Spring 2020 - Special collaboration with Musicon and Roskilde Festival


Within the field of Interaction Design, this course focuses on how to quickly build and prototype interactive installations for testing in the field. The aim is that the student will be able to conduct independent interdisciplinary analyzes of technology on the basis of a reflected choice of theories, methods and concepts in design science, human sciences and engineering.

The course is situated at Fablab RUC, and invites you to explore how to prototype interaction design. You are going to work on designing your own interactive art installation. The couse is made in collaboration with the Roskilde Festival and Musicon. You will be invited to apply for exhibitioning your piece at RF 2020 and be aware of the two days hackathon at Musicon. See the dates in the course description:


A few good advices for the course

The focus is on the creative process not the perfect outcome. Therefore the course is more about reflecting on the potential and the challenges. Take many pictures of prototypes, circuits, idea, test setups etc. Also, remember to take notes on your ideas and reflections. Do make sure to read through all the papers in the curriculum and make sure to use them as a basis for your reflection on your own process.

This class has a hands-on pedagogical approach to teaching. What this means is that you have a great chance to get structured guidance of a design process and you have the chance to learn a wide array of technologies based on your own curiosities. What this also means is that the success of the class is greatly dependent on your dedication. If you engage with energy there will be many interesting discussion.

Learning outcomes

Be able to do studio-based design exploration in interactive design.

Be able to frame exploratory design research as a knowledge contribution in the form of an academic short paper.

Be able to understand the basics of Arduino technology (programming, and electronics, sensors and actuators).

Be able to use essential prototyping tools like laser-cutting, soldering, embedded computing.

Assessment criterias

Knowledge about selected theories, methods and concepts in both design, human and technical sciences.

Skills that apply selected theories, methods and concepts in design science, human science and technical science to evaluate and test design.

Competences to evaluate and test designs and solutions in concrete as well as laboratory-like contexts.

Basic Arduino syntax



Date, time and room for each lecture can be found in

#1: Introduction & Playful interaction design (21/2)

Read before the lecture:

To get access to the articles use the formal REX login for RUC:

Do before the lecture:

Install the following programs:

Key learning outcomes:

  • Designing playful and ambiguous interactions

  • Programming with embedded technology

Class exercise:


#1 interactive installations

#2 Brainstorm

#3 Ideation

#2: Kick off at MUSICON Roskilde (28/2)

Starting time: 10.00:

Place: Eventrummet, rabalderstræde 10, Musicon, Roskilde.

Her vil I blive introduceret til cases, Musicon-bydelen, Roskilde Festival og Circle Line samtidigt med, at der er mulighed for at sparre med eksperter/nøglepersoner fra Musicon, Roskilde Kommune, Roskilde Festival og RUC.

#3: Digital Sketching + Research through design (6/3)

Read before the lecture:

  • Buxton, B. (2008), Sketching User Experiences. Getting the design right and the right design. p. 135-142

  • Löwgren, J., Svarrer Larsen, H., & Hobye, M. (2013). Towards programmatic design research. Designs for Learning, 6(1-2), 80–101. link:

Key learning outcomes:

  • Sketching vs. prototyping

  • Digital vs. analogue sketching

  • Research through design

  • Wizard of Oz testing

  • Experiments in the designprocess (programmatic research)

Class exercises:


Build your first i/o

Brainstorm project ideas


Project google slides


Introduction to the kit & programming

Check out the following tutorials:

#4: Laser Cutting (13/3)

This day is dedicated to introducting laser cuttings and for you to work on your projects.

install a vector program before the lecture


#5: Curiosity (20/3)

Read before the lecture:

Do before the lecture:

  • Update your logbook and do a test

Key learning outcomes:

  • Curisity as a design strategy.

  • Situated interaction design

Class exercise:


#6: Embodiment & Performativity (27/3)

Read before the lecture:

  • (optional) Dourish, P. 2001, Where the action is: The Foundations of Embodied Interaction, MIT press. (chapter four).

  • Dalsgaard,P.,& Hansen,L.K.(2008). Performing perception staging aesthetics of interaction. (

Key learning outcomes:

  • Performative awareness as a factor in interaction design

Class exercise:


#7-8: TWO DAY HACKATHON (2/4-3/4)

Two full day hackathon at Musicon - more information here soon.

Starting time: 10.00 At RUC

Bus will take you to: Højskolen, Basgangen 20, 4000 Roskilde.

Under de dage vil det være muligt for jer at sparre med eksperter og nøglepersoner fra Roskilde Festival, RUC/FABLAB, Musicon Sekretariatet, Makerspace og Roskilde Kommunes Plan og udvikling afdeling.

De studerende, der skriver projekt i samarbejde med Musicon og festivalen vil kunne bruge hackathon-forløbet til at give projektet en saltvandsindsprøjtning, når de afprøver ideer og koncepter på f.eks. målgrupper og får input fra relevante samarbejdspartnere.

Program for hackathon:

#9: Analysis and documentation (17/4)

Read before the lecture:

Key learning outcomes:

  • Use videos!

  • Annotated portfolio

Class exercise:

  • Summarize finding from test.

  • Find your research question.

  • Prototyping for final test.



Link to workdocuments and logbooks can be found on moodle:

Examination: Written assigment

You will be asked to write a short academic paper based on the curriculum and your project as a written assignment. The concrete details will be sent to you at the examination point - this is just a short summary to get you into the mindset. Your paper will be graded as if you were to write a paper for a conference within interaction design.

Choose an angle that is of particular interest to you: It may be an understanding of interaction design with ambient light, methodological considerations, etc. It should not be a record of your process. You will not be evaluated on whether your design experiments became a success, but on your ability to critically reflect on the opportunities and limitations you have learned from your experiments. A bad design can get a good mark if you learnt from it and analyse and document well why it failed.

It is not a requirement that you use fieldwork from the study. It is permitted to use other people's experiments from the course or from elsewhere. I.e. the following formats are possible examples:

  • Analysis of your own fieldwork with a specific framing, supported by theory from the compendium etc.

  • Analysis of existing designs (both commercial and experimental) in order to demonstrate new understanding and concepts of interaction design. Use theory from the compendium to support these understandings.

  • Theoretical article in which you take different articles from the compendium and use them as the basis for a discussion of new understandings for interaction design.

  • Article that spans across the different groups' experiments on the course, including theory from the compendium.

You should use the CHI extended abstract format:

You can find a google doc version here:

You should aim for no more than 4-6 physical pages with illustrations and references.

Read Sørensen, C. 2002. “This Is Not an Article: Just Some Thoughts on How to Write One.” to get more information about how to write an article. Read Tieben & Bekker (2011). Curiosity and interaction: making people curious through interactive systems. ( ) and Hobye, Mads, Padfield Nicolas, and Jonas Löwgren. 2013. “Designing Social Play through Interpersonal Touch: An Annotated Portfolio.” to get an example of the article format.

When the actual examination starts more details will be given about the format and required elements.

The article should be uploaded as a PDF on

Criteria Roskilde 2020 selection:

a) Der skal være et forbedringspotentiale i forhold til et konkret arbejdsområde hos RF og en kobling til Musicon bydelen, sådan at resultaterne kan blive anvendt i et fremadrettet perspektiv både på festivalen og i en mere permanent kontekst.

b) Der skal være en RF kontakt typisk fra Circleline teamet, som finder projektet meningsfuldt og nyttigt og som bakker op (for fysiske projekter betyder det, at RF kontakten skal hjælpe med at finde den fysiske placering til projektet) og eller en kontakt fra Musicon.

c) Projektet skal bidrage til Musicons og RFs strategiske målsætninger, særligt brugerskabelse, foranderlighed, det kreative og bæredygtighed.

d) Projektet må gerne have en høj valideringsgrad og indeholde potentiale til en student-driven start-up virksomhed.

e) Der skal være en beskrivelse af hvilke grundspørgsmål (forundring) i gerne vil undersøge og hvordan. Her inddrages underviserne.

f) Det skal være realistisk og gennemførligt. Der skal være en simpel visualisering, et konkret nedslag eller prototype som outcome af hackathonen, der skal testes af på RF20.

g) Økonomien skal være på plads.

h) Vi ser gerne at et bredt spektrum af RUC’s uddannelser er repræsenteret.

Contact information for specific questions:

· Musicon koordinator i forhold til tests. Camilla Huge-Lind -

· Spørgsmål i forhold til hackathon. Camilla Huge-Lind -

· Roskilde koordinator i forhold til opsætning af installationer. Mihewi Maya Ariadne Fürstenwald -

· Spørgsmål i forbindelse med Roskilde og lygtepæle. Mihewi Maya Ariadne Fürstenwald -

· Spørgsmål i forhold til Circle Line Mihewi Maya Ariadne Fürstenwald -

· Spørgsmål i forhold formelle kriterier og udvælgelse. Camilla Huge-Lind -