CHALMERS
Dr Sus Lundgren, Assistant Professor Dr Olof Torgerson, Associate Professor
Dean of Graduate Studies, Interaction Design Director of Master Program, interaction Design
suslundgren@chaimers se
Gothenburg, December 2014
Master Programme in Interaction Design & Technolo-
gies at Chalmers University of Technology, Sweden
Respected Colleague,
Please accept our Master programme brochure, aiming to make our graduate
program in Interaction Design & Technologies known to potential candidates at
your university. Please note that your university and Chalmers University of
Technology already have established agreements of exchange. Sending you a few
copies of our brochure, we would appreciate if you disseminated it among the
students you find most suited to benefit from our program.
The Interaction Design & Technologies programme concerns the interaction be-
tween people and products in which information technology is a central compo-
nent. This can, for instance, be the design of graphical user interfaces, social
media services, the complex interface between the driver and a modern car, the
interface and gameplay of modern computer games, the next generation of mo-
bile communication devices or the integration of computational technology into
our everyday lives.
‘The program gives students the theoretical and practical knowledge required to
‘work creatively in interaction design. Specific courses, such as Design Methodol-
ogy, Human-Centered Design, Graphical Interfaces and Gameplay Design pro-
vide design skills. The courses: Computer Graphics, Simulation Engines, and
Prototyping provide technical skills. Students can then gain practical experience
from applying these skills in the Tangible Interaction course, in a one-term pro-
ject course, and, finally, in the Master's thesis. The combination of courses
INTERACTION DESIGN, DEPARTMENT OF APPLIED INFORMATION TECHNOLOGY
Chalners vert of Technology | Univers of Gthenbarg
‘SE-112 8 Gotertur. Sweden
‘ising aston: Kuggen House, $* fer, Lnchatmen, Gatterbur,Swedon
Phone: "448 (6)31-772 1009
‘Wont wou chaorssolt
(Ghamersterista nog AB
‘Repo: 55649-5560 VAT No: SESS647@559001,selected must be according to one of the four profile tracks offered in the Master
programme. These profile tracks are: i) user interface design and information
visualization, ii) tangible interaction, iii) entertainment games and social media,
and iv) game development.
Master programme, prerequisites, career opportunities, interviews ete.:
http://www.ixdeth.se
How to apply:
http://www chalmers.se /en/education/ programmes/application-admission/
Key dates for application 2015 (main deadline is 15th January 2015):
http: / /www.chalmers.se/en/education/ programmes/application-
admission/Pages/Key-dates.aspx
Citizens and residents of EU/EES/Nordic countries may apply until mid-April
2015:
http://www.utbildning.gu.se/education/courses-and-
programmes/program_detail/?programid=N2COS
Kind regards,
St pale a
uv
DrSus Lundgren, Assistant Professor Dr Olof Torgerson, Associate Professor
Dean of Graduate Studies, Director of Master Program,
Interaction Design & Technologies Internction Design & Technologies
sus.lundgren@chalmers.seMASTER’S PROGRAMME
INTERACTION
DESIGN AND
TECHNOLOGIES
Design of technology for human use
Interaction design is the practice of designing interactive digital
products, environments, systems and services. The focus is on
interactive systems and behaviour; how users act and how products
respond to user behaviour. Interaction design is key to any design
project aiming to create complex and computer-based systems
that are to be used by humans, e.g. software, games and interactive
products like smart phones, MP3-players, “intelligent” homes, cars
and clothes. With today's development in technology, the possibili-
ties for applications are endless.
CHALMERS‘Students from the programme
developed the game Continuity
which became “Winner af Bost
12 2010
Independent Game Festival”
‘Student Game at
alms:
Given the increased focus on interaction
design in general, and on social media,
entertainment and new physical products
in particular, this programme aims to
provide tomorrow's interaction designers
With the knowledge and skils needed to
meet the evershifting demands of this
femarging eegment af the job mater.
Ite no longer enough to build a eystem,
product or application that is only func+
tional oF efficient; there ie an increasing
demand for products to go beyond func
tionality and be, for example, pleasurable
or fun touse.
[As a result of the new demands, there
ie & whole new eet of interaction design:
ctiented jobs on the market. Interaction
designers can now be found in ary
software company, as well as in the game
industry, or in companies that combine
hardware and software, e.g. mobile
phone producers like Apple or Samsung
Other key areas include web design and
marketing, information vieualeation, and
dosign of phyzical interactive products lke
toye and GPS devices.
CAREER OPPORTUNITIES
‘As the industries become more aware
of the importance of human factors and
interaction design, we can expect an
increased demand for experts in this area,
Studonte who graduate from the master's
programme are well-uited for a range of
positions, such as usability expert, user
imertace designer, gameplay developer,
or interaction designer with responsibility
for the overall design of the behaviour and
appearance of -baced product
RESEARCH CONNECTIONS
The programme is offered by the Division
of Interaction Design at the Department of
Applied Information Technology. The +
search group specialises in areas such as
interaction with mobile devices, game
design, healthcare informatics, tangible in
teraction and the use of ITn vehicles.
It has close collaborations with, for in
stance, Velvo and the Interactive Intitute
EDUCATIONAL METHODS
Theory and practice are balanced in the
program and applied in conetructively
aligned courses,
‘Asa student you are presented with a
mix of closed and open-ended problems;
the former to practice application of certain
skis the latter to practice problem solving
‘and innovation,
During the programme a large amount
of project work ie conducted in mised
groups in a studio environment, similar to
reablife situations. This way of working not
only stimulates learning the core skills, but
italso helps you acquire sot skills associ:
ated with communication, negotiation and
project leadership.
You are trained to present your work to
the public, by participating in exhibitions
or contests, This brings good projects, as
fam vrww.continutygame.com
well as an opportuity to show them oft.
The programme is characterized by a
heterogeneous student base; not only does
ite etudente have different educational
backgrounds, but traditionally the
programme altracts students trom many
different counties. This diversity envich
the programme in that students learn from
each other's differences, getting insights
that are hard to teach in other way
PROGRAMME PLAN
The programme consists of a series of
courses where user centred development,
analysis and evaluation, and experimental
design are core elements. It aims at
broadening your understanding of both
the design iscues central to interaction
docign and the design materiale available
for addressing them. The core of the
programme is a compulsory block of 30,
credits. There ate then four different partly
overlapping specialisations. Each of them
consists of 60 credits leaving 30 profile!
lective eredits open for the students. The
four specialicatione aro
+ Interaction daeigner focused on weer inter:
face design and information visualisation
+ Interaction designer focused on tangible
interaction
+ Interaction designer focused on enter-
tainment, games and social media
+ Game developer with experience of
gameplay design and interaction designMany courses mir laboratory
rercises and workshops where
Students practice working with
materiale of various kinds,
Photos: Johan Sandsjo
The building *Kuggen" is the
home of the programme. Studios
at Tet floor, offices and labs at
2nd floor
Photo: Catharina Jerkbrant
PROJECT WORK AND SEMINARS.
‘The courses in the programme are based
fon students running group projects in de:
sign studios. Throughout the education we
pput an equal focus on theary and practice
as well as combing the (wo,
COMPULSARY COURSES (CREDITS)
Interaction Design Methodology (7.5)
This course will introduce you to bacie de
sign methodology in interaction design with
focus on design cues related to aesthetics,
Prototyping in Interaction Design (7.5)
You will study materials and methods used
Within interaction design to combine hard
ware, software and physical materials into
prototypes of different fidelity
Graphical Interfaces (7.5)
You wil get a basic understanding of central
problems regarding the design of screen:
and pite-based interfaces, including meth-
(ds and practical training in designing these.
Interaction Design Project (75)
This course will give you a deeper under:
standing of central design issues in inter
action design by means of practical train
ing in design project,
PROFILE AND ELECTIVE COURSES
(CREDITS)
During the first three semesters you have
te choose two elective courses per Sp:
Computer Graphies (75)
Designing User Experience (7.5)
Games, Play and Learning (7.5)
Human Centred Design (7.5)
Iniormation Visualization (75)
Mobile Computing (7.5)
Simulation Engines (7)
‘Tabletop Computing (7.5)
Tangible Interaction (7.5)
‘Trends & Topics in Interaction Design (75)
Understanding Users and Use (75)
MASTER THESIS
‘The master project and thesie ie compu!
‘cary and form the final part of the Master of
Science programme, which is intended to
sive a deeper knowledge of the subject at
hhand and to give an insight of working pro-
cesses used within a company, other inst
tution or within the department. The work
is done as an independent project, in most
cases in pars of two students,
PROGRAMME OVERVIEW
Aton 2048 Sorng 2018
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Promina | ate
ington
UNDERGRADUATE PROFILE
Major in Information Engineering, Computer
Science, Computer Engineering, Textile De-
sign, Graphic Design, ndustial Design, Cog
nitive Science or Computational Linguistic.
PREREQUISITES.
Human-computer interaction and programming,
ENGLISH LANGUAGE PROFICIENCY
There are three main ways to full English
Proficiency requirements at Chalmers:
+ Approved English language tests
* English rom upper secondaryrhigh
school
+ English rom previous university studios
More information on wrwixdeth.se
For application deta and key dates
wun.chalmers.se/en/education
So Se
GN AND TECHNOLOGIECHALMERS UNIVERSITY OF TECHNOLOGY
CChaimare conducts research and education in engineering and natura
cieneee,archtecture, technology tlated mathemateal sciences and
nautical eciencos ~in close calboration wth industry and society.
(Chalmersie one of Sweden's largest universitas of echnology wih
about 12.000 students and 2 200 employe
-Approtmately 40 parcent of Sweden's graduate engineers and
atchitect are aduoatad here. Chalmers has fermed partnerships wth
‘mao industries moat in the Gothenburg rion such as Ericsson,
Vole and SKF.
“The Master's Progranmes at Chalmers are strongly Inked to advan:
‘edreaearch i areas of parteularstongth, Upon complaton of studies,
‘cancidates willbe granted a Masta dogre. The programmes are
taught in English and are open te applicants Fem around the word
‘Chalmers has eight areas of advance where the aim sto bring
together research, education and imovaion acrss departmental
bounces and o co-operate with bodies and organisations ouside
(Chamers: Materiais Science, Paducton, Ifermation & Communica
tion Technology. Tarspot, Bult Environment Nanoscience & Nano-
technology, Lie Scence and Energy. Thase eight ey areas also have
a fem foundation inthe basic sciences, The pursut of new knowiedge
and improved techtology has characterized Chalmers ever since is
foundation n 1829,
More info at: wwuchalmers.so/en
GOTHENBURG - THE SMALL METROPOLIS
More than 60 000 students are curently studying in Gothonburg In
mary ways, their decision to choose Gothenburg when the time came
to take the nent step int the future not aurping. Gothenburg
an attactive major ity wit a mariime almeaphere ard i within easy
reach of outdoor actvtesin the rest of West Sweden,
‘Gothenburg is an uncommonly inviting city for students, with a great
‘dealt offar You wl find an exciting cultural and entertainment scene
\worty af any major city, as well aca fendly atmosphere that wil help
you te quel feel at home
Chalmers University of Technology, SE-412 96 Gothenburg, Sweden, Phone +46 31 7721000
“Chalmers ~ for a sustainable future i a vision which
‘exudes the long-term approach, the acceptance of re:
sponsibility and the ust | felis worthy of Chalmers.
[A the same time, it is obvious that this vision has to
bbe shared by many and that Chalmers has to co-oper:
ate across discipines in order to promote the whole
‘of society's commitment to cur Future?
ain Makidee, president
Founded 1621, Gothenburg a young city by European
standarde. Since its fermatve years thas bean an important por
cf intaational rade and today tie the largest one in Scandinavia,
[With population of about haf a milion t= both fondly nd
cosmopolitan
Mere ino at: www.goteborg.com
‘SWEDEN - CULTURE OF INNOVATION
Being one ofthe world's most developed countrce, Sweden i the
binhplace of many successful itematonal corporations. Imovative
‘umber of succesful inventions, Some examples ae: the computer
mouse, Bluetooth fr internet mobliy, the pacerater, the ball bear
ing, the Tetra Pak beverage packaging system. the cialis machine
and intemet applications such asthe online music seaming service
‘Spay and tho fre intenetcaling service Skype These fi recent
inventions buid on 2 long hist af excellence n academia and =
‘search, Swedon isthe home ofthe prestigious Nobel Prize, awarded
In Stockholm over yor.
3h at Swedish universities and companies has resultedin a
‘Sweden has a numberof large muinational corporations, such a5
telecom supplier Ericsson, autemative companies Volo and Scania,
haucehald sppfances cerporation Electrolux, bearing manufacturer
‘SKF, and high-tech engineering groups Sandkik and Alas Copco
The deep-ooted creative envronment has made Sweden a strong
nation nthe areas of design fashion and music, wth wellknown
interationl brands euch as turture giant KEA and clothes retailer
aNd, Sweden i alge one of he largeet musc-expaing counties in
the wel,
More info a wwrw.studyinsweden.se
CHALMERS
ppl CyWelcome to the
12 § Interaction
I Laboratory
mane GR) CITI NNER
sandinitalectamfintogSoxmcoming
Interoctve technologies can benefit rable
rave and eststoewden, Aewastuy noel and
innovative forms of input and output, our efforts
are oriented towards projects within Mobile
‘Computing (DynamicDuo), Medical Visualization
{SECTRA), Interactive Analytics (DIVA), and
Motion Capture (Qualisys).
www.t2i.se
CHALMERS
MERCO; Mediated Effective Remote Collaboration s
Today, team processes such as idea generation,
complex decision-making, or exper-to-novice
transfer of practical knowledge typiealy require
‘the physical presence ofall participants Tiss
mainly because today’s teleconferencing
technology ie unable to adequately capture,
transfer, and display the mass amount of subtle
DIVA; Data Intensive Visualization and Analysis
European traning notwork for researchrsin the
field of Data Intensive Visualization and Analysis.
{DIVA). The projects supported forfour years
{2012 to 2015) by an EU FP7 ITN Marie-Curie
Grant. In this project, sie partners from
information required for effective
ccllberation. As a result, many companies
have rejected existing remote conferencing
systems in favor of travel to collocated
meetings, spending the extra time and money
since this results in more effective teamwork
Switzrland, tty, Germany, Sweden, France
and Hungary joint efforts to advance the
state-of the-art in lage scale (centiie) data
visvalization and interactive visual analysisSECTRA: Medical Volume Visualization
Recent advances in mesial imaging aquisition
tenable unprecedented opportunites for
diagnostic assessment and treatment
‘monitoring. Nevertheless, these advances do
‘ot automaticaly lead to benefits for patient
care, There are significant obstacles to
overcome regarding human interaction before
linia usefulness ean be achieved. The overall
‘objective ofthis projec is: To significantly raise
‘the usability fr visualization of complex medial
datasets through methods based an continuous
‘SEMarbeta
Uneven knowledge cstrbution soften an issue
In remote suppert systems, creating the
‘occasional need for adctional information
layers that extend beyond plain.
videoconference and shored workspaces. Tis
paper introduces SeMarbeta, remate support
‘system designed for ear drivers in need of help
from an officebound professional expert. We
introduce 9 design concept and its technical
Implementation using lowcost hardware and
techniques inspired by augmented realty
research. In this setup, the driver uses. a
portable Android tablet PC while the expert
mechanic uses stationary computer equipped
with 2 video camera capturing his gestures and
CHALMERS
adaptation to the tasks and. cognitve
processes of the end user, The proposed
adaptation approach s intended toreduce the
cognitive averond while retaining all elevant
information and all interaction possiblities,
This aim aligns with the overall vison for 3
Visualization system to be 9 seamless
‘extension of the human cognitive process. The
project's application area is Direct Volume
Rendering (OVR) of multivariate data (having
Several values per data point
etches. Hence, verbal instructions can be
combined with’ supportive gestures and
sketches added bythe expert mechani tothe
car'svideo display. To validate this concept, we
cried out a user study involving two typical
Automotive repair tasks: checking engine of
and examining fuss. Based on these tasks and
fellowinga between-group (drivarsand expert
rmeckanis) design, we compared voie-only
ith ational skotch-and gesture-overtayon
Video screenshots measuring objective and
perceived qualty of help Results indicate that
Setch- and gestureoverlay can benefit
remote car support in typical breakdown
Dynamic Duo:
Exploring Phone-Tablet Combinations for Mobile Usage s
‘AS an increasing number of users carry
smartphones and tablets simultaneoushy there
is an opportunity to leverage the use of these
‘wolorm actors ina more complementary way
‘ur work aims to explore this bya) defining the
design apace of distributed input and output
foluions thet rely on and. benefit from
jhote-tablet combinations working together
physically and algal; and b) reveal the
Iiosmnerasies of each particular device
Chalmers Sweden - NUS Singapore
Joint Strategic Project for Education and Research
in Human-Computer Interaction (HC!)
Nl)
loess
‘The goal ofthis project is to foster, strengthen,
and position collaboration between Chalmers
Swoden and National University of Singapore,
NUS in the area of dial interactivity. By
Joining and directing the forces of these two
Feading institutions forthe coming decade and
beyond, we aim for a top rank position in
uran-Computer interaction (Cl) research
‘and education. The project will have a lasting
effect on the rank ofthe two universities inthe
lscin of HC, including elated areas such a6
Intonetion design and interactive meeia
Combination via interactive prototypes. Our
esearch provides actionable insight in this
emerging area by defining @ design space,
suggesting 9 mobile framework, and
implementing prototypical applications in such
areas at distibuted information dspay
tributed control, and combinations of thee
For each of these, we show a few example
techniques and demonstrate an application
‘combining more techniques
‘The project wil enable graduate students and
faculty members to work, lear, and thereby
‘xc within the two partner universities, to lve
in two complementary cultures, and to be part of
Internationa teams exploring the emersing etd
of tangible user inerfaces, touch based
Interaction, and affective computing, The project
willbe managed at Chalmers
Collaboration Blog:
htp:/nuschalmershet wordpress.com
ww.t2i.se