Interaction Design

Course - first cycle - 30 credits

Syllabus for students spring 2017

Course Code:
KD104B revision 1.1
Swedish name:
Level of specialisation
Main fields of study:
Interaction Design
Date of ratification:
14 September 2016
Decision-making body:
Faculty of Culture and Society
Enforcement date:
16 January 2017
Replaces Syllabus ratified:
23 August 2016

Entry requirements

General entry requirements + Civics 1b / 1a1 +1a2. Or: Civics A, English B. Exemption from Civics A / 1b / 1a1 +1a2

Specialisation and progression relative to the degree regulations

The course can normally be included in a general degree on undergraduate level.


In a general sense, interaction design is concerned with understanding and crafting the experience people have with digital products and services. In order to do so, the designer must understand who they are designing for and the situations of use, have a grasp on what constitutes and is possible with interactivity and iteratively sketch, prototype and test in the pursuit of an appropriate design.

Interaction design is a fast-moving field, at the edge of what is possible with technology. We improve products and services to make them easier to use, more enjoyable and more valuable for stakeholders. We also innovate entirely new products and forms of engaging with technology.


Students will be introduced to - and practice firsthand - a number of core methods of interaction design, as well as frameworks to inform their understanding and critical perspective on interaction design. For the most part, these activities are grounded in project work. We will cover a breadth of design project activities, from basic observational fieldwork through to prototyping.

Learning outcomes

After completing the course, students will be able to

  1. Analyse the interactivity of an artefact according to theoretical frameworks of interaction design.
  2. Gather requirements and inspiration for a user-centred design project.
  3. Ideate and explore the design space through sketching, making and engaging with users.
  4. Develop functional interactive prototypes
  5. Carry out a cohesive and constructive design process, integrating appropriate methods and frameworks from the course
  6. Reflect critically on interactive artefacts and design processes.

Learning activities

Instruction consists classroom-based learning as well as practical design work ‘in the field’ and studios. Students will work in a combination of group and individual activities.


The student will be examined through five tasks:

  1. Analysis of an existing interactive artefact(s) (HP 6; Learning outcome 1)
  2. Problem Framing: Students employ appropriate user-centred methods to understand the people and situation they are designing for, and appropriately communicate insights (HP 6; Learning outcome 2)
  3. Ideation: Students open a design space and compare different design opportunities (HP 6, Learning outcome 3)
  4. Making: Students program basic prototypes (HP 6: Learning outcome 4)
  5. Final Design Project (HP: 6): A complete, but small-scale design project (Learning outcomes 1-6)

For re-examination of production assignments, certain circumstances apply since the examination of these assignments are dependent on student participation during certain periods of time and in specific projects. Re-examination will be given according to the student’s rights, but with adjustments to the specific assignment since it cannot be conducted in the same context as the ordinary examination.

Grading system

Fail (U) or Pass (G).

Course literature and other teaching materials

Buxton, B. (2007) Sketching User Experiences: Getting the Design Right and the Right Design. San Francisco: Morgan Kaufman.

Stanford dSchool (2013) The Bootcamp Bootleg. Stanford University Institute of Design, available online:

Supplementary literature and technical resources will be provided during the course.
Moggridge, B. (2007) Designing Interactions. MIT Press.