Sean M. Landers | 8AM & 10AM | Fall 2025

Category: Activities (Page 1 of 2)

Activity 03.5: Collaborative Design Analysis and Digital Research Archive

Due: Before Wednesday, Feb 25 @ 10AM
Format: Group submission

Objective

You have worked together to research an object. Now it is your task to work together and tell us what it means.

This activity should prepare you to:

  • transform research into a coherent story about design
  • clarify the logic of the object you’ve been redesigning
  • align it as a group before presenting it publicly

Part 1: The Object in One Slide

Create a single slide that explains your research object clearly and economically.

It must include:

  • object’s name
  • 1-2 sentence description (what is it? what does it do?)
  • a strong image
  • 3 keywords that define its design logic (example: “portable”, “durable”, “modular”)

Constraint:
No more than 40 total words on the slide.

If you can’t explain your object clearly in one slide, you don’t understand it.

(And the process of learning to explain your object clearly in one slide will help you understand it!)

Deliverable: Build as a slide in the program of your choice. (PowerPoint, Google Slides, PDF, et cetera)

Part 2: Design Logic Breakdown

In your shared document, answer the following in 250-300 words total:

  • What problem did this object originally solve?
  • What constraint shaped its form most strongly?
  • What tradeoffs did the designer accept?
  • What assumption about users is built into this object?
  • What would break if one core feature were removed?

This is where you make a leap from your original sources to your own original analysis.

It should be less about the biography of who and when, and more about design reasoning.

Part 3: Beyond the Object

Design objects do not come from nothing. They exist within (and constitute) human systems.

To understand the object, you have to understand the system it participates in.

Answer the following in short form (notes, bulletpoints, no need for formal paragraphs):

1. What makes this object possible? (Upstream)

  • What materials does it rely on?
  • What technologies enable it?
  • What infrastructures support it?
  • What industries produce it?

2. What does it change? (Downstream)

  • What behaviors does it alter?
  • What habits does it create?
  • What problems does it solve?
  • What new problems does it introduce?

3. Culture and Human Values

  • Who benefits from its existence?
  • What assumptions about users are embedded in it?
  • Who are excluded from its use, or disadvantaged by its existence?

4. Pragmatics

If the object disappeared from existence tomorrow:

  • What would break?
  • What would return?

Keep it concise.

Part 4: Presentation Architecture

Before you begin building your slides, outline your research presentation:

  1. Title
  2. Object Overview
  3. Origin Story
  4. Materials & Technology
  5. Impact
  6. Evolution
  7. Tension / Problem
  8. Ambiguous Brief Setup

Assign areas of responsibility to group members; assign a speaker to each section.

Include time estimates per slide (10-12 minutes, total).

Deliverable: bullet-pointed outline

Class 22 / Lab 10B – Design for Someone Else

Design for Someone Else

Find a partner.

Designate one of you to be ‘A’ and the other to be ‘B’.

Choose one digital task from the remaining four digital tasks that your partner wrote down on post-it notes.

Step One:

A interviews B about a specific digital task (informed by the earlier exercise).

Step Two:

B interviews A about a specific digital task (informed by the earlier exercise).

Interview Guide

Ask your partner to walk you through the activity, step by step.

  1. What’s the first thing you do when you start this task?
  2. What happens next? Walk me through each step.
  3. What do you expect to happen when you do each step?
  4. What parts of this process do you have problems with? What parts of this process could work better, or feel annoying, or confusing, or broken?
  5. What do you wish it did differently?

Instructions for Being Interviewed

Be honest.

Be specific.

Be generous; if you don’t give them anything to work with, you’re going to make this assignment (on step 4 and step 5) very difficult for them.

Don’t try to sound tech-savvy. Talk like you talk.

Project 4: Design Builds Worlds

Due Date: December 22 (presentation in class; submit all files + documentation by December 23)

Submission: Research Folder; upload share link to Discord (#project04), and document in OpenLab portfolio.

Overview

This project is the capstone of our efforts this semester. We will synthesize all our work in design foundations – design-thinking, visual composition, sound design, interaction design – through worldbuilding.

You will imagine a diegetic object (a designed artifact that exists within a fictional world) and use it as a lens to construct a small, vivid fragment of that world. Through understanding that object, you’ll paint a picture of the world that makes use of it. What kind of world produces this kind of thing, and how does this kind of thing participate in producing this kind of world?

Your object might be a tool, a currency, a device, a symbol, or other artifact. It reveals how your imagined technoculture lives, communicates, designs, exists.

Working on our own, we will develop worlds and cultures; collectively, we’ll build a pool of open source worlds.

Then, each of us will take individual responsibility for picking a world and developing a distinct corner of that world, centered on a diegetic object, and expressed through one or more media:

  • Option A: Lo-Fi Physical Prototype
  • Option B: Visual Composition
  • Option C: Soundscape
  • Option D: Multi-Screen Interactive Prototype
  • Option E: Hybrid approach integrating two or more media

Learning Objectives

  • Construct a cohesive, imagined world focused through an object with the application of design-thinking.
  • Demonstrate understanding of principles of visual composition and sound design.
  • Practice collaborative ideation and iterative refinement.
  • Present a final, well-documented capstone project that communicates process, intention, and design rationale.

Process

Week 12 (Dec 1-3): The Object / The World

  1. The Worldbuilding Process
  2. Sketch / Prototype
    • Create a lo-fi representation (drawing, collage, or paper prototype)
  3. Collaborate and Expand
    • Brainstorm the environment, culture, and world that would produce (and be produced by) such an object.

Deliverable:

Group brainstorming board (Figma/Figjam or other), and individual object sketches and/or photographic evidence of your lo-fi object (uploaded to Discord).

Week 13 (Dec 8-10): Proposal Development

Begin with a lo-fi object.

  • Brainstorm the environment, culture, and world that would produce (and be produced by) such an object.

Each student drafts a project proposal (300-800 words) that includes:

  • A description of the world you’re working with.
  • The media form(s) you’ll use to
  • A brief concept of what your final product will be.
  • A timeline & resource plan.

Deliverable:

Written proposal and one visual element (storyboard, prototype, sketch, wireframe, flowchart).

Week 14 (December 15 – 17): Build and Iterate

Use class feedback sessions to refine your design:

  • Test it out, see what works, see if people understand what you’re trying to do.
  • Prototype interactions or compositions.
  • Iterate through feedback from peers and instructor.

Deliverable:

  • Midpoint prototype (image, sound file, or Figma link)
  • 2-3 paragraph design rationale explaining your iteration choices.

Week 15 (December 22): Final Showcase

Each person presents their world and final product (5-7 minutes).

The presentation should:

  • Introduce the world and its logic.
  • Demonstrate the diegetic object (through visuals, audio, or interactive prototypes).
  • Discuss how design choices communicate cultural or functional meaning.

Deliverables (individual):

  • Final media file(s) export (png/wav/link to Figma prototype/photo documentation of prototype, et c.)
  • Project process file(s) (Illustrator .ai /Photoshop .psd /Audition .sesx/link to Figma project, et c.)
  • 150-250 word reflection on your process of design.
  • Screenshots / documentation of process (sketches, wireframes, flowcharts)
  • In-person presentation (can be show-and-tell) (optional)
  • World description (250-400 words)

Reflection & Portfolio

By December 23, each student will:

  • Document your project on OpenLab in your ePortfolio.
    • Include brief reflections as part of the portfolio post, including but not limited to:
      • What did you learn about worldbuilding?
      • How did your object express the world you imagined?
      • Which design principles and tools were most essential?

Project 01 Presentation Guidelines

Part 1: Online Research Presentation (Lecture)

Format: 10-12 minute group presentation (shared slides + spoken presentation)

Goal: demonstrate that you understand the original object’s history, context, and design logic by building a research story that sets the stage for your redesign.

Each group should include the following sections:

  1. Title & Team Slide
    • Object name
    • Group member names
    • Date
    • Provide an evocative or interesting image for your title slide.
  2. Object Overview
    • What’s the object’s origin story?
      • What is it? What does it do? How does it work?
      • Who designed it? When, and why?
    • What need, constraint, or context led to its invention?
    • What materials or technologies made it possible?
    • Include at least one image per slide.
  3. Impact and Evolution
    • How did it change the world, and how did it evolve?
      • Consider positive effects, negative effects, ambivalent effects
  4. The Ambiguous Brief
    • Reveal the new constraints / users you’re designing for
  5. Initial Redesign Sketches
    • Walk us through your various iterations
    • Emphasize visual documentation
  6. Your Process
    • Show us some info about what you’ll show us on Wednesday

Deliverables

  • Link to presentation posted in #project01-research
  • Link to shared archive folder
  • Each member should share in both the design and delivery of the presentation

Part 2 – In-Person Prototype Show-and-Tell

Goal: reveal how your redesign responds to ambiguous constraint through physical demonstration of your prototype; including some mention of your iterations & the story of your process

Each group will have 5-7 minutes + 2 minutes Q&A.

Be prepared to listen closely and ask questions of your peers.

Setup your object, demonstrate how it works / how it solves the new problem, briefly discuss the process of iterative prototyping, describe your process of creation.

Deliverables

  • Physical prototype

Presentation Tips

  • Avoid the ‘card of text’!
  • Use visuals instead of text; use demonstrations instead of explanations
  • Balance talking and showing.
  • Treat the demo as a performance.
  • Archive everything. Photos, videos, iteration notes.

Project 01: Ambiguous Design Challenge

Key Dates

Research Presentation (online): TBD; but preferably Feb 23

Prototype Presentation (in-person): TBD; but preferably Feb 25

Project Overview

Over the past few weeks, we’ve explored the meaning of design, design thinking, rapid prototyping, and how constraints define creativity.

Over the next few weeks, we’ll practice what designers do:
research, collaborate, build prototypes and adapt to changing constraints.

Working in small groups, we’ll
research a designed object,
create a shared research archive, and
redesign that object under an ambiguous design brief (a new constraint or user need).

The goal is not just a finished project. This project is about learning how to work as a designer by doing the work a designer does: finding and organizing sources, experimenting with low-fidelity prototypes, documenting your process, and sharing our work with others.

Most important of all, this is about learning how to effective collaborate across difference, over time, through iteration and prototyping activities.

Objectives

  • Learn how to research the history and impact of a designed object.
  • Build and organize a simple research archive (with image + sources).
  • Practice collaboration in a small group.
  • Use low-fidelity prototyping to redesign an object under new constraints.
  • Document your design process as you go.

Process

  1. Groups will be assigned an object & a group in Lab Section (Lab 3).
  2. Research Archive
    • Document…
      • A short description of your object (what it is, who designed it, when and why, and how it works)
      • An origin story: what constraint, problem, context, insight, or opportunity led to its invention?
      • Its impact: what difference has it made in the world, positive, negative, and otherwise?
    • Gather three good images of the object (they can be images you create yourself!)
    • Gather three credible sources that inform you about the object (articles, patents, websites, videos). Stay away from Claude / ChatGPT / Gemini as a source; likewise, stay away from listicles, and so forth.
      • Write 1-2 sentence notes for each source about what it contributed to your understanding.
    • Organize all materials in a shared folder + simple sources spreadsheet.
  3. Redesign Challenge – After your in-class prototyping exercise (Lab 3), post pictures + caption of your prototype to #classnotes.
    • I will provide your group with an ambiguous design brief (a new constraint, context, or user).
    • Brainstorm and briefly sketch at least 5 possible redesign ideas.
    • Build at least one lo-fi prototype using everyday, commonly available materials and/or further modify the prototype you built in class during Lab 3.
    • Demonstrate at least two iterations, seeking and incorporating feedback (friends, instructor, other groups, parents, friends, strangers), refining and improving as you go.
  4. Documentation
    • Save sketches, notes and process+prototype photos to your archive.
  5. Final Presentation
    • Groups present:
      • Research archive (online, lecture)
      • Redesigned prototype (in person, lab)
  6. Each student writes a short reflection when the process is complete:
    • What did you learn about collaboration?
    • How did the new constraint change your ideas?
    • What would you do if you had another three weeks?
    • What will you do differently next time?

Deliverables

  • Group Research Archive (shared folder with images, sources, spreadsheet, and notes)
    • Process Documentation (sketches, notes, photos, iterations)
  • Research Presentation
  • Prototype(s) Presentation (lo-fi builds documented with photos; demonstrated in person in class)
  • Individual Reflection

Project 3

Interaction Design Prototype – From Analog to Digital

Project Overview

In Unit 3, we’ve moved from composition to interaction, explored design principles that have moved from arranging static elements towards choreographing experiences between humans and artifacts.

You’ve practiced reverse-engineering digital interfaces using wireframing in class, put together a two-screen interactive prototype in Figma for Activity 07, and you’ve been introduced to combining flow charts and wireframes to document states and screens, in Activity 08. This project tasks you with putting these skills together to create an interactive prototype.

For this project, you’ll imagine (or reimagine) and deign (or redesign) a digital interaction in Figma (optionally: informed by the affordances of the analog interface).

Your task is to design a multi-screen interactive prototype.

Your final submission will be individual.

This is a full design prototype: a small, well-observed, and intentional interaction built in Figma.

OPTIONAL: Feel free to inform your design through emulation of one of the following analog control schemes, as observed in class:

  • TV
  • Radio
  • Telephone
  • Remote Control
  • Camera
  • Music Player

You’ll share research with your community of inquiry, but you will work individually to build a modest interactive prototype that demonstrates your understanding of the principles of interaction design.

Objectives

  • Translate an analog interaction into a digital prototype.
  • Apply core interaction design principles in Figma.
  • Practice user-centered, iterative design methods.
  • Communicate interaction flow clearly with sketches and diagrams.

Your Task

  1. Choose an interaction to build Choose an analog interface
    • Have an idea! It could be as simple as ‘something to do with music’, as complex as an original, never before seen
    • Select an analog device (e.g., radio, TV, telephone, remote control, music player, camera)
    • Create or join a Discord channel of peers working on the same type of device so that you can share research materials.
    • Consider starting a shared Notion (to be introduced November 17). For now, work with a shared Google Drive folder.
  2. Research and analyze
    • Document your the affordances, signifiers, constraints, and feedback of a few (2-3) examples of digital and/or analog experiences that already do what you’re trying to do.
    • Working collaboratively, create a brief design narrative of your interface; what came before it? What led to this version? What other competitors or alternatives existed at the same time as it?
      • Each group member is responsible for submitting at least one resource (link, article, news story, et cetera), to contribute to this understanding.
    • Find at least one digital descendant of your object: an app, experience, or device that builds on the design language established by your object.
      • Each group member is responsible for submitting at least one resource.
    • Create a group presentation: each group member is responsible for one slide in the presentation, sharing their insights.
  3. Sketch, Userflow and Wireframe
    • Create simple sketches of your redesigned interface (low fidelity; sketches). One sketch per screen (though, of course, they could all be on a single sheet of paper).
    • Produce a userflow diagram (as in activity 08) to explore how interactors will move through the prototype.
    • Translate these lo-fi wireframes into mid fidelity Figma frames (boxes, text labels, minimal styling).
  4. Prototype
    • Build interactivity into your mid-fi Figma frames, building them into a three-screen interactive in Figma (using the Prototype tab).
    • Demonstrate at least one user interaction
      • e.g. tap -> transition;
      • on hover -> reveal a different component;
      • on press -> open overlay.
  5. Finalize
    • Complete a mid-fidelity multi-screen interactive prototype in Figma.
  6. Document Your Process
    • Save screenshots of your sketches, wireframes, and final prototype.
    • Write a design rationale (400-800 words), explaining:
      • The analog interaction you studied.
      • Your goals and choices in the redesign.
      • The design journey: tell us the story of how you achieved your redesign.
      • Which interaction principles you employed; what you emphasized, and why.

Document each stage of your process.

Deliverables

  • Have an idea, write a brief rationale for why you picked it (~100-300 words).
  • Produce a user flow diagram, and low-fidelity wireframes.
  • Multi-screen interactive prototype
    • Include the design of graphic elements unique to your design, in either Figma or Illustrator (which are then imported into Figma)
    • Your prototype can include affordances such as buttons, toggles, slides, as appropriate; they do not need to do what they should (ie: sound is impossible to include in figma). Bonus points if interacting with them creates interaction.
  • Process folder (wireframes, notes, iterations, original graphic pngs + .ais, if there are any). Upload a link to a shareable folder to #project03 on Discord. It should contain:
    • Link to Figma view-only prototype.
    • Link to Figma project.
    • Folders containing flow diagrams, wireframes, and written rationale.
    • Screenshots of process
    • Research folder / materials / presentation
    • Include your brief rationale as a PDF.
  • Entry for Project 3 in your ePortfolio, showcasing your high-fidelity prototype & incorporating elements of your process folder + design rationale.

Assessment Criteria

Your final interactive prototype should:

  • Demonstrate key interaction design principles.
  • Reflect user-centered design thinking, focusing on intuitive and responsive user interactions.
  • Show iterative improvements based on peer and instructor feedback.

Interaction Design & Usability (40%)

  • Demonstration of understanding of core IxD principles (affordances, signifiers, and constraints).
  • Effective, intuitive feedback mechanisms.
  • Logical, user-friendly interaction flow.

Prototype Quality (40%)

  • Functional and polished interactive elements.
  • Good negotiation of the affordances and constraints of your interactive prototyping platform.

Documentation & Reflection (20%)

  • Document design decisions and rationale.
  • Evidence of iterative refinements informed by peer and instructor feedback.

Tips for Success

  • Keep it simple – one or two good interactions beat a half-a-dozen half-baked, messy ones.
  • Design with behavior in mind, first; aesthetic follows behind.
  • Arrange for informal peer review sessions with people in your research cluster and with people outside the cluster. Does your control behave as your users expect? What does the way that people interact with it tell you about how you should be designing?
  • Be ready to revise early and often.
  • Don’t try and do this whole thing in one leap. Take your time. Chip away with it, a little bit, each day. Every day, sit down with it, put in five minutes of work. Walk around with it, like a friend.

Activity 08

Wireframing and User Flow

Deliverable: Submit user flow diagram, wireframes and reflection to #activity08 in the class Discord.

Overview

In Project 3, you will redesign an analog interface (radio, TV, remote, telephone, camera, et c.) into a multi-screen digital interactive prototype in Figma.

Activity 08 is a rehearsal for that project.

  1. Identify a single interaction that your analog object supports (tuning the radio, changing channels, power on/off, adjusting volume, taking a picture, opening a menu, et c)
  2. Map that interaction as a user flow (a simple flowchart describing the user’s steps)
  3. Sketch two digital wireframes that translate the analog action into a possible digital UI.

This isn’t a full design; it’s a quick thinking-through-doing kind of activity.

Don’t feel like you have to be precious or precise; the goal is to practice flow and structure. Polish comes later.

Objectives

By completing Activity 08, you will:

  • Understand how to break an interaction into discrete user actions.
  • Represent those actions as a user flow (flowchart).
  • Translate analog interaction logic into low-fidelity digital wireframes.
  • Prepare for the Project 3 Pitch Session (user flow + low-fi prototype).

The Task

1. Choose One Analog Interaction

Select one specific action that your analog object supports. For example:

  • Turning on/off
  • Navigating stations/channels
  • Adjusting volume
  • Saving a favorite station
  • Switching inputs/modes
  • Setting brightness or tuning
  • Taking a picture
  • Rewinding/fast-forwarding, etc.

Choose just one. Keep it simple.


2. Develop a User Flow Diagram

On paper or digitally:

  • Break the action into 3 – 6 steps.
  • Use the tools of the flowchart to show processes (boxes), decision points (diamonds) and terminal points (beginnings/endings, rounded oval-square-stadium).
  • Use arrows to show direction/sequence; label arrows, as necessary (yes/no, et c)
  • Keep wording short, concrete, precise:
    • User presses power button -> Device boots -> Menu appears -> User taps “Channels.”

A user flow describes the journey. Here are the key symbols: https://openlab.citytech.cuny.edu/mtec1101-sp2026/files/2025/04/image.png. A tool like this ‘User flow template’ from Brooke Clifton on Figma could be helpful! https://www.figma.com/community/file/1174820493855619258


3. Sketch Two Digital Wireframes

Create two low-fidelity digital sketches (paper or Figma):

  • Use simple boxes and labels only (no color, no decoration).
  • Include:
    • Navigation or controls
    • Any primary buttons/signifiers
    • The part of the screen where the action happens
  • Add small notes/arrows:
    • “tap -> next screen”
    • “swipe left -> reveal menu”
    • “disabled when no signal”

These wireframes should represent the start and result of the analog interaction translated to digital.


Deliverables (Post to #activity08)

  1. A photo or PNG or PDF (etc) of your User Flow diagram
    (hand-drawn or digital, either is fine).
  2. Two annotated wireframes
    • Can be photographs of paper sketches or screenshots from a Figma file.
  3. Short Reflection (100-150 words)
    Prompt options (pick one):
    • What changed when you translated the analog interaction to digital?
    • Which interaction-design principles (affordance, signifier, mapping, etc.) were most visible in your flow/wireframes?
    • What confused you, and what made sense?

Evaluation

Completion-based; full credit if you submit:

  • One user-flow diagram
  • Two wireframes
  • Short reflection

Unit 2 Project

Project Overview

Over the past few weeks, we have explored core principles of composition in visual and audio media. We’ve analyzed real-world examples, built collections of material, and developed audio interpretations of visual material and visual interpretations of audio material. This final assignment is an opportunity to further refine the material you’ve worked on.

By building our work methodically in Activity 04, 05 and 06, we have completed the lion’s share of this project! It was a challenge to demonstrate technical skill and comprehension of design principles. Now, you’ll have an opportunity to refine your work + reflect on your personal design sensibilities and decision-making process.

Objectives

  • Develop a multi-modal composition that integrates sound and visuals.
  • Apply principles of visual composition and audio design.
  • Use an iterative process to refine and enhance design choices.
  • Justify creative decisions through critical analysis and documentation.

Your Task

Refine the work developed in Activities 04, 05, and 06 into a final, polished piece. This will include:

  • A 15-45s refined soundscape, using multiple sound sources (it can be longer, but we’ll only assess 15-45s of it)
  • A revised visual composition.
  • A written design rationale explaining how sound and image interact, how each informs the other, and how iteration and refinement proceeded.

This project should demonstrate thoughtful and intentional use of the principles of composition across media. There should be a clear and meaningful relationship between sound and image.

Assessment Criteria

  • Visual Composition (35%) – Effective use of the principles of composition and technical skill.
  • Sound Composition (35%) – Effective use of technology and layering, effects, spatial depth, and sonic storytelling.
  • Design Rationale & Process (30%) – Clarity and depth of analysis in explaining design choices, composition, and iteration.

Deliverables

Research Archive & Process Documentation

Submit a well-organized Google Drive folder containing:

  • All original materials (e.g., source images, recorded or found sounds)
  • Project files (.ai for Illustrator, .sesx for Audition)
  • Final exports (.png for image, .mp3 or .wav for audio)
  • Notes, sketches, test versions, and process documentation
  • A clearly labeled folder structure

Final Composition

Sound Composition (Adobe Audition)

  • A 30-45 second soundscape refined from your Activity 05 materials and your Activity 06 soundscape
  • Should demonstrate a clear connection to your visual work. It may reinforce, contrast, or complicate the image.

Visual Composition (Illustrator)

  • A refined (and/or abstracted) version of your Activity 06 visual design. Emphasize the elements that are most reinforced or reflected in your soundscape.
  • Consider the use of typography, abstraction, contrast, spatial organization, et cetera.

Presentation (In-Person)

  • Show and tell visual + sound.  No need for a slide deck.  The work should stand on its own, but be ready to answer questions and receive peer critiques.
  • Feel free to present either in-person, online, or record + submit a video.

Design Rationale (500-1000 Words)

  • Explanation of how your choice of image shaped your sound design.
  • Explanation of how your sound design shaped your revision of your image.
  • Describe the techniques you used in Adobe Audition and Illustrator.
  • Talk about how principles of composition guided your decisions.
  • Reflect on what you learned through the process of iteration and refinement.

Final Deliverables

  1. Presentation: Presentations of the elements in process, submitted for peer review.  Peer feedback will be collected to inform the final iteration.
  2. End of the Semester: Final version of the composition will be submitted as part of the Research Archive to the instructor, showcasing the completed multi-modal composition, along with a design rationale.

Final submission will come in the form of addition to your portfolio, which is built from the material of Project 2.

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