Interactivity I

Course Description

Introduction to interaction design across digital and analog media. Students learn basic programming concepts through prototyping in mediums including but not limited to web interfaces, board games, physical computing, and more. Emphasis is on accessibility, user experience, and creative methods for inventing interactions. Prerequisite: ART 240 or ART 241.

Syllabus

Student Learning Outcomes, Goals, Objectives:

Students successfully completing this course will be able to:

  1. Demonstrate an understanding of foundational concepts of interactivity through relationships among people, objects, spaces, and computational systems.

  2. Demonstrate foundational computational and programming literacy through the application of variables, conditionals, loops, functions, data organization, and related concepts in coding.

  3. Apply cross-media prototyping skills by selecting and integrating appropriate digital, physical, performative, or hybrid media in response to the conceptual and experiential goals of multimedia interactive projects.

  4. Apply critical and theoretical frameworks to the analysis of interactive media, including the critical discussion on current technologies, protocols, history and media theory discourse of analog or digital systems.

  5. Demonstrate ability to conceptually and theoretically grounded interactive works informed by research and critical inquiry in areas such as games, human-computer interaction, interactive art, and related fields, with attention to conceptual, cultural, artistic, technical, and aesthetic considerations.

  6. Demonstrate technical and iterative problem-solving skills through research, experimentation, prototyping, testing, critique, and revision in the development of interactive work.

  7. Articulate artistic and intellectual intentions through discussion, presentation, writing, and visual documentation, demonstrating clear relationships among theoretical references, interaction logic, media choices, and design decisions.

  8. Demonstrate an independent and exploratory approach to creative practice through experimentation with unfamiliar tools, methods, and forms of interaction, while exhibiting critical awareness, curiosity, and appropriate creative risk-taking.

Course Grading Information:

Activity/Performance Measure

Percentage/Points

Projects

55% / 550 points

Discussion / Critique

15% / 150 points

Process / Research / Documentation

15% / 150 points

Attendance and Participation

15% / 150 points

Total

100% / 1000 points

Grading Scale

Percentage

Letter Grade

93–100%

A

90–92.9%

A-

87–89.9%

B+

83–86.9%

B

80–82.9%

B-

75–79.9%

C+

70–74.9%

C

65–69.9%

C-

63–64.9%

D+

60–62.9%

D

55–59.9%

D-

Below 55%

F

Attendance/Participation:

Attendance and active participation are graded components of this course.

Because this is a studio-based course, workshops, demonstrations, discussions, critiques, peer feedback, testing, and collaborative experimentation are essential parts of the learning experience.

Participation includes:

  • Arriving on time and prepared for class

  • Actively participating in class activities, discussions, and workshops

  • Participating in peer testing and critique

  • Making productive use of in-class studio time

  • Contributing to a respectful, engaged, and collaborative learning environment

Frequent absences, lateness, early departure, or failure to participate in critiques and other significant class activities will negatively affect the Attendance and Participation grade.

Course Materials Purchased by the Students:

  • Highly recommend buying an external hard drive and a USB thumb drive

  • Paper and other basic art or prototyping materials

  • Printing costs associated with project development and presentation

  • Specialized fabrication materials required for individual projects

  • Additional electronic components, sensors, actuators, or hardware required for individual physical computing projects

  • Students are responsible for purchasing any additional hardware or electronic components required by the specific needs of their individual projects.

Scholarly Perspectives

This course engages diverse scholarly perspectives to develop critical thinking, analysis, and debate and inclusion of a reading does not imply endorsement.