Problems and implications related to computing from the perspective of the Humanities.
Understanding of how to use a personal computer, web browsers, and mobile devices.
This class is an introduction to Experience Architecture (XA). It is designed to help you explore a set of concepts that are central to the XA major and to introduce you to the broader field of study that comprises it.
Researching for product, services, and processes as applied to user experience. Contextual inquiry, field studies, card sorting, participatory design, interviewing, focus groups, and usability testing. Field trip required.
Process models used in the planning and designing of interactive experiences. Organization of information, user interactions, visual design attributes, prototyping methods, and interface design.
Integrate knowledge and skills acquired from previous courses. Conceptualization, planning, implementation, and assessment of a project, service, system or an idea in a collaborative setting.
In this course, students work on collaborative projects to design effective, integrated, experiences for users. Our aim is to transform (for the better!) the way people do things in their everyday lives at work, in their homes, and in other social settings. Students conduct activity analysis to observe and analyze everyday practices, use object-oriented modeling techniques to represent and plan transformations to those practices, and do UI prototyping to specify implementation plans.
Digital representation of objects such as numbers, signals, and 3-dimensional shapes. Algorithms that operate on digital objects. Computer communications and the Internet. Computer security and web services.
Introduction to programming using Python. Design, implementation and testing of programs to solve problems such as those in engineering, mathematics and science. Programming fundamentals, functions, objects, and use of libraries of functions.
Continuation of object-centered design and implementation in C++. Building programs from modules. Data abstraction and classes to implement abstract data types. Static and dynamic memory allocation. Data structure implementation and algorithm efficiency. Lists, tables, stacks, and queues. Templates and generic programming.
What is "Design Thinking"? Why has this strange term become the buzzword du jour of every business and inno-vation guru? And why should we care? What is its value for businesses and organizations?
In order to answer these questions, we must consider the meaning of design in the contemporary context and explore its relationship to epistemology and cognition is "Design Thinking" a designerly way of knowing. Is it a process both of making and learning? A sort-of learning through making?
Additionally, we must explore the methods and theories underlying the act or experience of "Design Thinking" through making work that helps us access a sensitivity to the context in which "Design" exists today, the context of the experiential, the intangible, the systemic.
Overview of form and communication analysis and manipulation. Investigation of theory, concept and visual tools central to developing visual communication systems.
Analyzing, evaluating, and authoring Web sites. Principles of design rhetoric. Practices of Web accessibility.
Rhetorical analysis of consumer, corporate, organizational, and popular cultures appropriate to professional settings.
Developing and maintaining large-scale, interactive Web sites. Visual design, usability, audio and video integration, ongoing site management, and web accessibility.
Deductive and inductive reasoning. Topics such as rational argumentation, fallacies, definition, meaning, truth and evidence. Techniques for critical reading and thinking.
Digital interactivity as a tool for visual communication, design and distribution of ideas. Conceptual, formal and typographical explorations relating to web-based activities such as interface design, user-interaction and basic animation. Research, writing, and discussion of current related events using personal blogging tools.
Design of information systems for professional writers. Information and interfaces. User-centered design lifecycle. Activity analysis, object-oriented modeling, prototyping, and technical specifications.
Formal and communicative properties of typography. Letterform, font specification, style, meaning, texture, and space. Sequence of analysis from formal aspects, to communicative, to a synthesis of the two.
Time-based design embraces the use of sound and motion for visual communication and personal expression relating to the field of graphic design. Conceptual and formal explorations relating to the moving image such as motion graphic identity systems, stop-motion animation, kinetic typography for film, television and architecture, digital video and sound production for short format.
Principles and practices of effective writing in the workplace. Technical, scientific, and electronic-mediated writing. Includes audience and organizational needs, visual rhetoric, information design, electronic publication, ethics, technical style, usability testing, and team writing.
Rhetorical, social, political, economic, and ethical dimensions of electronic writing and publishing. Rhetorical dynamics of computer-mediated writing spaces such as the Internet, World Wide Web, e-mail, and synchronous chat.