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Interaction Design · Project 1 of 3 · Weeks 1–5

ID Project 1: Pop-Up Book

Paper engineering as interaction design — cause, effect, and the hand that opens the page

FORMAT

Individual

WEEKS

1-5

METHODS

Paper engineering · Mechanism prototyping · Iterative construction · User testing · Material affordance study · Sketchbook documentation · Critique

TAGS

Paper Engineering, Book Binding, Design Education, Design Thinking

Why this project

Pop-up books are where many of us first encountered designed interaction. Before we swiped a screen or clicked a mouse, we pulled tabs, lifted flaps, and watched paper spring to life. These mechanisms taught fundamental lessons: actions have consequences, systems respond to input, and physical engagement deepens understanding. This project returns students to that first encounter with interaction — but this time as the designer, not the reader.

Donald Norman's framework of affordances — the way objects communicate their own use without instruction — is the theoretical foundation of this project. A mechanism that requires explanation has already failed as an interaction. The pop-up book is a useful design problem precisely because its feedback is immediate and physical: either the mechanism works, or it doesn't; either the cause-and-effect relationship is legible, or it isn't. There is no interface to hide behind. The paper is honest.

The project was designed in response to the current cultural moment. In an era when AI can generate visual content on demand, a pop-up book requires something a prompt cannot produce: physical making, material understanding, and iterative testing with real hands. The mechanisms must be built, tested, broken, and rebuilt. That process is not inefficient — it is the learning.

The Brief

PROJECT PROMPT

Think of the last time you opened a pop-up book. The slight resistance of the card stock, the whisper of paper against paper, the moment flat material became three-dimensional. That is not novelty — that is interaction design in its purest form.

Create a pop-up book that tells a story worth telling. Not a story with mechanisms added as decoration, but a narrative where the physical interaction is essential to the meaning. Your mechanisms should reveal, transform, surprise, or invite participation in ways that serve your content.

The central question you must answer: why does this story need to be a pop-up book? If your concept could work equally well as a flat book, a video, or a poster — it is not using interaction effectively.

Minimum 5 spreads. Minimum 5 different mechanism types. Size and format determined by your content and audience.

DELIVERABLE

  • Sketchbook documentation: mechanism explorations, narrative storyboard, iteration records

  • Mechanism sampler: test constructions of each mechanism type before final build 

  • Final pop-up book: minimum 5 spreads, minimum 5 mechanism types, designed cover 

  • Size and binding determined by content and audience — rationale documented 

  • Video of all mechanisms in action 

  • Photographs of each spread 

  • QR analysis document 

  • Process book documentation: concept, mechanism development, iteration, final work

What I've learned from running this

This project surprised me. I expected students to struggle with the paper engineering — and some did, initially. What I did not expect was how clearly the project revealed the relationship between iteration and quality.

Students who took the sampler book seriously — testing various mechanisms, breaking them, understanding the causes, and trying again — produced work that was significantly more resolved than students who either made the sampler half-heartedly or went straight to construction. The sampler was not part of the brief initially; it emerged from observation. Watching students who had tested their mechanisms produce smooth, reliable interactions, while students who skipped testing produced books that jammed or collapsed on the first opening, made the case for iterative prototyping more powerfully than any lecture could. I have made the sampler a mandatory step going forward.

The students who produced the strongest work were almost never the ones with the most ambitious concepts. They were the ones who went back to their mechanism sample book again and again — who tested a fold ten times before committing to it, who discovered through repetition what the paper would and wouldn't do. For many students, this was their first encounter with an X-Acto knife, their first time measuring and cutting with precision, their first time understanding that a material has physical properties that constrain and enable — that a heavier paper stock holds a V-fold differently than a lighter one, that a score line made against the grain behaves differently than one made with it. These are not incidental lessons. They are the foundation of understanding how designed things exist in the world.

The project also revealed something about the relationship between constraint and creativity. Students initially frustrated by the limitations of paper — tearing, buckling, grain direction — eventually discovered that those constraints were design information. The material was telling them something about what was and was not possible. Learning to interpret material feedback is a form of design literacy. I came to understand that this aligns directly with Norman's concept of affordances: the material communicates its own possibilities and limitations. The pop-up book taught Norman without naming him.

The two-book requirement produces visible growth. Students who planned to illustrate entirely by hand discover midway through that hand-replication at this precision is extraordinarily difficult. Some pivot to digital illustration and print. Others develop hybrid approaches; digital elements printed and hand-finished, or hand-created elements digitized. The constraint forces a genuine production decision, and watching students make that decision thoughtfully is one of the clearest indicators of who is starting to think like a designer.

The hand-binding at the end matters more than it might seem. Students hold something they made entirely — not just designed, but constructed, from the mechanisms inside to the cover that contains them. That experience of authorship over a complete physical artifact inspires students to seriously consider all aspects of the design.

The iterative design theme that emerged here continued through both subsequent projects. Students who internalized the test-break-rebuild cycle in Project 1 applied it more readily to game playtesting in Project 2 and to community prototype testing in Project 3. The pop-up book was not simply a paper engineering exercise, but it was an introduction to how good designers work, and how people interact with designed items.

Featured work

Selected examples from this project

Assistant Professor of Graphic Design
Pacific University · Forest Grove, Oregon
mpollock@pacificu.edu

 

© 2026 by Miranda Pollock

 

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