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Educational Aims

The aim of this project is for the students to gain experience of the process of designing a product or system where playfulness and ubiqutous computing are involved. Emphasis is this project is give to experience prototyping and systemic thinking as methods for exploring user experience on a conceptual level.

The third major project in the Master Programme in Interaction Design at Umeå Institute of Design (uid) focuses on Interaction Concepts where interaction design is explored in three levels simultaneously: firstly, “human-artifact-interaction level” with the actual user interface in focus, secondly, “socio-cultural level” with focus on how and why people communicate through technology and services, and finally “systemic level” where an holistic view is focusing on the bigger picture and emergence of digital eco systems.

In this third semester project the concept of Ubiqutous Computing, coined by Mark Wiser at Xerox PARC in 1991, is very prominent. Ubiqutous Computing is a post-desktop model of human-computer interaction in which information processing has been thoroughly integrated into everyday objects and activities. In the course of ordinary activities, someone “using” ubiquitous computing engages many computational devices and systems simultaneously, and may not necessarily even be aware that they are doing so. This model is usually considered an advancement away from the desktop paradigm.

This project is carried out in collaboration with an industrial partner, and emphasizes integration of hardware and software solutions in the final design of the product. Tutoring by professional designers and experts are given at frequent intervals throughout the project.

Project Theme:
Transformative Transactions - Designing for New Banking Experiences

It is possible for a bank be a mediator of experiences, individual and/or collective, which shares value for the people, companies and the society? Can a bank deliver an experience that is broader than what we understand banking to be today?

In general, banking in today’s world is an activity characterized as cold, distant and unapproachable. The bank sector is generally made by mythical brands, which present meaningful discourses but few relevant experiences. In this project you will explore if it is possible to establish a relation between a bank and its users not by money but through the true understanding of the life of each of their users. Is it possible to transform a bank into a big panel of life, where the user is able to visualize itself and then plan and manage each step of its life?

For this project, we ask you to think about four dimensions of the banking experience:

- This is the concept behind every communication at Itaú. We aim to inspire new behaviors in people, life and society. We are interested in being connected with the users from an early stage to every ritual of their lives, and contribute to the realization of dreams.

- We want you to question ‘what is the real value a bank is capable of delivering?’

- We want to promote transparency in the way users understand their financial life and their relation with people, companies and the society. We are interested in creating personalized and integrated channels which respond to the behaviors and the demands of each user.

- To not lose the focus on the end-user we would like you to consider the idea of thoughtfullness as you explore scenarios that relate to users’ real lives and real banking experiences.

- Consider how ubiquitous computing can capture detailed meta-data about the user and their behaviors, and how this information might be used to create more personalized banking experiences.

- Draw from the rich history of banking and alternative currencies (i.e. bartering, time banking, etc.) to inspire new ideas of simple, and supportive banking experiences.

- Within this project you are tasked with considering non-screen based interactions and transactions.You are tasked with thinking about how tangible and screen interactions influence our perceptions and experiences of banking systems, especially with the increasing digitization of money. Explore how to integrate information and functionality more naturally and transparently with a focus on tangible interfaces and artifacts.

Solely screen-based designs such as phone applications or web services are not acceptable outcomes for this project.

Teachers \ Tutors

Tara Mullaney
Design Researcher and PhD candidate, Umeå Institute of Design

Ellen Kiss
Designer and Strategist, Itaú Unibanco

Course Documents

Project Brief

Final Designs

Previous Years Projects

2010: Kitchen Creativity with Electrolux
Final Designs
2010 Student Briefs

2011: Tangible Savings for Kids with Swedbank
Final Designs
2011 Student Briefs

courses/interaction_concept_fall_2012.txt · Last modified: 2013/01/24 07:54 by tamu0007