IXD414, 'Design Systems', Spring 2026
T/R / 12:30-03:10pm / Chalmers 307
Matt Kirkland / mattk@ku.edu

IXD414 - Designing with Systems

This is a studio course about designing digital products for the screen, with an emphasis on designing with systems in mind. This syllabus will be updated with more information throughout the semester. I'll let you know in class about updates.

Questions? mattk@ku.edu.

Calendar / Clock / Compass

A new tool for orienting ourselves in time or space


In this intro project, we're going to design a small but useful tool that helps the user orient themselves in time or space. We're making a new kind of calendar or clock or compass.

Your Client

For this project we won't concern ourselves with a specific imaginary client; your solution will need to be broadly understandable even if the use case is specific. It's OK to make this about you: what would you like to be more oriented towards (in space, or in time)? We'll be able to test with any person-on-the-street to validate basic interactions.

Deliverables

The calendar / clock / compass should be a digital product for screens; an app, website, signboard, kiosk, etc; thus your final deliverable will be an interactive figma prototype, embedded on your course site. See details below for our intermediate steps.

Inspo


Session 1: Introduction & Ideation

  • Project Brief: Designing a new type of calendar, clock, or compass
  • Discussion: How do we experience and orient within time? space?
  • Discussion: What is a prototype? Lo-fi vs hi-fi. What's a prototype good for?
  • I want you to answer the question: what's something I want to change my orientation towards? Like: I want to always know where I am relative to the galactic center of the Milky Way.
  • Homework: be ready to pitch us 20 conceptual ideas for a new calendar / clock / compass to share in the next class. Have a single-screen sketch for each.
  • AND Homework: Low-fi prototype. Pick one approach, sketch out a full set of user actions. (eg: start up, configuration, use over time/space, etc.) These should be wireframes. Can be hand-drawn, figma, whatever works for you. Put them in figma and prototype.

Session 2: Problem Definition & Concept Critique

  • Pitch us a few favorite concepts
  • And show us your first prototype
  • Class critique & workshopping: what makes sense? What questions do we have?
  • Homework: Adjust your prototype so you're ready for user testing. Think about what questions you want answered. 'What do you think?' is not a good research question!

Session 3: Prototype & Feedback

  • Show us your prototype
  • Someone else will test it
  • Class observation & critique: what makes sense? What questions do we have? What should happen next
  • Homework: Make your prototype better. How close to 'done' can you get?

Session 4: What would a design system do here?

  • Talk about when design systems work
  • Look at your prototype: what applies here?
  • If you handed off this project to another designer: what would they need to add features and still keep your brand intact?
  • Homework: Build a minimum viable system. What gets repeated? What gets reused? You might think about: colors, font families, type rules, buttons, form elements. What else would you need to define if you wanted to build consistency across people / products / time?
  • AND Continue to improve your prototype. We're be done-done with this in a week.

Session 5: Let's talk about your Minimum Viable Design Systems

  • What did you include?
  • What could you build with this?
  • Does it make you want to change anything about your design?
  • Homework: We're done with Calendar/Clock/Compass on Thursday. Be ready for a final review & critique.

Session 6: Final Deliverables.

  • Show us your work, reflect on process.
  • Homework: Nothing. We're done with Calendar/Clock/Compass!