Dr Charles Martin
How do you get from a problem to something people can actually use?
Interaction design involves creating systems that work for people.
Usually a wide range of people are involved or affected by a design process. We call them stakeholders. Stakeholders includes not just the potential users of a system, but others who are not.
For example:
From Designing for Usability: Key Principles and What Designers Think (Gould & Lewis, 1985)
Early focus on users and tasks: who are the users? what are they like? what are the tasks?
Empirical measurement: users should use simulations and prototypes to carry out work. observe, record, and analyse.
Iterative design: when problems are found in testing, they must be fixed. design, test, measure, repeat.
Expanding from “users” to “people” with more details (Rogers et al., 2023)
Talk: 🙋🏽♀️🤷💁🏻🧠🗣️ Find someone near you, ask who they are, and discuss:
Chat for 3 minutes and we’ll hear a few responses.
Design and HCI related but not the same:
Some HCI research is technical or speculative, inventing technologies that are not yet common or popular
Design isn’t only the thing we study, it can be the way the research is done (Frayling, 1993):
In research through design: making the artefact is the enquiry
Gaver’s caution: what RtD produces is provisional, contingent and aspirational; a portfolio of artefacts and annotations, not one tidy truth (W. Gaver, 2012).
The assignment asks you to write a design rationale, but what is that?
A design is one point in a space of possibilities. The rationale is what maps the space (MacLean et al., 1991).
“A Design Rationale is not a record of the design process — it is a co-product of design along with the artifact and itself has to be designed.” (MacLean et al., 1989)
could a reader disagree with you?
Bill Gaver and John Bowers argued that an annotated portfolio of design work carries knowledge that doesn’t reduce to a list of findings (B. Gaver & Bowers, 2012).
Your sketches are the evidence that your writing interprets, not just decoration.
Questions/options/criteria come from design space analysis (MacLean et al., 1991). The insistence on writing the downside of every feature alongside its upside comes from claims analysis (Carroll & Rosson, 1992).
Real design is messy. You double back, change your mind, and often discover the real problem while solving the wrong one. Our tidy lifecycle diagram is a tidied-up version of a scruffy reality.
Your rationale does not have to reproduce that mess chronologically. Parnas and Clements: we will never design in a perfectly rational way, but we can present the work as though we had (Parnas & Clements, 1986).
In Assignment 1: your portfolio (sketches, prototype photos) shows the process. Your rationale makes the argument.
Where do requirements come from?
“A statement about an intended product that specifies what it is expected to do and how it will perform” (Rogers et al., 2023, p. 387)
Communicates a requirements between stakeholders. Have the generic form:
As a <role>, I want <behaviour> so that I can <benefit>
e.g.,:
A user story is a simple way to connect a requirement to a particular type of user in a particular situation. In agile, user stories can be grouped into larger arrangements called “epics” and even bigger groups called “initiatives”.
Functional requirements: What the product will do
Data requirements: type, properties of data involved in an interactive system
Environmental requirements: context of use, what are the circumstances in which interaction happens?
User characteristics: abilities, skills, attributes of users
Usability and user experience goals: what goals (see last week) prioritised and tracked?
Think: Come up with a design requirement for one of the following products:
🗣️ A voice-activated smart home assistant that helps individuals control lighting and temperature.
📲 A phone-based ordering system for a restaurant.
🤖 A humanoid robot for assisting computer science students in computer labs.
Spend 2-3 minutes developing one requirement and then let’s hear a few. 🎤🎤🎤
There are lots of ways to discover requirements, some examples are below:
In this course we focus on interviews and user studies as methods for data gathering. Our focus is on the evaluation stage of design, but these methods can work at the discovery stage as well.
More detailed than a user story, includes:
Examples on Usability.gov


Example scenario excerpt from Minsik Choi’s ANU research (Choi et al., 2025).
Scenario mapping is a group activity for generating ideas for a product or system using personas and a specific scenario. (PS: you’ll do a similar activity in next week’s tutorial).
Activity: Let’s scenario map 🗺️💁🏻🎤
Have a look at the following miro board and add a post it. (how many students are here? can we break miro?)
https://miro.com/app/board/uXjVJa-m2gU=/?share_link_id=689171092569
How do you get from one idea to many?
We’ve already done some ideation today! But what do I mean by that?
Ideation is the process of generating a broad set of ideas on a given topic, with no attempt to judge or evaluate them. (Aurora Harley, nngroup)
Generating many ideas: high probability that at least one is close to ideal.
Eight most used by professional designers (Hornbæk et al., 2025, Section 31.2):
Variants:
Braindump, brainwrite, brainwalk, worst possible idea, challenge assumptions, mindmap, sketchstorm, bodystorm, provocation, SCAMPER, movement, gamestorming, cheatstorm, crowdstorm, co-creation, prototyping, creative pause
Three dials to turn (Hornbæk et al., 2025, Section 31.2):
Shared principles across nearly all the variants:
The named variants mostly change who writes when: braindump (individually, then share), brainwrite (write, pass on, elaborate), brainwalk (move between ideation stations).
Some ecommendations (Hornbæk et al., 2025, Section 31.2):
Is this the opposite of brainstorming?
Dix argued that bad is the new good (Dix et al., 2006) using this as a class exercise.
Think: (let’s try it!) What’s the worst idea for:
A way to help students balance work and study.
Think for a minute or two and then we’ll hear some answers. ⭐️🎙️🗣️
Prepare for this question: “Why is that bad?”
Not everybody likes lateral thinking.
So why do we do it? Because it gets a room talking and lowers the stakes for contributing; but it may not lead to better designs.
Both analogy and metaphor are in the professional top eight — these are not warm-up games.
Exploit similarities to user’s knowledge of other domains. E.g.,
We’ll come back to design metaphors for AI in week 12.
A structured way to force distant associations (Hornbæk et al., 2025, Section 31.2):
E.g., distributed smart speakers × a family dinner.
Keeps ideas metaphorical and technically realistic. Card decks are a real HCI research contribution — see the SMeFT Decks for hybrid boardgames (Rogerson et al., 2023).
Not everything is a sticky note.
Ideation gets stuck: you hit a wall, or anchor on an early idea (design fixation, more next week).
Who has a question?
This one is pretty normal in academic HCI research.↩︎