emotion. Journal of Consciousness Studies, Volume 6, Numbers 11-12.
Wilson, M. (2002). Six views of embodied cognition. Psychonomic Bulletin and Review , 9, 625-6
3. Movie editing and cartoons as tools for making better graphical user interfaces.
a. Editing principles applied to GUI design
b. Animation principles applied to GUI design
c. Understanding the functional magic of Apple interface design
d. Communicating information that everybody understands - even infants!
Literature:
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Germeys, F., d'Ydewalle, G. (2007). The psychology of film: perceiving beyond the cut. Psychological
Research 71, 458-466
Lasseter, J. (1987). Principles of traditional animation applied to 3D computer animation. In
Proceedings of the 14th Annual Conference on Computer Graphics and interactive Techniques M. C.
Stone, Ed. SIGGRAPH '87. ACM, New York, NY, 35-44
May, J., Dean, M. P., and Barnard, P. J. (2003). Using film cutting techniques in interface design.
Hum.-Comput. Interact. 18, 4 (Dec. 2003), 325-372
4. Design-psychology in practice
a. The design psychologist´s tool box
b. Where do we fit in? Our relation to other professionals
c. Basic methodologies
d. The design psychology survival kit: camera, powerpoint, picture editing, movie
editing, statistics, design reviews etc.
Literature:
Bødker, S. 2006. When second wave HCI meets third wave challenges. In Proceedings of the
4th Nordic Conference on Human-Computer interaction: Changing Roles (Oslo,
Norway, October 14 - 18, 2006). A. Mørch, K. Morgan, T. Bratteteig, G. Ghosh,
and D. Svanaes, Eds. NordiCHI '06, vol. 189. ACM, New York, NY, 1-8.
Carroll, J. M. (1997). Human-computer interaction: Psychology as a science of design.
International Journal of Human-Computer Studies, 46, 501-522
Stolterman, E. (2008). The Nature of Design Practice and Implications for Interaction Design
Research. International Journal of Design Vol. 2, 1, 55--65
5. Female Interaction. www.female-interaction.org
Literature:
Baron-Cohen, S (2003) The essential difference: men, women and the extreme male brain. Penguin/
Basic Books.
Baron-Cohen, S, Knickmeyer, R, & Belmonte, M (2005) Sex differences in the brain: implications for
explaining autism. Science, 310, 819-823
Cunningham, J. and Roberts, P. (2006). Inside Her Pretty Little Head: A new theory of female
motivation and what it means for marketing. Cyan Books Marshall Cavendish
6. Emotional design
a. Functionality and aesthetics
b. What looks easy is easy...
c. Emotion and motivation
d. Experience design
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e. Social media & computer games
Literature:
Forlizzi, J. and Battarbee, K. (2004). "Understanding Experience in Interactive Systems.- DIS04
Conference Proceedings, Cambridge, MA, August 2004, 261-268
Hassenzahl, M., & Tractinsky, N. (2006). User Experience - a research agenda [ Editorial]. Behavior
& Information Technology, 25(2), 91-97
Hassenzahl, M. (2006). Hedonic, emotional, and experiential perspectives on product quality. In:
Ghaoui, C. (Ed.), Encyclopedia of Human-Computer Interaction, Idea Group. pp. 266-272.
Hassenzahl et al., 2002
Hassenzahl, M., Schöbel, M., & Trautmann, T. (2008), How motivational orientation influences the
evaluation and choice of hedonic and pragmatic interactive products: The role of regulatory focus,
Interacting with Computers, 20, 473-47
Hassenzahl, M (2010). User Experience (UX): Towards an experiential perspective on product
quality. Unpublished.
Tractinsky, N. (2004) Towards the Study of Aesthetics in Information Technology, 25th Annual
International Conference on Information Systems, Washington, DC, December 12-15, pp. 771-78
Schwarz, N., & Clore, G. L. (2003). Mood as information: 20 years later.
Psychological Inquiry, 14, 296-303.
Schwarz, N. (2004). Meta-cognitive experiences in consumer judgment and decision
making. Journal of Consumer Psychology, 14, 332-348.
7. Environmental psychology
a. City planing
b. Architecture
c. Work environments
--> Field study preparation
--> Idea generation for poster topics.
Literature:
Pol. E. (2006). Blueprints for a History of Environmental Psychology (I):
From First Birth to American Transition.
Pol. E. (2007). Blueprints for a History of Environmental Psychology (II):
From Architectural Psychology to the challenge of sustainability
Edgerton, E., Romice, O., Spencer, C. (2007). Environmental Psychology
Putting Research into Practice. CAMBRIDGE SCHOLARS PUBLISHING. Chapter 1.
8. Field study presentations.
a. 10 min. presentation + 10 min. questions & answers
b. Presentation should be based as powerpoint/keynote or other.
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c. Must include data , i.e., video recordings, pictures, quantitative registrations etc.
9. Exam and poster topics supervision.
a. Prepare a short brief - max 3 slides - about your poster and exam topic.
b. Prepare a literature list relevant for your topic.
10. Human behavior modification with design.
a. Abstract intellectual thinking versus everyday casual thinking
b. Rational logic versus embodied situated heuristics
c. Human errors
Literature:
Arnstein, F. (1997). Catalogue of human error. British journal of anasthesia, 79, 645-656.
Dehaene, S. (1997). The number sense: How the mind creates mathematics. USA: Oxford
University Press. Parts of the book.
Kaplan, M. and Kaplan E. (2009). Bozo sapiens: Why to Err is Human. Bloomsbury Press. Parts of
the book.
McCloskey, M., Washburn, A., & Felch, L. (1983). Intuitive physics: the straight-down
belief and its origin. Journal of experimental psychology, 9, 636-649.
11 + 12. Poster session. (double session, 9:15 to 15:30).
a. 10 min. presentation + 10 min. questions & answers
b. Poster in printed A0 size
c. What is a poster? Go to Google and type: "how to make a poster".
AULA CODE: PSYF11RN2
Social- og personlighedspsykologi, Kognitions- og indlæringspsykologi samt Udviklingspsykologi skal være bestået.
Ekstern lektor, Rune Nørager
Seminarundervisning
Wednesdays 9-12 in building 1481/room 332
Start: 9. februar 2011
Undervisningen foregår på engelsk
Se i øvrigt http://psy.au.dk/undervisning/eksamen/eksamenstilmelding-regler-og-frister/
80% participation and oral presentations + poster session