IDG3750 - Tangible and Sensorial Interaction Design


Examination arrangement

Examination arrangement: Aggregate score
Grade: Letter grades

Evaluation Weighting Duration Grade deviation Examination aids
Group Report 60/100
Individual reflection note 40/100

Course content

In this course, students immerse themselves in the interaction design process by examining, shaping, designing, developing, user-testing and iterating a tangible and interactive project.

The students learn methods and skills to improve a physical, tactile, sensorial and technical prototype in a systematic way. Central to the course is the design and development of an interactive, tangible and sensorial prototype.

The work is carried out with a person-centred design methodology. The students can choose to collaborate with external partners in, eg., special education, health, social work, performing and fine arts, as test environments during work.

Learning outcome


After completing the course, the student should have:

  1. Knowledge of the origin of and challenges / opportunities with the Internet of Things (IoT)
  2. Knowledge of social, privacy and ethical challenges related to the development and use of IoT systems
  3. Knowledge of how simple electronic parts, sensors and actuators can become an interactive tangible and sensor- and actuator based system


After completing the course the students should:

  1. Have developed a capacity for compassion for people who may have different abilities, attitudes and feelings related to the use of tactile and sensory technology (IoT)
  2. Must be able to combine simple electronic components and sensors with physical materials and time-based media to form an interactive system for a defined group of users
  3. Must be able to edit code so that the system can perform necessary tasks
  4. Must be able to assemble and adapt the prototypes according to needs in their environment and / or use context
  5. Be able to use software, equipment and methods for the design of the prototype parts

General competences

After completing the course, the student should be able to:

  1. Demonstrate ability to critically reflect on the influence of systems on their environment and end-users and take human considerations into the development of the solution
  2. Be able to distribute work assignments within the project group, collect documentation and convey experiences from the project in writing/visually

Learning methods and activities

The teaching methods in the course will include lectures, seminars, project work, lab / workshop work, exhibitions, and concept development and testing with users. The course is open to English-speaking students and the teaching language and teaching materials will be available in English.

Compulsory assignments

  • Compulsory group-based activity

Further on evaluation

The teaching and work will take place in the program's workshop and with external partners to the extent that the conditions are right for it.

During the course, students in groups must document the written / visual project's insightful and iterative design work and testing. The work is submitted as one of 2 parts at the end of the course. The group report counts for 60% of the grade.

The students will also write an individual reflection on the group work where the students discuss their experiences with the project's process and end product and possible change proposals for both the process and the product. Individual reflection counts for 40% of the grade.

The students will have to have delivered both the project report and the reflection note to get a grade in the course.

Students have 1 compulsory assignment during the course:

1: Written group-based project description before the project can formally start

Students with approved reasons have not submitted and approved the individual reflection note, can do so later and have the course approved. Students who wish to improve the grade in the course must complete the course again and submit a new project report and reflection note.

A repeated/improved individual reflection note can be based on a previous project report in the course.

If the student needs to repeat/improve the group report, the student is required to complete the entire project again, including the individual reflection note.

Specific conditions

Compulsory activities from previous semester may be approved by the department.

Admission to a programme of study is required:
Interaction Design (BIXD)

Required previous knowledge

A passing safety (HSE) course is required in advance of the course before the student can use the workshop facilities and its machines.

Course materials

Gray, D., Brown, s., Macanufo, J. (2010). Gamestorming, Sebastopol, California: O'Reilly. Arduino UNO, MicroBit, or similar prototyping platform. Articles, software and equipment user guides, for design and programming. The students will have to buy course materials in the form of electronics and materials for up to NOK 1000.

More on the course



Version: 1
Credits:  7.5 SP
Study level: Third-year courses, level III


Term no.: 1
Teaching semester:  SPRING 2023

Language of instruction: English

Location: Gjøvik

Subject area(s)
  • Design Methodology
Contact information

Department with academic responsibility
Department of Design


Examination arrangement: Aggregate score

Term Status code Evaluation Weighting Examination aids Date Time Examination system Room *
Spring ORD Group Report 60/100



Room Building Number of candidates
Spring ORD Individual reflection note 40/100



Room Building Number of candidates
  • * The location (room) for a written examination is published 3 days before examination date. If more than one room is listed, you will find your room at Studentweb.

For more information regarding registration for examination and examination procedures, see "Innsida - Exams"

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