Generating Visions - Future Workshops and Metaphorical Design

Authors: Finn Kensing, Kim Halskov Madsen
Year: 2026
IdeationConceptDevelopment2026.pdf Open PDF
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IDEATION AND CONCEPT DEVELOPMENT

DEPARTMENT OF COMPUTER SCIENCE

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AARHUS UNIVERSITY

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

MESSAGES

DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

COURSE PLAN

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DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

COURSE PLAN

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DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

TEACHING TIMES

Mondays still 12-14 Wednesdays still 10-12

Some sessions are on other days and times – double check course plan! Completely done (hopefully J ) and revised Friday supervision 10-11.30 from 17/4 – 19/6. Feedback/supervision can also be requested via email J

Remember PROTOLab practical session 23rd (14-16) and 24th (12-16) of March.

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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PROTOLAB INTRODUCTION WORKSHOP

PROTOLab practical session – 3D printing and Laser cut

23rd of March from 14.15-16: Groups 1-5 (14 people) 24th of March from 12.15-14: Groups 6-8 and 11 (15 people) 24th of March from 14.15-16: Groups 12, 13, 16 and 20 (13 people)

Important to have finished tooling exercises and watch the PROTOLab videos: BS à Week 9/13 à Before class à Link to PROTOLab Tutorial …

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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PROTOLAB INTRODUCTION WORKSHOP

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DEPARTMENT OF COMPUTER SCIENCE

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SIMON HOGGAN CHRISTENSEN LAB COORDINATOR

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT 16. MARCH 2026

AARHUS UNIVERSITY

SUB-ASSIGNMENT 2

Deadline: 8[th] of April 2026 at 15.00

Should include:

  • Methods section : What have you done, which methods did you use, use literature, talk

  • pros/cons, and argue for methodology or lack hereof.

  • Empirical Presentation: What data have you collected, highlight findings, summarize,

  • describe patterns, present hypotheses.

  • Working models : Minimum 2 of 5, include descriptive text segment to each. Argue for

  • choice (using, not using).

  • Scenarios: User scenarios. Sketches. Personas. Add-ons to working models.

Remember to read assignment instructions on Brightspace properly and carefully!

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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DEPARTMENT OF COMPUTER SCIENCE

AARHUS UNIVERSITY

IDEA GENERATION AND CONCEPT DEVELOPMENT

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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QUICK LITERATURE OVERVIEW

Girotra et al. (2010): How to be successful when doing ideation.

Djajadiningrat et al. (2000): Extreme Characters and Interaction relabelling as a tool for generating ideas. Kensing & Madsen (1992): Future Workshops as a tool for generating ideas. Halskov & Dalsgård (2006): Inspiration Cards as a tool for generating ideas. Carroll (1999): How using scenarios can help formalize your ideas into concepts.

DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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IDEA GENERATION ~~AND~~ CONCEPT DEVELOPMENT

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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IDEA GENERATION/IDEATION

You have maybe already started this, due to the "Research Through Design"-nature, that you were taught in FITDes.

As mentioned, this course follows the "User-centered Design"-approach.

Everything originates from your empirical work. If your ideas do not fit with tendencies, issues and aspects of your empirical work, it is (probably) not the right idea.

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

IDEA GENERATION/IDEATION

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

https://www.ideou.com/pages/brainstorming

AARHUS UNIVERSITY

IDEA GENERATION/IDEATION

Only a small subset of ideas are good.

As IT-Product Developers we are only interested in the best and most motivated ideas.

To maximise our chance of a good idea, we should maximise the amount of ideas we get.

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144

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IDEA GENERATION/IDEATION

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144

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IDEOS LIST OF BRAINSTORMING PROS

Brainstorming is an effective way to: Produce a large number of ideas Generate ideas quickly Expand your portfolio of alternatives Get people unstuck Inject insights from a broader group Build enthusiasm Improve team collaboration

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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https://www.ideou.com/pages/brainstorming

AARHUS UNIVERSITY

IDEO RULES FOR BRAINSTORMING

1. Defer judgement

  1. Encourage wild ideas

  2. Build on the ideas of others

  3. Stay focused on the topic

  4. One conversation at a time

6. Be visual

  1. Go for quantity

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

https://www.ideou.com/pages/brainstorming

AARHUS UNIVERSITY

TEAM VS HYBRID BRAINSTORMING

Do you believe there is a difference?

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144

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AARHUS UNIVERSITY

TEAM VS HYBRID BRAINSTORMING

“We find that groups organized in the hybrid structure are able to generate more ideas, to generate better ideas, and to better discern the quality of the ideas they generate.”

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144

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TEAM VS HYBRID BRAINSTORMING

1) Hybrid structure is often able to get more and better ideas - and it gets everyone involved!

2) Hybrid structure is better at choosing which ideas are good!

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144

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AARHUS UNIVERSITY

TEAM VS HYBRID BRAINSTORMING

Certain group dynamics can be a hinderance for ideation.

Hybrid ideation ensures involvement from the entire team.

Choosing the right idea is more important than coming up with it – and this is truly difficult no matter what type of structure you use. Let your empirical findings guide these.

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Karan Girotra, Christian Terwiesch, Karl T. Ulrich, (2010) Idea Generation and the Quality of the Best Idea. Management Science 56(4):591-605. https://doi.org/10.1287/mnsc.1090.1144

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DEPARTMENT OF COMPUTER SCIENCE

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IDEATION METHODS

Inspiration Card Workshops Future Workshops

Interaction Relabeling / Extreme Characters

(Experience Prototyping/Bodystorming from FITDes – Buchenau & Suri)

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INSPIRATION CARD WORKSHOPS

“We present the Inspiration Card Workshop as a collaborative method for combining findings from domain studies, represented in Domain Cards, with sources of inspiration from applications of technology, represented in Technology Cards, to create new concepts for design.”

Domain card: People, settings, situations, contexts. Can be divided into multiple card types.

Technology cards: A technology or ”system” of tech. Inspiration card: Domain card + Technology card

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Halskov, K., & Dalsgård, P. (2006, June). Inspiration card workshops. In Proceedings of the 6th conference on Designing Interactive systems (pp. 2-11). ACM.

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INSPIRATION CARD WORKSHOPS

Structure (4-6 person teams):

  • Create several domain and tech cards per participant (5 min)

  • Introduce cards (7 min)

  • Use combinations of cards to create new concepts (10 min)

Documentation:

  • Document each idea on A3 paper

  • Title, users, what and why • Use sketches and cards on the A3 poster

  • Annotate and refine in the presentation phase

  • Present each idea in the group and refine (7 min) (requires one facilitator and one time-keeper)

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INSPIRATION CARD PROCESS

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Finn Kensing and Kim Halskov Madsen. 1992. Generating visions: future workshops and metaphorical design. In Design at work, Joan Greenbaum and Morten Kyng (Eds.). L. Erlbaum Associates Inc., Hillsdale, NJ, USA 155-168.

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INSPIRATION CARDS

Pros:

Rapid Idea Generation

Combines domain observations with tech High throughput of ideas Might highlight ”misunderstandings” or behavioral misconceptions

Cons:

Can be too technology centric Subject to group dynamics (same as before) Can be somewhat “limited” by the cards

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT

SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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FUTURE WORKSHOPS

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DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Finn Kensing and Kim Halskov Madsen. 1992. Generating visions: future workshops and metaphorical design. In Design at work, Joan Greenbaum and Morten Kyng (Eds.). L. Erlbaum Associates Inc., Hillsdale, NJ, USA 155-168.

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FUTURE WORKSHOPS

Structure:

Critique phase (10 min) Fantasy phase (10 min) Implementation phase (10 min) (requires one facilitator and one time-keeper)

Documentation:

Document each issue in each phase Summarise key ideas

Written descriptions, short scenarios, details, etc. Identify next steps for each idea

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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FUTURE WORKSHOPS

Pros:

Problem focused

Includes domain knowledge and observations Participatory and co-creative

Cons: Might focus on symptoms and shallow problems, but not underlying issues Implementation centric (Can be) Time consuming

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INTERACTION RELABELLING/EXTREME CHARACTERS

“Moving beyond a narrow focus on usability […] requires new methods for understanding design possibilities. Here we describe two: interaction relabelling, in which possible interactions with a known mechanical device are mapped to the functions of an electronic device to be designed; and extreme characters, in which fictional users with exaggerated emotional attitudes are taken as the basis of design to highlight cultural issues.”

Can be used individually

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Djajadiningrat, J. P., Gaver, W. W., & Fres, J. W. (2000, August). Interaction relabelling and extreme characters: methods for exploring aesthetic interactions. In Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques (pp. 66-71). ACM.

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INTERACTION RELABELING EXERCISE

Structure:

Pick an idea and either a completely random artifact, or an artifact from within the community.

Relabel the prop to work for your idea.

Documentation:

Describe the initial idea

Summarise the interaction relabeling.

Summarise how the exercise has changed your previous idea

DEPARTMENT OF COMPUTER SCIENCE

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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INTERACTION RELABELING/EXTREME CHARACTERS HYBRID EXERCISE

Structure:

Pick an idea and an unrelated product

Relabel the prop to work for your idea

Redesign it for an extreme character (requires one facilitator and one time-keeper)

Documentation:

Describe the initial idea

Summarise the interaction relabeling and the extreme character design Summarise how the exercise has changed your previous idea

DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

AARHUS UNIVERSITY

INTERACTION RELABELING/EXTREME CHARACTERS

Pros:

Good for reframing your understanding of the design space Excellent for breaking fixation

Cons:

Conceptualizes, generates thoughts, and perspectives rather than new ideas Small throughput - but plenty of reflection

DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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~~IDEA~~ GENERATION AND CONCEPT DEVELOPMENT

DEPARTMENT OF COMPUTER SCIENCE

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

CONCEPT DEVELOPMENT

So now you have an idea

How do you mold this into a concept?

What is the difference?

Concept = "Conceptus” = ”that which is conceived or formed in thought” Develop = ”Desveloper” = ”Disvolvere” = to unveil/to unwrap

You need to communicate and "sell" your idea, before it is a concept. Scenarios can help with this, and trigger multiple considerations/reflections.

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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SCENARIOS

”Harry is interested bridge failures; as a child, he saw a small bridge collapse when its footings were undermined after a heavy rainfall. He opens the case study of the Tacoma Narrows Bridge and requests to see the film of its collapse. He is stunned to see the bridge first sway, then ripple, and ultimately lurch apart. He quickly replays the film, and then opens the associated course module on harmonic motion. He browses the material (without doing the exercises), saves the film clip in his workbook with a speech annotation, and then enters a natural language query to find pointers to other physical manifestations of harmonic motion. He moves on to a case study involving flutes and piccolos.”

ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Carrol, J. M. (1999, January). Five reasons for scenariobased design. In Systems Sciences, 1999. HICSS-32.

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SCENARIOS

“Scenarios are stories. They are stories about people and their activities.” – Carroll (1999)

An externalisation of, e.g., the context, the design space, design ideas, an interaction, a feeling, etc.

Different representations:

Written stories, sketches, videos (Binder 1999) Pictures (Pedell et al. 2004). Personas (Chang et al. 2008). Techsonas (Bødker & Klokmose 2013). Drama and props (Brandt & Gunnet 2000).

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SCENARIO-BASED DESIGN: PRINCIPLES… OR PROBLEMS?

Action vs. Reflection

Design Problem Fluidity

Design Moves Have Many Effects

Scientific Knowledge Lags Design Application

External Factors Constrain Design

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ACTION VS REFLECTION

Carroll: Prototypes are amazing, but

“There is a fundamental tension between thinking and doing: thinking impedes progress in doing, and doing obstructs thinking”…

Scenarios can be used for (self-)reflection about actors, roles, communities and tasks

“[Scenarios are] vivid descriptions of end-user experiences [that] evoke reflection about design issues”

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DESIGN PROBLEM FLUIDITY

“Design, and especially the design of new technology, undermines the stability of the world […]”

It is vital to ensure that everyone always agrees on the requirements of the project.

“Scenarios (edit: can) concretely fix an interpretation and a solution, but are open-ended and easily revised”

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DESIGN MOVES HAVE MANY EFFECTS

“Every element of a design, every move that a designer makes, has a variety of potential consequences.”

“Scenarios can be written at multiple levels, from many perspectives, and for many purposes.”

We can, with a design, end up creating more/worse problems/issues if we are not careful.

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SCIENTIFIC KNOWLEDGE LAGS DESIGN APPLICATION

How do we make sure, that we actually learn something from design activities? When does knowledge become applied practice?

“Scenarios can be abstracted and categorized to help design knowledge cumulate across problem instances”

“The design and development of technology aspires to occupy the high, hard ground […] but at the same time, technology design and development is inevitably driven to pursue novelty and innovation”

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EXTERNAL FACTORS CONSTRAIN DESIGN

Requirements are formed from empirical data; work, tasks, culture, people, and other external factors (technological development).

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Scenarios are great at anchoring requirements in practice, or with a new design.

Scenarios can help explore interaction/technology possibilities without investing in prototype development.

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SCENARIOS

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

Carrol, J. M. (1999, January). Five reasons for scenariobased design. In Systems Sciences, 1999. HICSS-32.

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SCENARIOS SUMMARY

We need ways to manifest and maintain our requirements, ideas and knowledge. IT Product Development has many challenges; knowledge, practice, fluidity, context, contraints.

We also need team-based consensus regarding above.

Scenarios are a good way to ensure (or reflect upon) this.

Scenarios can anchor and ”test” your ideas.

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LAST BUT NOT LEAST

Definition is what makes a concept:

Planning

Speccing

Rapid prototyping Researching (and READING!) UI drafts Usability/User Experience notions

All of the above adds to a defined mental construct and shared understanding

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ITPDP - IDEATION AND CONCEPT DEVELOPMENT SIMON HOGGAN CHRISTENSEN 16. MARCH 2026 LAB COORDINATOR

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itPDP-2026-W3-design-EN.pdf Open PDF
Show converted presentation markdown

ITPDP2026- WEEK 3: DESIGN PROCESSES, PROJECT MANAGEMENT, AND DESIGN ETHICS

Clemens Nylandsted Klokmose Department of Computer Science Human-Centered Computing Section clemens@cs.au.dk

AARHUS UNIVERSITY

https://studypedia.au.dk/haandter-pensum/laesestrategier

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2026

ITPDP

2

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PLAN

› Design processes

› Involving users

› Project management

› Design ethics

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› GDPR

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ITPDP 2026
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PEOPLE AND PROTOTYPES

  • › Chapter in Moggridge (2006) describes IDEO's methods

  • › What is design? (Covered in FIT-DES)

  • › It is important to understand the needs and desires of users

  • › Observation and participation

  • › Often tacit and implicit knowledge that can only be uncovered experimentally

  • › Many versions of prototypes are needed (Later lecture)

  • › Prototypes are tangible and visible proposals

  • › User can "experience" a prototype and thus better evaluate proposed solutions

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2026

ITPDP

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THE GOOD DESIGN?

  • Transparency and tacit knowledge (Polanyi, Bødker, and more)

  • › Fluid use without breakdowns

  • › Leverages the users' intuition* (that is uncovered experimentally)

  • › Scientific verification is often long and complex

Examples of assessment criteria for design projects:

  • The height of creativity/innovation

  • Aesthetics/quality

  • Whether human factors/values are taken into account

  • Performance and technology

  • Finish and presentation

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2026

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THE GOOD DESIGN: AFFORDANCES (BILL GAVER)

› Perceptible possibilities (Gibson, 1979)

› We sense immediately

  • › That one can walk up a flight of stairs

› Sitting on a chair

› Tilting a door handle › Turning on faucet

  • › Computer user interfaces should be designed with equally clear affordances...

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2026

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AFFORDANCES

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2026

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7

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Need to repair a design that does not ”afford" the right action possibilities to the user

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DESIGN DISCIPLINES AND TECHNIQUES

How do we understand the problem area and the needs of users?

AARHUS UNIVERSITY

LIMITATIONS WITH INCREASING COMPLEXITY

› For a holistic understanding of groups, organizations, society and the globe

› From the facts of human proportions and physics

ITPDP 2026

AARHUS UNIVERSITY

ANALYSIS METHODS

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AARHUS UNIVERSITY

ITERATIVE DESIGN PROCESS

  • › Same type of activity is repeated to reduce uncertainty about the design

  • › Many cross-cutting jumps between activities

  • › From limitations to idea generation over prototyping less uncertainty back to remaining limitations

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AARHUS UNIVERSITY

IDEO: 51 WAYS TO LEARN ABOUT USERS › IDEO Method cards

  • › 4 Categories

  • Learn – from facts that can be collected

  • Look – at what users do

  • Ask – about their contributions;

  • Try – out ideas

  • › The entire collection of 51 cards is available as a book/card box

› https://stoutbooks.com/products/ideo-method-cards-51-ways-to-inspire-design-61457

  • › In the chapter, only 4 examples from each category

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AARHUSUNIVERSITY LEARN

› Analyze the information you’ve collected to identify patterns and insights.

› FLOW ANALYSIS

  • How Represent the flow of information or activity through all phases of a system or process.

  • Why This is useful for identifying bottlenecks and opportunities for functional alternatives.

  • Example Designing an online advice Web site, flow analysis helped the team to gain a clearer sense of how to make it easy to find your way around the site.

COGNITIVE TASK ANALYSIS

  • How List and summarize all of a user’s sensory inputs, decision points, and actions.

  • Why This is good for understanding users’ perceptual, attentional, and informational needs and for identifying bottlenecks where errors may occur.

  • Example Logging the commands that would be involved in controlling a remotely operated camera helped the team establish priorities among them.

› HISTORICAL ANALYSIS

  • How Compare features of an industry, organization, group, market segment or practice through various stages of development.

  • Why This method helps to identify trends and cycles of product use and customer behavior and to project those patterns into the future.

  • Example A historical view of chair design helped to define a common language and reference points for the team members from the client and consultancy.

AFFINITY DIAGRAMS

  • How Cluster design elements according to intuitive relationships, such as similarity, dependence, proximity, and so forth.

  • Why This method is a useful way to identify connections among issues and to reveal opportunities for innovation.

  • Example This affinity diagram shows what’s involved in transporting young children, and helps to identify the opportunities to improve the design of a stroller.

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AARHUSUNIVERSITY LOOK

  • › Observe people to discover what they really do—not what they say they do.

› FLY ON THE WALL

  • How Observe and record behavior within its context, without interfering with people’s activities.

  • Why It is useful to see what people do in real contexts and time frames, rather than accept what they say they did after the fact.

  • Example By spending time in the operating room, the designers were able to observe and understand the information that the surgical team needed.

› A DAY IN THE LIFE

  • How Catalog the activities and contexts that users experience for an entire day.

  • Why This is a useful way to reveal unanticipated issues inherent in the routines and circumstances people experience daily.

  • Example For the design of a portable communication device, the design team followed people throughout the day, observing moments at which they would like to be able to access information.

SHADOWING

  • How Tag along with people to observe and understand their day-to-day routines, interactions, and contexts.

  • Why This is a valuable way to reveal design opportunities and show how a product might affect or complement user’s behavior.

  • Example The team accompanied truckers on their routes in order to understand how they might be affected by a device capable of detecting drowsiness.

PERSONAL INVENTORY

  • How Document the things that people identify as important to them as a way of cataloging evidence of their lifestyles.

  • Why This method is useful for revealing people’s activities, perceptions, and values as well as patterns among them.

  • Example For a project to design a handheld electronic device, people were asked to show the contents of their purses and briefcases and explain how they use the objects that they carry around everyday.

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AARHUSUNIVERSITY ASK

› Enlist people’s participation to elicit information relevant to your project.

CONCEPTUAL LANDSCAPE

  • How Ask people to diagram, sketch, or map the aspects of abstract social and behavioral constructs or phenomena.

  • Why This is a helpful way to understand people’s mental models of the issues related to the design problem.

  • Example Designing an online university, the team illustrated the different motivations, activities, and values that prompt people to go back to school.

› COLLAGE

  • How Ask participants to build a collage from a provided collection of images and to explain the significance of the images and arrangements they choose.

  • Why This illustrates participants’ understanding and perceptions of issues and helps them verbalize complex or unimagined themes.

  • Example Participants were asked to create a collage around the theme of sustainability to help the team understand how new technologies might be applied to better support people’s perceptions.

› FOREIGN CORRESPONDENTS

  • How Request input from coworkers and contacts in other countries and conduct a crosscultural study to derive basic international design principles.

  • Why This is a good way to illustrate the varied cultural and environmental contexts in which the products are used.

  • Example A global survey about personal privacy helped to quickly compile images and anecdotes from the experiences of the correspondents.

CARD SORT

  • How On separate cards, name possible features, functions, or design attributes. Ask people to organize the cards spatially, in ways that make sense to them.

  • Why This helps to expose people’s mental models of a device or system. Their organization reveals expectations and priorities about the intended functions.

  • Example In a project to design a new digital phone service, a card-sorting exercise enabled potential users to influence the final menu structure and naming.

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AARHUSUNIVERSITY TRY

  • › Create simulations and prototypes to help empathize with people and to evaluate proposed designs.

› EMPATHY TOOLS

  • How Use tools like clouded glasses and weighted gloves to experience processes as though you yourself have the abilities of different users.

  • Why This is an easy way to prompt an empathic understanding for users with disabilities or special conditions.

  • Example Designers wore gloves to help them evaluate the suitability of cords and buttons for a home health monitor designed for people with reduced dexterity and tactile sensation.

SCENARIOS

  • How Illustrate a character-rich storyline describing the context of use for a product or service.

  • Why This process helps to communicate and test the essence of a design idea within its probable context of use. It is especially useful for the evaluation of service concepts.

  • Example Designing a community Web site, the team drew up scenarios to highlight the ways particular design ideas served different user needs.

› NEXT YEAR’S HEADLINES

  • How Invite employees to project their company into the future, identifying how they want to develop and sustain customer relations.

  • Why Based on customer-focused research, these predictions can help to define which design issues to pursue for development.

  • Example While designing an Intranet site for information technologists, the team prompted the client to define and clarify their business targets for immediate and future launches.

INFORMANCE

  • How Act out an “informative performance” scenario by role-playing insights or behaviors that you have witnessed or researched.

  • Why This is a good way to communicate an insight and build a shared understanding of a concept and its implications.

  • Example A performance about a story of mobile communications shows the distress of a frustrated user.

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AARHUS UNIVERSITY

REMEMBER THE EXTREMES

› ”Extreme characters”

Example

  • › Extremes in IT design for the home

  • › The homeless living in a shopping cart

› The film actor with uniformly decorated apartments in New York, Paris, Tokyo and LA

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IDEATION

AARHUS UNIVERSITY

IDEO - IDEA GENERATION

  • › 8-10 participants – responsible for documentation appointed

  • › 50-100 ideas in an hour

  • › Rules

  • › No critical assessments

  • › Stimulate wild ideas

  • › Build on other people's ideas

  • › Stay focused on the topic

  • › Hold on to one "thread" at a time

  • › Really good ideas can stop the process and restart it somewhere new

  • › Ideas are taken over into an "envisionment" activity, where it is visible and tangible

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AARHUS UNIVERSITY

FUTURE WORKSHOPS

Critique phase

› Brainstorming problems in current practice

› No discussion – just get problems on the board › Group issues and prioritize importance

Fantasy phase

› Brainstorm wild/utopian ideas (that can solve the problems identified)

› No discussion – just get ideas on the board

› Group ideas and prioritize them in terms of value creation

Realization phase

› Take the high-priority ideas › Delimit to realistic visions

  • › Prepare concrete proposals for realization

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(Jungk & Müllert, 1987;Kensing & Halskov, 1991)

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THE ROLE OF THE DESIGNER & THOUGHTFUL INTERACTION DESIGN

Löwgren and Stolterman

AARHUS UNIVERSITY

LÖWGREN & STOLTERMAN

Places the designer at the core of the process

L&S argue that the responsibility for the vision at the designer (p.34ff)

L&S argue that the responsibility for the design process is at the designer (p.38ff)

L&S argue that the designer should engage and manage the relations in the design process (p.32ff).

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AARHUS UNIVERSITY

LÖWGREN & STOLTERMAN Designing the design process

› Design starts earlier than project owners may think

› Select appropriate methods/techniques

  • › Pay attention to and care for a common vision

  • › Pay attention to roles and stakeholders

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  • › Pay attention to design as a project

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AARHUS UNIVERSITY

LÖWGREN & STOLTERMAN

Divergence

“Designer expands her thinking to cover broader issues, find alternatives, and explore more opportunities” (L&S, p. 29)

Convergence

“Convergence is about focusing on a specific solution or a synthesis of several ideas” (Ibid.)

  • What is the primary issue?

  • • Who to involve and how?

  • How would the shape look like?

  • • What is the interaction modality?

  • • What kind of feedback it give?

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Design choices

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AARHUS UNIVERSITY

LÖWGREN & STOLTERMAN

  • Vision : The first organising principle that help the designer respond to the situation at hand

  • Operative Image : The first (and consecutive) externalisations of the vision

  • Specification : The final “design”

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  • specification

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AARHUS UNIVERSITY

LÖWGREN & STOLTERMAN

› Leaping between detail and the whole

  • › Focusing on dilemmas in the domain

  • › Alternatives and contraditions

  • Get the dilemmas and

trade offs on the table early in the Vision activity

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INVOLVING USERS

AARHUS UNIVERSITY

PERSPECTIVES ON PEOPLE AND MACHINES

People are Machines are
Machine-centered Vague
Unorganised
Unsystematic
Unfocused
Emotional
Illogical
Precise
Orderly
Focused
Logical
Human-centered Creative
Sensitive to situations
Oriented towards change
Has resources
Can make flexible decisions
Dumb
Rigid
Insensitive to change
Devoid of fantasy
Can only make limited and
deterministic decisions

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AARHUS UNIVERSITY

USER INVOLVEMENT

  • None, very little, and/or only at the end

  • User-centred design

  • Participatory design

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AARHUS UNIVERSITY

USER-CENTERED DESIGN

  • Involvement of users in all parts of the design process

  • Focus groups for ideation

  • Evaluation of low-fidelity prototypes

  • Evaluation of new features through AB testing and interviews

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AARHUS UNIVERSITY

PARTICIPATORY DESIGN

  • More radical approach to user involvement than user-centred design

  • Users as direct design partners and active first-class members of the product design team

  • Developed in Scandinavia in the 70s and 80s (Aarhus University was a key player)

  • Methodology developed laid the foundation for user-centred design

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AARHUS UNIVERSITY UTOPIA PROJECT

Early participatory design project

  • Alliance between typesetters union and IT researchers

  • How to empower instead of replace typesetters with computers

  • Design of computer systems based on the people on the shop floor rather than the management

  • Introduced low-fi prototyping in systems design

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ITPDP 2026

Morten Kyng & Susanne Bødker

AARHUS UNIVERSITY

PARTICIPATORY DESIGN TECHNIQUES

  • › Ethnographic field studies

  • › Observations, interview and video analysis

› "Fictional inquiries”

  • › Playful analysis in a fictional setting

  • › Structured brainstorming

  • › Future Workshop, Metaphorical Design, Inspiration Cars, Organizational Games

  • › Scenarios

› Descriptions, tableau, video

› Mock-ups

  • › Physical models, paper windows

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› Video prototyping

› Stop-motion, blue studio techniques

  • › Prototyping

  • › Exploratory, experimental, evolutionary, cooperative

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AARHUS UNIVERSITY

INTERNATIONAL BOOKS AND ARTICLES ON SCANDINAVIAN PARTICIPATORY DESIGN

  • › Bødker, S., Grønbæk, K., & Kyng, M. (1995). Cooperative Design: Techniques and Experiences from the Scandinavian Scene. In R. M. Baecker, J. Grudin, & W. A. S. Buxton (Eds.), Readings in Human-Computer Interaction: Toward the Year 2000 . San Francisco: Morgan Kaufmann Publishers, Inc., 215-224.

  • › G. Bjerknes, P. Ehn, & M. Kyng (Eds.) (1987) Computers and Democracy . Aldershot: Avebury. › Greenbaum, J., & Kyng, M. (1991). Design at Work: Cooperative Design of Computer Systems . Hillsdale, NJ: Lawrence Erlbaum Associates.

  • › D. Schuler & A. Namioka (Eds.) (1993) Participatory Design: Principles and Practices . Hillsdale, New Jersey: Lawrence Erlbaum Associates, 157-175.

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UNIVERSITY

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PROJECT MANAGEMENT

AARHUS UNIVERSITY

UNCERTAINTY ABOUT THE PRODUCT SHOULD BE REDUCED

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2026

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AARHUS UNIVERSITY

PROJECT MANAGEMENT: SYSTEMATIC APPROACH

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AARHUS UNIVERSITY

PROJECT MANAGEMENT

Project management

› Focus on the project, starting point, purpose, budget etc.

› Focus on deadlines, deliveries, quality etc.

› Focus on progress, evaluation, success/failure Leadership

› Focus on competencies and roles

› Focus on performance and well-being

  • › Focus on the team over time (and more projects)

  • Self-management

  • › Focus on your own tasks, satisfaction, prioritization, progression!

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AARHUS UNIVERSITY

PITFALLS

› Technical Rationality (Gedenryd 1998)

› Believe that you can follow a linear process

  • › Optimistic estimation (Brooks 1975)

› Software is highly malleable compared to other materials

  • › Brooks Law (Brooks 1975)

  • › Believe that you can finish faster by putting more people on a project

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AARHUS UNIVERSITY ILLUSION OF TECHNICAL RATIONALITY

• Most straightforward model of a project • Most projects to some degree or the other follows this model • Pitfall • Paralysis by fear of wrong requirements can halt the process • Mistakes are expensive too fix late in the process

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Schön 1987; Gedenryd 1998

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AARHUS UNIVERSITY

AGILE INTERACTION DESIGN / AGILE DEVELOPMENT

  • Break design process down in small iterations each involving all phases

  • Iteratively develop software in working (and deployable) increments

  • The software is never finished (for good … and for ill)

  • Affords extensible software architectures that enables rapid prototyping of new features

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AARHUS UNIVERSITY

MAKE A GOOD PLAN WITH ROOM FOR ERRORS AND ITERATIONS

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ETHICS

AARHUS UNIVERSITY

WHY DO WE EVEN TALK ABOUT ETHICS

› We build things

› … that affects people’s lives

  • › … potentially a lot of people

  • › ... that change their perspectives on things

  • › … even their possibilities of action, self-understanding and daily life

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AARHUS UNIVERSITY

UNETHICAL TECHNOLOGY?

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AARHUS UNIVERSITY

UNETHICAL TECHNOLOGY?

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AARHUS UNIVERSITY

THREE SCHOOLS OF ETHICS

› Consequentialism (da: nytteetik )

› Cares for consequences: “The truth can hurt”

› Deontology (da: pligtetik )

  • › Cares for rules: “You must not lie”

› Virtue ethics (da: dydsetik )

› Cares for principles: “I always tell the truth”

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ETHICS

Verbeek’s Materializing Morality

AARHUS UNIVERSITY

VEERBEEK’S CLAIM

› ‘If technology mediates how we perceive and act in the world, it can also be designed to mediate perception and action in ethical or unethical ways.’

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AARHUS UNIVERSITY

MEDIATION OF PERCEPTION

  • Simple : Me -> World

Mediated : Me -> Technology -> World

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AARHUS UNIVERSITY

MEDIATION OF ACTION

  • Inscription

› ‘The designer, who can be seen as the inscriber of scripts.’ › When we design

  • Scripts

› The influence of artifacts on human actions is a “script”

› Typical patterns of action

  • Translation

  • › To new (or less) action possibilities (e.g., citizen+gun)

› Typical(/possible) outcomes

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AARHUS UNIVERSITY

MEDIATION OF ACTION - EXAMPLES

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MEDIATION OF ACTION - EXAMPLES

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ETHICS

Dark Patterns

AARHUS UNIVERSITY

DARK PATTERNS

  • › Basic assumption that UX features can be linked to similar user behavior

  • › (Dark) patterns as a way to describe design → ‘scripts’ (cf Verbeek)

  • › Pattern use suggests a causal relationship between intention → feature → behavior

  • › Gray et al paper

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AARHUS UNIVERSITY

DARK PATTERNS

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AARHUS UNIVERSITY

DARK PATTERNS

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DARK PATTERNS & SOCIAL MUSIC THEME?

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GDPR

AARHUS UNIVERSITY

GDPR

  • › General Data Protection Regulation is an EU regulation aimed at strengthening and harmonising the protection of personal data in the European Union.

  • › Must protect the individual's rights and processing of personal data – consent, security, the right of access and the right to be forgotten, etc.

  • › It is something we must relate to when we involve others than ourselves in the design

  • process

  • › Until now, you have mostly been the 'data subject' – now you will potentially also be data responsible!

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AARHUS UNIVERSITY

GDPR RULES

  • › Consent must be clearly obtained independently of other requests.

› Consent must be obtained with clear information about scope, purpose, responsibility and contact persons

  • › In case of security breach, participants must be informed no later than 72 hours after discovery

  • › The right to be forgotten must be implemented as a procedure in the process

  • › A responsibility to be taken seriously ( but no need for further concern )

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AARHUS UNIVERSITY

GDPR IN STUDENT PROJECTS

  • › https://studerende.au.dk/en/it-support/information-security/data-protectiongdpr/projects

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AARHUS UNIVERSITY

DOCUMENTS

  • Consent statement is used to obtain consent from participants – customize template as needed

  • The register of purposes is used to explain the purpose of the data collection

  • Data responsibility is used, as a group, to enter into an internal agreement on joint data responsibility

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AARHUS UNIVERSITY

DOCUMENTS

You are responsible for the preparation of the documents

You are responsible for storing the documents

You are responsible for the storage of data and GDPR

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AARHUS UNIVERSITY

TIPS

  • › Just get it done and learn that it is part of the study and our practice

  • › Don't collect data you don't know what you need for (sensor data?)

  • › Try to anonymize and 'get away from' data as early as possible (Clemens → Respondent M1)

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AARHUS UNIVERSITY

WHAT CAN WE HELP WITH?

› Read through the documents when they are finished (to help)

› Answer questions

› Not so much more – it's agreements and your responsibility

TA session where you’ll look at it!

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