UNSW Sydney · FACULTY OF ARTS & HUMANITIES

DDES9905 Immersive Design, Complexity and Wicked Problems

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The Complete Study & Assessment Guide · T3 2026

DDES9905 Overview

Immersive Design, Complexity and Wicked Problems
— A practical guide to wicked-problem analysis, co-design, immersive intervention, narrative and futures thinking.
  • UNSW Sydney
  • Term 3 2026
  • Postgraduate course
  • Two assessed components

DDES9905 Immersive Design, Complexity and Wicked Problems treats design as inquiry and intervention within systems that cannot be reduced to a single correct definition or solution.

  • Assessment Challenges Analysis 40%; Wicked Challenge Design Solution 60%
  • Core move Trace each intervention from evidence, stakeholders and boundaries
  • Design standard Match immersive affordance to a participant action and learning test
  • Reflection Explain a mechanism, your contribution and a changed future practice
DDES9905 · UNSW Sydney
An independent, AskSia-authored study guide. AskSia is not affiliated with, endorsed by, or sponsored by UNSW Sydney; the course code and name are used for identification only.
Assessment

How DDES9905 is assessed

ComponentWeightFormat
Challenges Analysis40%Individual written report comparing complex and wicked challenges, stakeholders, interdependencies, research boundaries and an immersive approach
Wicked Challenge Design Solution60%Group design proposal and presentation with an individual critical reflection; confirm the current internal allocation on Moodle
Contents · every chapter, one map

What DDES9905 covers

Move from classifying complexity and testing a problem boundary to systemic design inquiry, ethnography and co-design, facilitation and shared understanding, immersive intervention, world building and futures thinking. Each chapter connects evidence to a responsible design decision and a revisable next action.

Module A develops the ability to distinguish problem conditions, make sense of complexity, compare design mindsets and processes, and research with people through ethnography and co-design. Module B turns those foundations toward collaboration, shared understanding, immersive intervention, narrative and futures thinking.

Across both modules, the important habit is traceability: show how evidence shaped the problem frame, how stakeholders and interdependencies changed the criteria, why a method or medium fits the learning need, and what would cause the design to be revised. The course is assessed through two official components.

Challenges Analysis asks for an individual comparison of a complex and a wicked challenge, their stakeholders and interdependencies, research boundaries and the rationale for an immersive approach. Wicked Challenge Design Solution asks a team to develop and communicate an immersive proposal and asks each student to critically reflect on collaboration and the final design.

The captured Assessment 2 brief contains inconsistent internal allocations between its description and rubric, so this guide retains the settled course-level 60% weight and directs students to the current Moodle brief for the internal split. Both captured briefs permit simple editing assistance but prohibit generated or paraphrased passages or media.

Use the guide to learn the methods and organise your own evidence; create assessed work yourself. A strong submission does not promise to solve wickedness. It makes a bounded contribution, identifies the remaining tension and names the next evidence that should change the intervention.

Worked example · free

From a technology-first idea to a testable intervention

Q [5 marks]. A team proposes a virtual-reality experience to improve public understanding of urban heat. Reframe the idea into an evidence-led intervention plan and identify the first test. The mark allocation shown in this practice is not an official university assessment scheme.
  • +1State a bounded challenge without embedding VR: identify who experiences heat risk, where, when and through which system conditions.
  • +1Map stakeholders and relationships, including residents, workers, planners, transport, housing, health and maintenance, and record whose perspectives are still missing.
  • +1Define the intended participant action, such as comparing how shade, transport and housing choices redistribute exposure across groups.
  • +1Justify immersive affordance only if spatial scale, embodied movement or layered context materially supports that action; preserve an equivalent accessible pathway.
  • +1Prototype the riskiest assumption first: test whether participants recognise the trade-off and can explain it without a facilitator supplying the conclusion.
The revised plan begins with a bounded heat-risk question, gathers situated and system evidence, defines a participant comparison task, selects an immersive medium only for a unique spatial or embodied contribution, and tests comprehension, access and unintended effects before investing in fidelity.
Sia tip — Replace the sentence 'VR will raise awareness' with a participant verb, a system relationship and an observable test. If you cannot name all three, the medium choice is not yet justified.
Glossary

Key terms

Wicked problem
A contested problem whose framing, boundaries, values and consequences remain entangled with attempts to intervene.
Sensemaking
The ongoing practice of interpreting uncertain conditions so that a group can choose a responsible next action.
Problem boundary
An explicit choice about the actors, relationships, scale, time and effects included in an inquiry.
Systemic design
Design practice that attends to relationships, institutions, feedback, histories and consequences beyond a single artefact.
Ethnography
Situated research that studies practice, meaning and context through observation, participation and conversation.
Co-design
A participatory approach in which affected people influence questions, criteria, ideas or decisions rather than only supplying feedback.
Facilitation
The design and stewardship of a group process so people can contribute, examine evidence, disagree and decide transparently.
Immersive affordance
A capability of a medium that enables a specific participant action, such as spatial comparison, embodied rehearsal or layered exploration.
World building
The construction of a coherent context of actors, places, rules, histories and tensions from which multiple narratives can arise.
Backcasting
Reasoning backward from a preferred future condition to the milestones, capabilities and present actions required to reach it.
FAQ

DDES9905 FAQ

How do I decide whether a problem is wicked?

Do not classify it only by size or difficulty. Test whether stakeholders disagree about the problem and desired outcome, whether causes and effects interact over time, whether boundaries alter whose consequences count, and whether intervention changes the situation being studied. State the classification as provisional and explain how it changes your next method.

What is the course assessment structure?

The official handbook and captured briefs publish two course-level components: Challenges Analysis at 40% and Wicked Challenge Design Solution at 60%. The second includes a team proposal and presentation plus an individual reflection. Its captured brief contains inconsistent internal splits, so use the current Moodle task sheet for that allocation.

Which research method should I choose?

Choose from the decision you need to improve. Use contextual evidence for system conditions, observation for routines and workarounds, interviews for meanings and priorities, co-design for shared framing and influence, and prototypes for interaction effects. Combine methods when their evidence answers distinct gaps rather than to make the process look comprehensive.

What makes participation genuine co-design?

Participants must be able to change something consequential: the question, criteria, ideas, representation or decision. Explain which choices are open, which constraints are fixed, how knowledge is credited and how participants will hear what happened. Attendance at a workshop is not enough if the team retains every meaningful decision.

How do I justify an immersive intervention?

Start with what participants need to perceive, practise, compare or discuss. Then show how a medium affordance enables that action better than a simpler alternative, what access and ethical duties arise, and how you will test the effect. Technology novelty is not a rationale, and the alternative pathway should preserve the purpose.

What makes a critical reflection analytical?

Select a specific episode, explain the mechanism that shaped it, locate your own action or assumption, connect the interpretation to a relevant course idea, and commit to a concrete future behaviour with a trigger. Avoid a project diary, personality labels or a vague promise to communicate more.

Study strategy

How to prepare for the assessments

Carry one live problem space through the guide and maintain four linked records: a frame log, evidence table, decision log and assumption register. In the frame log, record how the problem boundary changes and which stakeholders appear or disappear. In the evidence table, separate observation, participant account, external source and researcher inference.

In the decision log, write the choice, alternatives, criteria, dissent, owner and review date. In the assumption register, rank each assumption by consequence and confidence, then test the high-consequence, low-confidence items first. For Assessment 1, rehearse the comparison between a complex and a wicked challenge by explaining why the distinction changes the research and intervention strategy.

For Assessment 2, practise a one-minute reasoning chain from problem evidence to participant action, immersive affordance, risk and learning test. Build the individual reflection as the project runs by capturing consequential episodes and your role in them. Before submission, audit every universal claim, every technology-first sentence and every statement that promises a solution.

Replace them with bounded evidence, a mechanism and a revisable next action.

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