DESIGN Theory

A lot of people are asking me about basic references to theoretical papers that can support Design based research processes and interaction design in general. Keeping updated with the current litterature is a full time job in itself. However, I can share some of the papers and books that inspired med and I use as a fundament for my academic arguments. The list is rough, unsorted, with duplicates and not regularly updated - but this might get you started on your journey.

Research through design

  • Buxton, W. (2007). Sketching User Experiences: Getting the Design Right and the Right Design. Elsevier/Morgan Kaufmann.

  • Gaver, W. (2012). What should we expect from research through design? In Proceedings of the SIGCHI conference on human factors in computing systems, CHI ’12 (pp. 937–946). New York, NY, USA: ACM.

  • Löwgren, J. (2007). Interaction design, research practices and design research on the digital materials. (Originally published in Swedish as: Forskning om digitala material) In Sara Ilstedt Hjelm (Eds.): Om design forskning. Raster Förlag, Stockholm.

  • Redström, J. (2017) Making Design Theory. Cambridge, MA: MIT Press.

  • Ilpo Koskinen, John Zimmerman, Thomas Binder, Johan Redstrom, and Stephan Wensveen. 2011. Design Research Through Practice: From the Lab, Field, and Showroom. Elsevier.

  • John Zimmerman, Jodi Forlizzi, and Shelley Evenson. 2007. Research through design as a method for interaction design research in HCI. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM, 493–502.

  • Koskinen, I.; Binder, T.; and Redström, J. (2008) Lab, Field, Gallery and Beyond. Artifact Vol. 2 Issue 3-4, 2008, p. 46-57. DOI: https://doi.org/10.1080/17493460802303333

  • Laurel, Brenda (ed.) (2003) Design Research: Methods and Perspectives Cambridge, Mass.: MIT Press. p. Uddrag (p. 49-54+176-184). Moodle: https://moodle.ruc.dk/course/view.php?id=11737#section-0

  • Gall Krogh, P., Markussen, T. & Bang, A. (2015). Ways of Drifting – 5 Methods of Experimentation in Research Through Design. Proceedings of ICoRD’15 International Conference on Research into Design Conference, Indian Institute of Science, Bangalore, India, 7-9 Jan. 2015. https://www.researchgate.net/profile/Peter_Krogh/publication/276264822_Ways_of_Drifting_-_5_Methods_of_Experimentation_in_Research_through_Design/links/5553329c08aeaaff3bf03498/Ways-of-Drifting-5-Methods-of-Experimentation-in-Research-through-Design.pdf

  • https://www.researchgate.net/publication/239761323_What_Should_We_Expect_From_Research_Through_Design

  • Löwgren, J., Svarrer Larsen, H., & Hobye, M. (2013). Towards programmatic design research. Designs for Learning, 6(1-2), 80–101. link: https://www.designsforlearning.nu/articles/abstract/53/

  • Bang, A. L. & Eriksen, M. A. (2014). Experiments all the Way in Programmatic Design Research. The Journal ARTIFACT, Volume III, Issue 2, P. 4.1-4.14. (https://scholarworks.iu.edu/journals/index.php/artifact/article/view/3976)

  • Frayling, C. (1993). Research in Art and Design. Royal College of Art Research Papers 1(1) pp. 1-5. http://researchonline.rca.ac.uk/384/3/frayling_research_in_art_and_design_1993.pdf

  • Gaver, Bill, and John Bowers. 2012. “Annotated Portfolios.” Interactions 19 (4): 40–49. (https://doi.org/10.1145/2212877.2212889).

  • Löwgren (2011). The Need for Video in Scientific Communication. (http://interactions.acm.org/archive/view/january-february-2011/the-need-for-video-in-scientific-communication1 )

  • Gaver, W., Bowers, J., Kerridge, T., Boucher, A., & Jarvis, N. (2009). Anatomy of a failure: How we knew when our design went wrong, and what we learned from it. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2213-2222). New York, NY: ACM.

  • Gaver, B., & Bowers, J. (2012). Annotated portfolios. Interactions, 19(4), 40-49.

  • Fallman, D. (2008). The interaction design research triangle of design practice, design studies, and design exploration. Design Issues, 24(3), 4-18.

  • Bowers, J. (2012). The logic of annotated portfolios: communicating the value of ’research through design’. In Proceedings of the designing interactive systems conference, DIS ’12 (pp. 68–77). New York, NY, USA: ACM. Retrieved from http://doi.acm.org/10.1145/2317956.2317968

  • Brandt, E., & Binder, T. (2007). Experimental design research: genealogy-intervention-argument. In. Brandt, E., Redström, J., Eriksen, M. A., & Binder, T. (2011). XLAB. Copenhagen: Danish Design School Press.

  • Koskinen, I., Zimmerman, J., Binder, T., Redstrom, J., & Wensveen, S. (2011). Design research through practice: from the lab, field, and showroom. Waltham, MA: Morgan Kaufmann.

  • LAB, FIELD, GALLERY, AND BEYOND1: Ilpo Koskinen ,Thomas Binder &Johan Redström

  • Making Design Theory: By Johan Redström

  • Design Research Through Practice :From the Lab, Field, and Showroom, Authors: Ilpo Koskinen John Zimmerman Thomas Binder Johan Redstrom Stephan Wensveen


Critical and speculative design

  • Jeffrey Bardzell and Shaowen Bardzell. 2013. What is "critical" about critical design?. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '13). ACM, New York, NY, USA, 3297-3306. (DOI: https://doi.org/10.1145/2470654.2466451)

  • Dunne, Anthony, and Fiona Raby. Speculative everything: design, fiction, and social dreaming. MIT Press, 2013. (Første kapitel). Læs online i REX eller på moodle: (https://moodle.ruc.dk/course/view.php?id=11737#section-0)

Situated/social play, games and performativity

  • Gaver, William. 2009. “Designing for Homo Ludens, Still.” In (Re)searching the Digital Bauhaus, edited by Jonas Löwgren and Lone Malmborg, 163–78. London: Springer. (PDF ON Moodle )

  • Chapter one in: James Carse. 2013. "Finite and Infinite Games ". THE FREE PRESS, New York. (PDF on MOODLE)

  • Gaver, William W., Jacob Beaver, and Steve Benford. 2003. “Ambiguity As a Resource for Design.” In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 233–40. CHI ’03. New York, NY, USA: ACM. https://doi.org/10.1145/642611.642653 or https://moodle.ruc.dk/mod/resource/view.php?id=215577

  • Tieben, R., Bekker, T., & Schouten, B. (2011). Curiosity and interaction: Making people curious through interactive systems. In Proceedings of the 25th BCS Conference on Human-Computer Interaction (pp. 361-370). Swinton, UK: British Computer Society.

  • Hobye, M., & Löwgren, J. (2011). Touching a stranger: Designing for engaging experience in embodied interaction. International Journal of Design, 5(3), 31-48.

  • Hobye, M., Padfield, N., & Löwgren, J. (2013). Designing social play through interpersonal touch: An annotated portfolio. In Proceedings of the Conference on Nordic Design Research (pp. 366-369). Copenhagen, Denmark: KADK, School of Design.

  • Hobye, M (2014). Designing For Homo Explorens: Open Social Play in Performative Frames. PhD Dissertation, Malmø University.

  • Hobye, M. Padfield, N., Löwgren, J.(2013). Designing social play through interpersonal touch: An annotated portfolio. Nordes conference 2013.

  • Hobye, M. (2012). Touchbox: Intriguing touch between strangers. CHI conference 2012 Texas.

  • Hobye, M. (2012) Mediated Body: Designing for embodied experience. ACM CiE.

  • Hobye, M., Löwgren, J. (2011). Touching a stranger: Designing for engaging experience in embodied interaction. Int. J. Design.

  • Carpenter, V., Hobye M. (2008) Ladies and Mens Room Mixup. Desire and Emotion conference.

  • Steve Benford, Chris Greenhalgh, Gabriella Giannachi, Brendan Walker, Joe Marshall, and Tom Rodden. 2012. Uncomfortable interactions. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’12). Association for Computing Machinery, New York, NY, USA, 2005–2014. DOI:https://doi.org/10.1145/2207676.2208347

  • Peter Dalsgaard and Lone Koefoed Hansen. 2008. Performing perception—staging aesthetics of interaction. ACM Trans. Comput.-Hum. Interact. 15, 3, Article 13 (December 2008), 33 pages. DOI:https://doi.org/10.1145/1453152.1453156

  • Dourish, P. (2004). Where the action is: the foundations of embodied interaction. Cambridge, Mass.: MIT Press.

Materiality, composite materials and animism

  • Vallgårda, A. (2014). Giving form to computational things: Developing a practice of interaction design. Personal and Ubiquitous Computing, 18(3), 577-592.

  • Vallgårda, A., & Sokoler, T. (2010). A material strategy: Exploring the material properties of computers. International Journal of Design, 4(3), 1-14.

  • Vallgårda, A., Winther, M., Mørch, N., & Vizer, E. E. (2015). Temporal form in interaction design. International Journal of Design, 9(3), 1-15.

  • Löwgren, J. (2007). Forskning om digitala material [Interaction design, research practices and design research on the digital materials]. In S. Ilstedt Hjelm (Ed.), Om design forskning (pp. 150-163). Stockholm, Sweden: Raster Förlag. Retrieved from http://jonas.lowgren.info/Material/idResearchEssay.pdf

  • Löwgren, J. (2002). The use qualities of digital designs. Retrieved March 20, 2018, from https://pdfs.semanticscholar.org/260e/8360b33b8ac003a5e244a13396471cd9a47a.pdf

  • Hallnäs, L., & Redström, J. (2002). From use to presence: On the expressions and aesthetics of everyday computational things. Interactions, 9(4), 11-12.

  • Hallnäs, L. (2011). On the foundations of interaction design aesthetics: Revisiting the notions of form and expression. International Journal of Design, 5(1), 73-84.

  • Bødker, S. (2006). When second wave HCI meets third wave challenges. In Proceedings of the 4th Nordic Conference on Human-Computer Interaction (pp. 1-8). New York, NY: ACM.

  • Hallnäs, L., & Redström, J. (2002). From use to presence: On the expressions and aesthetics of everyday computational things. Interactions, 9(4), 11-12.

  • Larsen, H. S. (2015). Tangible participation–Engaging designs and design engagements in pedagogical praxes (Doctoral dissertation). Lund University, Lund, Sweden.

  • Levillain, F., & Zibetti, E. (2017). Behavioral objects: The rise of the evocative machines. Journal of Human-Robot Interaction, 6(1), 4-24.

  • Svanæs, D. (2013). Interaction design for and with the lived body: Some implications of Merleau-Ponty’s phenomenology. ACM Transactions on Computer-Human Interaction, 20(1), Article 8.

  • Fällman, D. (2003). In romance with the materials of mobile interaction: a phenomenological approach to the design of mobile information technology (PhD thesis No. 03.04). Research reports in informatics. Umeå University, Informatics.

Maker, Making and fablabs

  • Padfield N., Hobye M., Haldrup M., Fagerberg M., Knight J., (2018), Creating synergies between traditional crafts and Fablab Making: Exploring digital mold-making for glassblowing. Fablearn EU.

  • Haldrup M., Hobye M., Padfield N. (2017) The Bizarre Bazaar: FabLabs as Hybrid Hubs, Co-Design Journal.

  • Hobye M., Haldrup M., Padfield N. (2016) Making makers make maker machines, Fab12, Shenzhen.

  • Haldrup M., Hobye M., Padfield N. (2016) The Bizarre Bazaar: FabLabs as Hybrid Hubs, Critical Edge Conference Roskilde.

  • Haldrup M., Hobye M., Samson K., Padfield N. (2015) Remix Utopia: Eleven propositions on Design and Social Fantasy, Nordes Conference Stockholm.

  • Padfield N., Haldrup M., Hobye M. (2014) Empowering academia through modern fabrication practices, FabLearn EU conference.

  • Hobye, M. (2014) Playing with fire Collaborating through digital sketching in a creative community. Chapter in “Making Futures − marginal notes on Innovation, Design and Democracy” at MIT Press.

  • Anderson, Chris (2014). Makers: the new industrial revolution. Crown Business.