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Interaction design

  1. The Anthropophagic Studio:  Towards a Critical Pedagogy for Interaction Design

    The Anthropophagic Studio: Towards a Critical Pedagogy for Interaction Design

    Abstract: The design studio is the standard approach for interaction design education in the Global North. Nevertheless, in the Global South, this approach is not directly applicable due to authoritarian educational systems founded on colonialist ideologies. This research reports on an attempt to appropriate the design studio and fundamental interaction design concepts in Brazil. Following the anthropophagy tradition of hybridization, the foreign concepts […] - Jul 25, 2020
  2. Apple Developer Academy PUCPR

    Apple Developer Academy PUCPR

    Since 2013, Apple has a partnership with several Brazilian Universities to offer an educational program to attract and train new software developers in their mobile application ecosystem. The program is called Apple Developer Academy and it includes everything a newcomer needs to develop a new app. The program is customized for each partnership to better […] - Mar 28, 2019
  3. Pattern-based codesign

    Pattern-based codesign

    Card decks systematize patterns of common problems and solutions in a certain design space. These decks are useful for novice codesigners who don’t know what is possible in that space. Card decks can be combined to support interdisciplinary design. With a deck on business models, another on graphic user interface, and a third on human […] - Nov 22, 2018
  4. Lego prototyping

    Lego prototyping

    Lego is a great tool to build early prototypes of games and apps. I like. to stimulate students to supplement talking with making to increase shared understanding. Physical prototypes are quicker to build together in a team and can be used to test if ideas work in the real world. In this video, participants learn […] - Nov 22, 2018
  5. LegoML

    LegoML

    Unified Modeling Language (UML) is a set of standard diagrams and notations for creating software. We created at PUPCR a physical version of these diagrams with Lego to enable the participation of designers, clients, and users in software architecture and modeling activities. The concrete representations help the participants understand and make good use of software […] - Nov 1, 2018
  6. Improvised Videos

    Improvised Videos

    Improvised Videos are short films recorded with smartphones to support a codesign process. They represent everyday scenarios where the design object plays a protagonist role. The interaction with the design object is depicted through variegated film and theater techniques such as enactment, role playing, props, puppets, cuts, and transitions. The main advantage of using video […] - Nov 1, 2018
  7. Improvised Video as a Medium for Learning and Designing Interactions

    Improvised Video as a Medium for Learning and Designing Interactions

    Abstract: The video format has a long history in Human Computer Interaction research, in particular, in documenting interactions in usability tests and ethnographic studies. This format is also employed, to a lesser extent, to improvise new interactions, such as in video prototyping, collaborative videoing and design fictions. This makes video interesting for studio-based education in […] - Oct 31, 2018
  8. Interaction Design Theater

    Interaction Design Theater

    Interaction design, like theater, depends on the performances of human actors to realize its aesthetic expression. Interaction designers create software code much like theater scripts, while users often ignore them and improvise. Drawing from the analogy of Computer as Theater proposed by Brenda Laurel and the Theater of the Oppressed developed by Augusto Boal, this […] - Oct 31, 2018
  9. Designing oppressive and libertarian interactions with the conscious body

    Designing oppressive and libertarian interactions with the conscious body

    Abstract: Human-Computer Interaction literature often includes the allegory of computers oppressing users through badly designed interfaces. Analyzing this oppression relation through the critical pedagogy of Paulo Freire, it is possible to say that computers are not oppressors, yet they can be considered oppressive if one social group is using it to oppress another. This article introduces […] - Oct 31, 2017
  10. Expanding the design object

    Expanding the design object

    In the first lecture of my Design Thinking course, I gave a historical perspective on the evolution of the design object. According to my thesis work, the object of design expanded in the last century from complex entities to emergent performances, such as experiences, interactions and business. The characteristics of this object are: It includes the user behavior, as […] - Sep 16, 2016
  11. Interaction Design

    Interaction Design

    Regular course – 80 hs – Digital Design Bachelor – Catholic University of Paraná This course develops student’s creative and critical skills related to technology and society. Since the Digital Design Bachelor has already separate courses on Usability, Information Architecture, Ergonomics and Interface Design, the Interaction Design course focuses on what is particular from this discipline: […] - Aug 8, 2016
  12. Design Livre: designing locally, cannibalizing globally

    Design Livre: designing locally, cannibalizing globally

    Design livre is a conversation among Brazilian people interested in recognizing the design made by everybody with the intention of scaling up scattered design efforts. Design livre approaches the matter from a cultural standpoint, positioning design as key activity for resisting the globalization of culture in Brazil. The globalized as much as the localized design […] - Jun 28, 2016
  13. Enigmatron

    Enigmatron

    Enigmatron is an analog synthesizer designed by Diogo Mattana to explore the subtleties of musical sound. The synthesizer is based on a tape potentiometer that modulates the digital sound according to the wishes of the musician. In the context of a Digital Design bachelor, this final work is not just a functional prototype, but also […] - Mar 31, 2016
  14. Analog Social Networking Game

    Analog Social Networking Game

    The functioning of Facebook is a mystery to most of its users, but an actual divider of social groups. Facebook gives the impression that if a user posts a status update, all of her friends receive it in the timeline, but that is not always true. The Edgerank algorithm decides what is shown at the timeline based on three variables: Affinity: […] - Jul 31, 2015
  15. Design Livre: Cannibalistic Interaction Design

    Design Livre: Cannibalistic Interaction Design

    Abaporu, the most valued Brazilian painting. Tarsila do Amaral (1928). Abstract This paper provides a historical account of cannibalism as used to explain how Brazilians integrate foreign cultural influences into their own and introduces a design praxis based on it. From Modernism to Digital Culture, cannibalism is a recurring tactic used to overcome cultural traditions […] - Apr 9, 2012
  16. Interaction Design as a Cultural Project

    Interaction Design as a Cultural Project

    I’ve been very lucky to attend Interaction 12 in Dublin last week. Everything was so well organized and still with a human touch. The conference allowed a lot of networking between presentations. There was large corridors and rooms for side conversations, which for me are the best part of going to conferences. On the background […] - Feb 8, 2012
  17. Why measuring design aesthetics?

    Why measuring design aesthetics?

    The aestheticization of politics pioneered by fascist and populist governments is not working so effective as it was in the past. People don’t trust politicians neither the media anymore because, among other factors, they could not keep up with the diversification of identity wishes from the population. Companies, at the other hand, have been very […] - Dec 15, 2011
  18. UX Cards

    UX Cards

    A card deck for collaborative planning user experience projects. Each card is a UX method, with the necessary inputs and the expected outputs. The cards can be organized in a linear fashion to represent the planned process. There are also cards for representing risks, expected delays, and extra human/financial resources. The cards were designed with […] - Nov 24, 2011
  19. Cannibalistic Interaction Design

    Cannibalistic Interaction Design

    Last week, I was in Italy for an academic forum about Latin perspectives on Design and I presented our view from Faber-Ludens Institute. I described the context where the Institute emerged and explained our Design Livre approach for project development. Previously, I used the translation Free Design, but from now on I’ll keep the original […] - Nov 9, 2011
  20. The next step for social networks: Cycles

    The next step for social networks: Cycles

    Social networking websites offer value by mapping social relationships. As with any map, relationships are represented in a simplified way, a kind of metaphor. First was the connection, now we have the circle, and what I believe to be the next step is the cycle. These relationships are evolving as long as technology companies figure […] - Aug 4, 2011
  21. Interaction Design as Mediation

    Interaction Design as Mediation

    During my Master’s research, I looked for alternative views on Interaction Design that went further than User Interface Design. Most definitions say that the former is broader than the latter, but they didn’t provide clear objects to work with. David Malouf did a good job of extending Dan Saffer’s elements, but his foundations look still […] - Jul 26, 2011
  22. CICITY

    CICITY

    Co-creation of an Interaction Installation for the 2nd International Innovative Cities Conference, held in Curitiba, Brazil. The main conference’s theme was about the responsibility of individual’s action on the macro scale, bringing speakers like Fritjof Capra, Steven Johnson, and Jaime Lerner to discuss it. The main hall of the conference had an interactive wall with […] - Jul 22, 2011
  23. Infinity I-Kitchen

    Infinity I-Kitchen

    Usability Consultant for the Infinity I-Kitchen project at Electrolux Latin America, the first touchscreen controlled fridge. The touchscreen panel offer a messages application, recipes and photo slideshow. The project demanded heuristic evaluation, usability test and emotional affect evaluation. - Jul 22, 2011
  24. Almanaque 2010 - Faber-Ludens Interaction Design Yearbook

    Almanaque 2010 – Faber-Ludens Interaction Design Yearbook

    The yearbook showcase Interaction Design student work from Faber-Ludens Institute, Brazil. Projects range from desktop applications to public services, all designed with the human being in mind. Get a look at inspiring new ideas for interacting with people through old and new technology! Language: Portuguese / English Editor: Frederick van Amstel The print version of […] - Feb 15, 2011
  25. Interaction (Design) is a complex phenomenon

    Interaction (Design) is a complex phenomenon

    A common reference for defining Interaction Design are Bill Verplank’s drawings, one of the creators of the noun. Bill defines Interaction Design as a question threefolded: How do you do? What sort of ways do you affect the world: poke it, manipulate it, sit on it? How do you feel? What do you sense of […] - Oct 28, 2010
  26. Toy Hack for opening the cultural black box

    Toy Hack for opening the cultural black box

    Last saturday, I organized a Toy Hack workshop at the brazilian national design students meetup with the purpose of invinting young designers to open the black box of electronic products, mix it’s components and see what happens. The new frankentoys created by the participants are shown in this video (portuguese): Industrial Designers are commonly not […] - Jul 20, 2010
  27. Power over Mediated Agency and its Ethical Implications for Interaction Design

    Abstract There is little discussion about power within Interaction Design field. To call attention to this issue, we present a model for discussing conflicts that arises at the human-artifact interface. We argue that artifacts support human behavior by providing adaptations, but these adaptations can expand or restrict human actions. Human action cannot be fully controlled […] - Jul 7, 2010