Syllabus Fontys Digital Experience Design 2017

Page 1


-Syllabus -

Minor

Digital Experience Design Coordinator: Hanna Zoon September 2017 - January 2018 Fontys University of Applied Science, School of ICT Signed for approval - Renate van Oosten Graaumans

Oostenvan Hout,Ren ate J.G.M. van

Digitaal ondertekend door Oosten-van Hout,Renate J.G.M. van DN: c=NL, l=Eindhoven, o=Fontys Hogescholen, cn=Oosten-van Hout,Renate J.G.M. van Datum: 2017.07.06 16:42:34 +02'00'

Signed for approval - Joris

Graaum ans,Jori s J.P.M.

Digitally signed by Graaumans,Joris J.P.M. DN: c=NL, l=Eindhoven, o=Fontys Hogescholen, cn=Graaumans,Joris J.P.M. Date: 2017.07.06 09:05:01 +02'00'


Table of Contents Preface Didactics & process Assessments Teachers Design Challenge Human Centered Design Media in the Digital Society Intercultural Communications Story Creation Critical Design Addendum A: Design Challenges Addendum B: Outline Planning Addendum C: Learning Goals & Assessment Criteria Addendum D: Helpful Resources


Preface We are connected to the people we care about, make futile and important decisions and enhance our abilities with the help of technology. To design technology and media is to design everyday life. This raises some important questions. How do we want to live in the future? How can we make sure technology helps us, improves our lives, supports us, in a meaningful way? The future may be hard to predict, but by designing for it we can influence some of it. In this minor you will develop the skills that are important to help solve the important questions of the future: Human Centered Design, Intercultural Communication, Critical Design, Storytelling, Media in the Digital Society. This enables you to work on complex challenges in many professional fields and leverage your skills as a digital designer. By looking at issues from an international perspective and by cooperating with international students will learn to see these in a broader context and better understand the impact of your designs. The title of this minor is Digital Experience Design, and by that we mean research through design of products or services that involve the use of computer technology, with the goal of finding ways to meaningfully improve the impressions and behaviours occurring in daily life for a pre-defined group of people. Further in this document we may refer to digital products that influence experiences in this way as ‘interactive products or services’. The minor DXD is closely associated with the lectorate Interaction Design. You will benefit from the extensive professional and research experience of the lector and researchers, and the availability of specialist teachers. In addition, partner companies of the lectorate collaborate with teachers and students of the minor in order to provide meaningful educational cases and context. This way, you and your fellow students learn a lot about doing applied research and build new ties with the professional community.

Didactics & process Educational activities Duration

20 weeks

Contact hours

15-20 per week

Study load

30 ECTS

When

September 2017 – January 2018 The minor is only offered in the fall semester

Location

Eindhoven

Subjects

Human Centered Design, Intercultural Communication, Critical Design, Storytelling, Media in the Digital Society


You are offered weekly lessons and workshops on the above subjects, as well as tutoring on the Design Challenge group project. As part of the subject Intercultural Communication, the class will plan, organize and go on an excursion abroad. During the semester, you will build a digital portfolio in which you document your personal process and contribution towards the group work as well as individual work on the subjects, in order to prove you meet the learning goals as mentioned below (chapter Assessments). For each subject the teacher can provide suggestions on request about which works to include in the portfolio. The portfolio can take the shape of a website or similar and can contain videos, photos, sketches, stories, prototypes, etc. The portfolio also contains a short reflection for each iteration, on your work, professional competence and learnings. During this minor we will work in an iterative process on one or two group projects, as well as individual exercises. We have 4 iterations in 20 weeks (see Addendum B: Outline planning).

Assessments All subjects including the Design Challenge In three formative assessments during the semester, you are assessed on the learning goals below by means of your personal portfolio about the work you produced, in preparation for the final assessment. At each formative assessment, the team of teachers provide you with feedback on subject-specific learning goals and professional development. You are automatically enrolled in these assessments. You conclude the minor with one final summative assessment consisting of a portfolio review and interview by the assessor committee (consisting of the team of teachers), assessing your achievements on the learning goals below. This final assessment is the only formal, summative assessment in this minor. The final assessment is graded on a scale of 110, for grades 6 or higher the full 30 ECTS will be rewarded.

Caesura To pass the final assessment, all subjects need to be graded at least sufficient at the final assessment. In exceptional cases, for example where the student has achieved insufficient results on one subject but excelled in others, this rule can be waived by the teachers. The assessor committee decides if this exception is granted.

Learning goals The learning goals and assessment criteria (see Addendum C for complete overview) are defined at the level of a grade 7 if met as such at the final assessment. To receive a higher grade, you are free to develop yourself and your work further in the direction that you find the most meaningful and important, or that you discover fit your talents best, and thus maximise your learnings and professional development. Excellent results have some characteristics in common: the work is recognised as excellent by relevant organisations or people outside the assessment committee; reflected upon in-depth on effects and ethics, superseding the practical level; and is innovative in one or more or more areas of the subject matter, digital experience design or its methods.


Subject

Learning Goals

All Subjects

The student can design and create meaningful interactive products and/or services in response to a given societal challenge

All Subjects

The student shows professional competence in research, learning and communication through their work in this semester

Human Centered Design

The student can apply a Human Centered Design process for interactive products or services

Media in the Digital Society

The student can reason about ethics, empathy and mediation and apply these insights in a design project

Intercultural Communication

The student is competent in intercultural contexts showing intercultural sensitivity, intercultural knowledge and intercultural skills

Story Creation

The student can create meaningful stories based on the principles of Emotion Based Storytelling

Critical Design

The student can use design to ask themselves critical questions and challenge others to ask new critical questions

Resit Might the portfolio be insufficient during the semester and this insufficiency is not improved on enough in later iterations, students are offered a repair possibility at the end of the semester in the form of an additional assignment and assessment to allow the student to show that they have been able to meet the learning goals and criteria for the minor. It is not possible to take a resit on subjects that are graded 6 or higher.


Adjustments after input from student evaluations The minor curriculum is evaluated every semester by its students by means of a questionnaire and plenary discussion under the guidance of the minor coordinator. The student evaluation of previous executions of the minor provided input to improve several aspects: ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●

Total of 30 ECTS is awarded after successfully completing the minor, instead of ECTS per subject Formative assessments were redesigned to be more similar to the final assessment Formative assessments were redesigned to be less formal All learning goals and criteria were re-evaluated and re-written to be more concrete Cooperation started with Partner in Education (PiE) to anchor the Design Challenge in work practice and to provide a realistic context Method of cooperation with PiE redesigned to allow for more diverse feedback of different PiEs One Design Challenge for all teams to reduce time spent on choosing a challenge Redesign of the Design challenge to allow for multiple shorter challenges Theory and extra content added for all subjects to provide more value for students Excursion added to the subject Intercultural Communication Subject Critical Design re-designed to provide better applicability in other subjects and better anchoring in Critical Design theory Subjects Human Centered Design and Value Proposition Design merged due to overlap between both theories New subject Media in the Digital Society developed inspired by increasing role of media and ethics in daily life Rule removed (Minimum final grade of 6 in case of 3 formative assessments sufficient) due to demotivating effect on students Professional Competence learning goal added to make assessment on professional development more explicit


Teachers

Judith Gaffert j.gaffert@fontys.nl

Suzanne van Kuijk s.vankuijk@fontys.nl

Iris Soute i.soute@fontys.nl

Woody Veneman w.veneman@fontys.nl

Jessika van de Wijdeven j.vandewijdeven@fontys.nl

Hanna Zoon h.zoon@fontys.nl Minor Coordinator


Course Content Design Challenge Subject In cooperation with the lectorate Interaction Design and its partners we have developed a Design Challenge about digital experience in a future context which allows for different approaches. By working on this challenge in an iterative way with your group you learn to understand the complexity that lies beneath and how your skills as a digital designer can make a meaningful contribution. This year we have a few different, exciting possibilities for the content and clients for the Design Challenge. The Design Challenge described in Addendum A is the main challenge, but we may also have the opportunity to work on a different challenge for the first part of the semester. The experimental nature of this extra challenge mean that we cannot yet be certain if it can take place. At the minor kick-off we will present the definitive planning and Design Challenge(s). In the subject Human Centered Design you work on this Design Challenge, and the other subjects will also regularly feed into the Design Challenge. The process of the Design Challenge will be cycles of inspiration, ideation and implementation, realising different prototypes of a meaningful interactive product/service. You work in teams of 4-6 persons with different (cultural) backgrounds and as a team you are free to choose a design direction and even tweak the challenge in a way you find interesting, while meeting the following criteria:

Learning goal and assessment criteria The quality of the work is sufficient when the student has shown to: The student can design and create meaningful interactive products and/or services in response to the given design challenge

Apply knowledge and skills from the subjects to the design challenge (Human Centered Design, Media in the Digital Society, Intercultural Communication, Story Creation, Critical Design)


Methodology During the semester you will work in your group in an iterative process, each consisting of inspiration, ideation and implementation. Weekly consults are offered by the tutor to provide formative feedback. All teachers will provide training in their subjects to practise the necessary skills and provide formative feedback on the Design Challenge. There are 4 iterations in 20 weeks.

Tutoring The class will be offered a weekly consult with your class tutor. He/she will guide you and your team during your process of inspiration, ideation and implementation. The tutor will also help integrate the skills and knowledge from the other DXD subjects into the Design Challenge. The tutor and the team of teachers will assess each individual during the assessments which are organised 4 times per semester (See outline planning, Addendum B).

Helpful resources ★ ★ ★ ★

Dorst K., Kaldor L., Klippam L., Watson R (2016). Designing for the Common Good. BIS Publishers, Amsterdam Hassenzahl, M. (2010). Experience design: Technology for all the right reasons. Synthesis Lectures on Human-Centered Informatics. Stickdorn, M., & Schneider, J. (2010). This is Service Design Thinking. Basic-ToolsCases. BIS Publishers, Amsterdam Verschoor C., (2015). Change Ahead - How research and design are transforming business strategy. BIS Publishers, Amsterdam


Professional Competence Information During the semester, you will work together with other students, companies, teachers. In your portfolio, you reflect on your professional competence in these settings and projects. We describe Professional Competence as follows:

Learning goal and assessment criteria The quality of the work is sufficient when the student has shown to: The student shows professional competence in research, learning and communication through their work in this semester

Define useful research questions and subquestions for an unstructured practical problem, in all phases of a methodical design process Independently select research methods referencing to the practice-oriented research framework and execute these methods correctly Base conclusions on civil-societal, international, scientific and ethical aspects Describe their professional talents and development ambitions in relation to the IT profession. Practice self-reflection and relate received feedback to their own performance in the IT profession. Take initiatives, have a self-reliant attitude and work on a professional assignment in an independent and result-oriented way Argue and defend the implementation of a comprehensive professional assignment performed in a company or institution both orally and in writing and adjust the writing style to the target group in English While responsible for individual tasks, collaborate with others in an effective way in an international and intercultural context


Human Centered Design Subject In the subject HCD you will learn to apply different approaches to human-centered design or HCD (eg. IDEO Field Guide, Value Proposition Design, Research through Design) to iteratively develop innovative products or services. The HCD process consists of 3 phases: Inspiration, Ideation and Implementation. During the first iteration of the project you will become familiar with how to apply these steps. Subsequently you will repeat the three steps in each of the following three iterations. Furthermore, workshops focusing on specific methods of prototyping, user testing and Value Proposition Design will be offered. The HCD process is applied to the Design Challenge and is assessed on your individual contribution to the group project.

Learning goal and and assessment criteria The quality of the work is sufficient when the student has shown to: The student can apply a Human Centered Design process for interactive products or services

In each iteration, create prototypes of interactive products or services in increasing levels of fidelity Extensively involve end-users in a methodical way, in each iteration of the design Create products or services that users and customers value (including business model)

Helpful resources ★ ★ ★

IDEO.org (2015). The Field guide to Human-Centered Design. (PDF after registration from http://www.designkit.org/resources/1) Koskinen, I., Zimmerman, J., Binder, T., Redstrom, J., & Wensveen, S. (2011). Design research through practice: From the lab, field, and showroom. Elsevier (Book) Alexander Osterwalder, Yves Pigneur, Gregory Bernarda, Alan Smit (2015). Value Proposition Design: How to Create Products and Services Customers Want. John Wiley & Sons. https://strategyzer.com/value-proposition-design (Preview at https://books.google.nl/books?id=jgu5BAAAQBAJ) Dorst, K., Kaldor, L., Klippan, L., & Watson, R. (2016). Designing for the common good: a handbook for innovators, designers, and other people.


Media in the Digital Society Subject During the lectures of Media in the Digital Society we will explore how media have evolved and how this affects the design of media. We will use Daniel H. Pink’s book to explore six themes that allow us to dive into how the brain works, and we will discover how these themes affect media design in this digital age. Research by you and your team will result in a theoretical and practical overview that helps you in designing solutions for the design challenge.

Learning goal and assessment criteria The quality of the work is sufficient when the student has shown to: The student can reason about the meaning of media in the digital society and apply these insights to a relevant design project

Reason on how the six aptitudes of Daniel H. Pink affect media in a digital age by means of an essay Have a vision on how media is affecting the digital age and apply this vision to a design challenge

Helpful resources ★ ★

Pink, D. H. (2006). A whole new mind: Why right-brainers will rule the future. Penguin Verbeek, P. P. (2011). Moralizing technology: Understanding and designing the morality of things. University of Chicago Press.


Intercultural Communications Subject The Intercultural Communications subject provides theoretical, research and practical training in areas of international and intercultural communication and the media. It combines theory and practice. During the semester you are examining your own socialization, self-image and motivation and you gather knowledge about your own cultural baggage. You share your reflections and vision on intercultural processes. Furthermore, you will plan, organise and go on a trip to a destination outside the Netherlands to experience another perspective on international culture (for students who have pressing reasons not to go there will be an alternative assignment). The itinerary must include opportunities to document and analyse local culture at a university, company and in daily life.

Learning goal and assessment criteria The quality of the work is sufficient when the student has shown to: The student is competent in intercultural contexts showing intercultural sensitivity, intercultural knowledge and intercultural skills

Reflect on own socialization, self-image and motivation and knowledge about own cultural baggage Reflect on professional practice in different intercultural models Have a vision on working in intercultural groups

Helpful resources ★

Bennett, M. J. (2004). Becoming interculturally competent. Toward multiculturalism: A reader in multicultural education, 2, 62-77.


Story Creation Subject You will learn about cognitive psychology and neuroscience related to storytelling. You will learn about the implicit frameworks that must underlie a story, to ignite the reader’s brain.

Learning goals and assessment criteria The quality of the work is sufficient when the student has shown to: The student can create meaningful stories based on the principles of Emotion Based Storytelling

Understand the essentials of emotion based storytelling the role of neuroscience in storytelling
 Create meaningful visualisations of story effects, possibilities and consequences 
 Create stories from setup to payoff in which the reader can recognize, interpret and connect elements so a pattern emerges

Helpful resources ★

Cron, L. (2012). Wired for Story: The Writer's Guide to Using Brain Science to Hook Readers from the Very First Sentence. Ten Speed Press. https://books.google.nl/books?id=wpjF2yplDrsC


Critical Design Subject Critical Design uses speculative design proposals to challenge narrow assumptions, preconceptions and givens about the role products play in everyday life. It is more of an attitude than anything else, a position rather than a method. Its opposite is affirmative design: design that reinforces the status quo. In this subject you will create a personal manifesto and realise your own Critical Design work. This work will be presented at one or more exhibitions created and organised by the students.

Learning goal and assessment criteria The quality of the work is sufficient when the student has shown to: The student can use design to ask themselves critical questions and challenge others to ask new critical questions

Create work fitting the definitions of critical design by Dunne & Raby (Speculative Everything, p vii, 2013), including but not limited to: ● ● ● ● ● ●

It is not negative and anti-everything It is not only commentary It is concerned with aesthetics It is not against mass-production It is real It is not art

Helpful resources ★ ★ ★ ★

Dunne, A., & Raby, F. (2013). Speculative everything: design, fiction, and social dreaming. MIT Press. https://books.google.nl/books?id=9gQyAgAAQBAJ Dunne, A., & Raby, F. (2001). Design noir: The secret life of electronic objects. Springer Science & Business Media. http://www.dunneandraby.co.uk/content/projects Sudjic, D. (2009). The Language of Things Design, Luxury, Fashion, Art: How We are Seduced by the Objects Around Us. Penguin Books Ltd Antonelli, P. (2015) Design and Violence. Museum of Modern Art. http://www.moma.org/momaorg/shared/pdfs/docs/publication_pdf/3220/MoMA_De signAndViolence_PREVIEW.pdf


Addendum A: Design Challenge AUDITORY ENHANCED MOVEMENT How might we communicate bodily movement, gestures or posture details real-time, in an auditory, non-visual, interactive way as a means to motivate people to move more and improve their exercise technique? Running is becoming increasingly popular as a means to stay or become fit and healthy, experience the outdoors and being active. It is cheap, can be done in almost any weather and anywhere, and there is no large equipment. Running can be a lot of fun, rewarding and after a while, even addictive. However, the risk of injury can be quite high, with over 10% of runners developing running-related complaints. Also, for some people running becomes repetitive and boring.

“When I feel like exercising, I just lie down until the feeling goes away.�- Paul Terry (but often attributed to Mark Twain) There are many apps available to assist runners with registering their activities, providing training programs and contact with fellow runners (eg. Runkeeper, Strava, Runtastic, etc). But these apps give little feedback during running to help prevent injuries. If anything, they push people to train more and harder instead of wiser. In addition, these apps require you to either look at a screen or listen to a computer voice to access information about the run during running. Auditory displays have the potential to be a solution here. Sound includes not just beeps and speech, but also music, weather, environment and sounds generated by yourself, eg. footsteps, clothing, bike. With music having the potential to provide so many kinds of interesting experiences, it seems the ideal means to enhance the experience of running, while at the same time having the possibility to weave in feedback on running technique to prevent injuries. How might we communicate movement or posture details real-time, in an auditory, nonvisual, interactive way as a means to motivate people to improve their exercise technique to help prevent injuries? We will look at this question from the perspectives of movement and music in general and not limit ourselves to running and auditory displays only. This Challenge was developed in cooperation with Fontys Lectorate Interaction Design, JimFit, DashTag and Ato Gear.


Helpful resources ★

★ ★ ★ ★ ★ ★ ★ ★ ★

Kluitenberg, B., Middelkoop, M. V., Smits, D. W., Verhagen, E., Hartgens, F., Diercks, R., & Worp, H. (2015). The NLstart2run study: Incidence and risk factors of running‐related injuries in novice runners. Scandinavian journal of medicine & science in sports, 25(5). Saragiotto, B. T., Yamato, T. P., Junior, L. C. H., Rainbow, M. J., Davis, I. S., & Lopes, A. D. (2014). What are the main risk factors for running-related injuries?. Sports medicine, 44(8), 1153-1163. Start to Run at the TU/e Student Sports Center http://venus.tue.nl/w3sci/docs/MOTD/Informatie%20Hardlloopcursus%202016.pdf ‘Pain Free, Injury Free Running’ - Jeff Galloway http://www.jeffgalloway.com/about/ Buxton, W. (1990, August). Using our ears: An introduction to the use of nonspeech audio cues. In Electronic Imaging'90, Santa Clara, 11-16 Feb'102(pp. 124-127). International Society for Optics and Photonics. The music, instruments and apps of/inspired by John Cage (1912-1992) http://johncage.org Directors: James Spinney, Peter Middleton (2016) https://en.wikipedia.org/wiki/Notes_on_Blindness Chagall (2015). Stray Flux, self-released EP. https://youtu.be/Ks19HI3r2yQ and https://chagall.bandcamp.com/album/stray-flux-ep MI.MU gloves http://mimugloves.com Hermann, T., & Hunt, A. (2011). The sonification handbook (p. 14). J. G. Neuhoff (Ed.). Berlin: Logos Verlag.


Addendum B: Outline Planning* Fontys wk

Calendar wk

Monday

Tuesday

Wednesday

Thursday

Friday

1

35

2

36

TUTOR

HCD

CRIT-DES & INT-CULT

MEDIA

STORY

3

37

TUTOR

HCD

CRIT-DES & INT-CULT

MEDIA

STORY

4

38

DEMO

HCD

CRIT-DES & INT-CULT

MEDIA

STORY

5

39

FORMATIVE ASSESSMENT 1

HCD

CRIT-DES & INT-CULT

MEDIA

STORY

6

40

TUTOR

HCD

CRIT-DES & INT-CULT

MEDIA

STORY

7

41

TUTOR

HCD

CRIT-DES & INT-CULT

MEDIA

STORY

Fall Break

42

8

43

DDW

DDW

DDW

DDW

DDW

9

44

FORMATIVE ASSESSMENT 2

HCD

CRIT-DES & INT-CULT

MEDIA

STORY

10

45

TUTOR

HCD

CRIT-DES & INT-CULT

MEDIA

STORY

11

46

TUTOR

TRIP

TRIP

TRIP

TRIP

12

47

TUTOR

HCD

CRIT-DES & INT-CULT

MEDIA

STORY

13

48

DEMO

HCD

CRIT-DES & INT-CULT

MEDIA

STORY

14

49

FORMATIVE ASSESSMENT 3

HCD

CRIT-DES & INT-CULT

MEDIA

STORY

15

50

TUTOR

HCD

CRIT-DES & INT-CULT

MEDIA

STORY

16

51

TUTOR

HCD

CRIT-DES & INT-CULT

MEDIA

STORY

Holidays

52 & 1

17

2

EXPO

EXPO

EXPO

EXPO

EXPO & PORTFOLIO

18

3

ASSESSMENT

ASSESSMENT

ASSESSMENT

ASSESSMENT

ASSESSMENT

19

4

KICK-OFF

RESIT

CERTIFICATES

*planning is included to give an overview of the semester; subject to change. Check the most recent version on Canvas.


Addendum C: Learning Goals & Assessment Criteria Design Challenge

The quality of the work is sufficient when the student has shown to:

The student can design and create meaningful interactive products and/or services in response to the given design challenge

Apply knowledge and skills from the subjects to the design challenge (Human Centered Design, Media in the Digital Society, Intercultural Communication, Story Creation, Critical Design)

Professional Competence

The quality of the work is sufficient when the student has shown to:

The student shows professional competence in research, learning and communication through their work in this semester

Define useful research questions and subquestions for an unstructured practical problem, in all phases of a methodical design process Independently select research methods referencing to the practice-oriented research framework and execute these methods correctly Base conclusions on civil-societal, international, scientific and ethical aspects Describe their professional talents and development ambitions in relation to the IT profession.


Practice self-reflection and relate received feedback to their own performance in the IT profession. Take initiatives, have a self-reliant attitude and work on a professional assignment in an independent and result-oriented way Argue and defend the implementation of a comprehensive professional assignment performed in a company or institution both orally and in writing and adjust the writing style to the target group in English While responsible for individual tasks, collaborate with others in an effective way in an international and intercultural context

HCD

The quality of the work is sufficient when the student has shown to:

The student can apply a Human Centered Design process for interactive products or services

In each iteration, create prototypes of interactive products or services in increasing levels of fidelity

MEDIA

The quality of the work is sufficient when the student has shown to:

The student can reason about the meaning of media in the digital society and apply these insights to a relevant design project

Reason on how the six aptitudes of Daniel H. Pink affect media in a digital age by means of an essay

INT-CULT

The quality of the work is sufficient when the student has shown to:

The student is competent in intercultural contexts showing intercultural sensitivity, intercultural knowledge and intercultural skills

Reflect on own socialization, self-image and motivation and knowledge about own cultural baggage

Extensively involve end-users in a methodical way, in each iteration of the design Create products or services that users and customers value (including business model)

Have a vision on how media is affecting the digital age and apply this vision to a design challenge

Reflect on professional practice in different intercultural models Have a vision on working in intercultural groups


STORY

The quality of the work is sufficient when the student has shown to:

The student can create meaningful stories based on the principles of Emotion Based Storytelling

Understand the essentials of emotion based storytelling the role of neuroscience in storytelling
 Create meaningful visualisations of story effects, possibilities and consequences 
 Create stories from setup to payoff in which the reader can recognize, interpret and connect elements so a pattern emerges

CRIT-DES

The quality of the work is sufficient when the student has shown to:

The student can use design to ask themselves critical questions and challenge others to ask new critical questions

The quality of the work is sufficient when the student has shown to create work fitting the definitions of critical design by Dunne & Raby (Speculative Everything, p vii, 2013).


Addendum D: Helpful Resources ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★ ★

Antonelli, P. (2015) Design and Violence. Museum of Modern Art. http://www.moma.org/momaorg/shared/pdfs/docs/publication_pdf/3220/MoMA_DesignAndViolence_PR EVIEW.pdf Bennett, M. J. (2004). Becoming interculturally competent. Toward multiculturalism: A reader in multicultural education, 2, 62-77. Buxton, W. (1990). Using our ears: An introduction to the use of nonspeech audio cues. In Electronic Imaging'90, Santa Clara, 11-16 Feb'102(pp. 124-127). International Society for Optics and Photonics. Cage, J. (1912-1992) . Musician. Music, instruments and apps. http://johncage.org Chagall (2015). Stray Flux, self-released EP. https://youtu.be/Ks19HI3r2yQ and https://chagall.bandcamp.com/album/stray-flux-ep Cron, L. (2012). Wired for Story: The Writer's Guide to Using Brain Science to Hook Readers from the Very First Sentence. Ten Speed Press. https://books.google.nl/books?id=wpjF2yplDrsC Dorst K., Kaldor L., Klippam L., Watson R (2016). Designing for the Common Good. BIS Publishers, Amsterdam Dorst, K., Kaldor, L., Klippan, L., & Watson, R. (2016). Designing for the common good: a handbook for innovators, designers, and other people. Dunne, A., & Raby, F. (2001). Design noir: The secret life of electronic objects. Springer Science & Business Media. http://www.dunneandraby.co.uk/content/projects Dunne, A., & Raby, F. (2013). Speculative everything: design, fiction, and social dreaming. MIT Press. https://books.google.nl/books?id=9gQyAgAAQBAJ Galloway, J. Pain Free, Injury Free Running. Website. http://www.jeffgalloway.com/about/ Hassenzahl, M. (2010). Experience design: Technology for all the right reasons. Synthesis Lectures on Human-Centered Informatics. Hermann, T., & Hunt, A. (2011). The sonification handbook (p. 14). J. G. Neuhoff (Ed.). Berlin: Logos Verlag. IDEO.org (2015). The Field guide to Human-Centered Design. (PDF after registration from http://www.designkit.org/resources/1) Kluitenberg, B., Middelkoop, M. V., Smits, D. W., Verhagen, E., Hartgens, F., Diercks, R., & Worp, H. (2015). The NLstart2run study: Incidence and risk factors of running‐related injuries in novice runners. Scandinavian journal of medicine & science in sports, 25(5). Koskinen, I., Zimmerman, J., Binder, T., Redstrom, J., & Wensveen, S. (2011). Design research through practice: From the lab, field, and showroom. Elsevier (Book) MI.MU gloves http://mimugloves.com Osterwalder, A., Pigneur, Y., Bernarda, G., Smit, A. (2015). Value Proposition Design: How to Create Products and Services Customers Want. John Wiley & Sons. https://strategyzer.com/value-propositiondesign (Preview at https://books.google.nl/books?id=jgu5BAAAQBAJ) Pink, D. H. (2006). A whole new mind: Why right-brainers will rule the future. Penguin Saragiotto, B. T., Yamato, T. P., Junior, L. C. H., Rainbow, M. J., Davis, I. S., & Lopes, A. D. (2014). What are the main risk factors for running-related injuries?. Sports medicine, 44(8), 1153-1163. Spinney, J., Middleton, P. (2016). Notes On Blindness. Movie. https://en.wikipedia.org/wiki/Notes_on_Blindness Start to Run, TU/e Student Sports Center. http://venus.tue.nl/w3sci/docs/MOTD/Informatie%20Hardlloopcursus%202016.pdf Stickdorn, M., & Schneider, J. (2010). This is Service Design Thinking. Basic-Tools-Cases. BIS Publishers, Amsterdam Sudjic, D. (2009). The Language of Things Design, Luxury, Fashion, Art: How We are Seduced by the Objects Around Us. Penguin Books Ltd Verbeek, P. P. (2011). Moralizing technology: Understanding and designing the morality of things. University of Chicago Press. Verschoor C., (2015). Change Ahead - How research and design are transforming business strategy. BIS Publishers, Amsterdam


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