DIGF 6L01+DIGF6K01 Creation & Computation Number of credits: 6 - MFA/MDES/MA students; 3 - Diploma students Duration: September 24th – December 10th Day and Time: Wednesday 11:30-15:30 Thursday 17:30-21:30 Location: TBD _____________________________________________________________________ Professor: Kate Hartman Email: [email protected] Office Location: 7701, 205 Richmond St. W Professor: Nick Puckett Email: [email protected] Office Location: 7701, 205 Richmond St. W _____________________________________________________________________ COURSE DESCRIPTION: Creation and Computation lifts the lid on the potentials of the tools and methods for creating interactive, networked, and intelligent designs. The course is organized around a series of design projects that serve as platforms for applied research and development. The projects are accompanied by a series of technical introductions that provide students with a strong foundation in the basics of programming, physical computing, digital fabrication, screen-based computation, networking and connectivity. This course is taken by both Digital Futures Diploma and Masters students. There are two teaching sessions each week: daytime and evening. Masters students attend both sessions and diploma students attend the evening sessions. The group projects mix both masters (6 credits) and diploma (3 credits) students and groups are expected to self-organize and arrange working time and communication approaches to ensure that their team is functioning well for all their members. Groups will also be doing plenty of work outside of the teaching slots. Context The world around you is made of intelligent content - objects, devices, and networks that constantly capture data, think, and react. Over 65% of products launched this year have a component of embedded intelligence, and at the same time new research pushes the boundary of what “intelligence” even means. This course is your first step in developing the skills necessary to thrive in an environment where behavior must be considered as much as form and material. By the end of the term you will have the tools and knowledge to make the great switch from digital consumer to digital designer. More about the course The course is organized around a series of 3 projects and a supporting series of introductions to software, hardware, fabrication, and prototyping skills. Each project should be developed out of a clear design agenda and pull from the software that best achieves these goals. You must be proactive and find the tools that can achieve your designs rather than simply showing off a specific technology. During the course we will be introducing you to many of the tools you will need, as well how to find many more. Students will need to draw on their previous design skills and experience and augment them with new digital tools to develop innovative new prototypes. After an introductory project all work will be developed collaboratively within a group, and each student will develop the skills that enable groups to produce creative concepts. About the studio leaders Kate Hartman is an artist, technologist, and educator whose work spans the fields of physical computing, wearable electronics, and conceptual art. She is the co-creator of Botanicalls, a system that lets thirsty plants place phone calls for human help, and the Lilypad XBee, a sewable radio transceiver that allows your clothing to communicate. Her work has been exhibited internationally and featured by the New York Times, BBC, CBC, NPR, in books such as “Fashionable Technology” and “Art Science Now”. She was a speaker at TED 2011 and her work is included in the permanent collection of the Museum of Modern Art in New York. Nick Puckett is the founding director of AltN Research+Design, a design practice focused on creating dynamic links between software, robotics, biological agents, chemical engineering, and material behavior that generate new potentials for the design of intelligent environments. The work of AltN Research has been exhibited in venues including the Venice Architecture Biennale, International Biennial of Contemporary Art of Seville, and the Art Institute of Chicago. The work has also been published in the books including Fabricate: Making Digital Architecture, Hyperlinks, and the forthcoming Inside Smart Geometry. Nick has previously taught within departments of architecture, design, chemical and electrical engineering, and computer science. LEARNING OBJECTIVES AND OUTCOMES: This course uses a hands-on approach to create a studio environment of exploration, development, and testing. You will be enabled with new potential technologies and guided through this development via working tutorial sessions. Upon completion of this course, students will be able to: 1. Learn an iterative development methodology based on prototyping, testing, assessing, and re-prototyping. 2. Understand and utilize the basic programming concepts, microcontrollers, sensors, and actuators necessary to develop interactive designs. 3. Position their work contextually in relation to historical and contemporary examples within the fields of art, design, and technology. 4. Assess and implement technologies necessary for taking a project idea from concept to completion. TEACHING METHODS AND DELIVERY: Material in this course will be delivered through lectures, demonstrations, group discussions, presentations, and critiques. COURSE ASSIGNMENTS: Task 1: Personal Weeks 1-3 This introductory project gives students a chance to design and create an addition to their new workspace. Working individually, you will prototype an interactive device that enhances, alters, or corrupts your workspace. These two weeks will serve as a crash course into basic programming and prototyping concepts for creating interactive objects. At the end of Task 1 each student will give a live demo/presentation of their design and produce a 30 second video posted on the course website. Week 1 Week 2 Week 3 Day: Introduction to our work Eve: Introduction to Project 1, Processing/Arduino Introduction Day: project work and studio tutoring Eve: Arduino working session Day: project work and studio tutoring Eve: Project 1 Review Task 1 Technology Introductions -Processing: www.processing.org -Arduino: www.arduino.cc -Sensors -Actuators Task 2: Social/ Environmental Weeks 4-6 Working in groups, you will develop an interactive, multi-user environment. The environment should create a new method of communication or collaboration between members of your group. This task introduces methods for tracking the movement of people and alternative methods of programming, and how they can be applied to the design of a space. At the end of Task 2 each group will give a live demo/presentation of their design, produce a 30 second video posted on the course website, and a series of drawings/images that document the development process. Week 4 Week 5 Week 6 Day: Project 1 recap Eve: Introduction to Project2, Max/Msp for Hardware Day: Project work and studio tutoring Eve: Introduction to Kinect for Unity Day: Project work and studio tutoring Eve: Project 2 Review Task 2 Technology Introductions -Max/Msp: www.cycling74.com -Unity Game Engine: www.unity3d.com -Motion Capture and Skeleton Tracking using Kinect: http://www.xbox.com/en-US/kinect -Laser Cutting Task 3: Beyond Weeks 7-10 The final project extends your design’s reach by developing connections that explore how objects, places, and people can be linked digitally using both local wireless connections and Internet protocols. Each group will design a communication network of objects that leverages local conditions with streams of data input and output. At the end of Task 3 each group will give a live demo/presentation of their design, produce a 30 second video posted on the course website, and a series of drawings/images that document the development process. Week 7 Week 8 Week 9 Week 10 Day: Project 2 recap Eve: Introduction to Project3, Wireless / Xbee Day: Project work and studio tutoring Eve: 3d printing Day: Project work and studio tutoring Eve: Intro to web APIs Day: Project work and studio tutoring Eve: Project 3 Review Task 3 Technology Introductions -Wireless data communication -Internet connection -3d printing Documenting your work For all projects you must document (with writing, photographs, videos, drawings, schematics, code examples) your process, discoveries, challenges, and details that would be interesting or useful to your classmates, professors, and future students in this course. Documentation will be posted on the class blog. Also, when appropriate please bring circuits, prototypes, or other physical artifacts to class. EQUIPMENT THAT YOU WILL NEED: -wire cutters -wire strippers -soldering iron -tools / materials for quick prototyping: cutting knife, scissors, rulers, paper, card, fabric, etc. EVALUATION CRITERIA: While tasks, tutorials, and exercises will be recommended, grades for this course will be based on resulting projects. Projects will be focused on three scopes: Personal, Social/Environmental, and Beyond. New tools and technologies will be introduced for each project. Projects can take the form of an art installation, design prototype, or technical exploration. Ideas will be discussed and critiqued in class and projects will be presented at the project critique. Project Due Date Presentation deliverables Weight Type Focus Task 1: Personal Week 3 Live demo of the device. 30 second explanation video posted to course website. 20% Individual Create a device or interface that enhances the way you use or inhabit your workspace. Task 2: Social/ Environmental Week 6 Live demo of the device. 30 second explanation video posted to course website. Supporting drawings, images, and diagrams documenting the process of development. 30% Group Create a space that facilitates new types of interaction and collaboration. Suggested site: DF student workspace in 205 Richmond. Task 3: Beyond Week 10 Live demo of the device. 30 second explanation video posted to course website. Supporting drawings, images, and diagrams documenting the process of development. 40% Group Extend the space to connect it digitally to other places, people, and things. International sensor network. Collaboration on digital fabrication. Documentation and publication of work on the course website comprises 10% of the overall grade. The evaluation criteria, all equally weighted, are: 1. Is the project engaging and based on a clear design concept? 2. Does it demonstrate your knowledge of technologies and concepts covered in this course? 3. Quality of documentation / presentation 4. Does it work as intended? GRADING SCHEME: The following grades are used at the graduate level: A+ 95-100 A 85-94 A - 80-84 B+ 75-79 B 70-74 C 60-69 F 0-59 P Pass (Summer Off-Campus Only)* I Incomplete** W Withdrawn without Academic Penalty *A grade of P is not used in grade point average (GPA) calculations. **Incomplete work must be completed no later than the end of the following term. Please note that as per Section 5.3 of the Graduate Studies General Policies, students in graduate programs are required to maintain a cumulative grade point average (CGPA) of at least 75% (B+). REQUIRED TEXTS Igoe, Tom. Making Things Talk. Sebastopol, CA: O'Reilly, 2007. Print. Margolis, Michael. Arduino Cookbook. Sebastopol, CA: O'Reilly, 2011. Print. Menard, Michelle. Game Development with Unity. Boston, MA: Course Technology PTR, 2011 Noble, Joshua J. Programming Interactivity. Sebastopol, CA: O'Reilly, 2009. Print. Shiffman, Daniel. Learning Processing: a Beginner's Guide to Programming Images, Animation, and Interaction. Amsterdam: Morgan Kaufmann/Elsevier, 2008. Print. RECOMMENDED READING: Banzi, Massimo. Getting Started with Arduino. Sebastopol, CA: Make:, 2008. Print. Borenstein, Greg. Making Things See. Sebastopol: O'Reilly, 2012. Print. Platt, Charles. Make: Electronics: Learning by Discovery. Sebastopol, CA: O'Reilly, 2009. Print. Reas, Casey, and Ben Fry. Getting Started with Processing. Sebastopol, CA: O'Reilly, 2010. Print. Reas, Casey, and Ben Fry. Processing: a Programming Handbook for Visual Designers and Artists. Cambridge, MA: MIT, 2007. Print. Roberts, Dustyn. Making Things Move: DIY Mechanisms for Inventors, Hobbyists, and Artists. New York: McGraw-Hill, 2010. Print. Scherz, Paul. Practical Electronics for Inventors. New York: McGraw-Hill, 2007. Print. Watkins, Adam. Creating Games with Unity and Maya. Burlington, MA: Focal Press, 2011 REQUIRED RESOURCES: A laptop is necessary for this course. Please bring your computer to class. Students will be asked to purchase a custom Arduino electronics kit from Creatron (255 College St.). Details coming soon! LATE WORK This is a graduate level course and it is anticipated that all presentations, projects, and papers should be presented and handed in, in a timely manner, as per the course schedule. If for any reason this is not possible, please anticipate and discuss the matter with your instructor. Medical cases which present problems with deadlines require confirmation in writing from a health care professional. Late work is normally subject to a 10% penalty per week, and will be accepted solely by arrangement, and with the discretion of the instructor. INCOMPLETE GRADES An incomplete grade is considered when students encounter unexpected difficulty completing course work within the semester. Students must discuss their situation with their instructor and request an incomplete grade prior to the end of the semester. Incomplete grades are filed at the discretion of the teaching faculty. Students with incomplete grades must complete all course work no later than the end of the following term. ATTENDANCE The university requires that students attend classes on a regular basis and that they participate fully in them. RELIGIOUS OBLIGATION A student who foresees a conflict between a religious obligation and any scheduled class assignments, including the final examination or critique, must notify his/her instructor in writing and in the case of final examinations and critiques must make a written request to the Office of Graduate Studies within three weeks of the first class. ACADEMIC INTEGRITY Students may not re-submit previously graded work without permission, or submit work produced for other courses for evaluation. Plagiarism, misrepresenting personal performance or status and/or any conduct which damages the integrity of scholarly and artistic activity is unacceptable. Academic penalties will result. See the OCAD U Academic Calendar for details. Academic freedom is a fundamental right in any institution of higher learning. Honesty and integrity are necessary preconditions of this freedom. Academic integrity requires that all academic work be wholly the product of an identified individual or individuals. Ethical conduct is the obligation of every member of the University community and breaches of academic integrity constitute serious offences. RESEARCH INVOLVING HUMAN PARTICIPANTS Graduate students who conduct research that involves human participants may require the approval of the OCAD Research Ethics Board prior to the initiation of any such research. For more information on research involving human participants, please visit the OCAD U website at: www.ocad.ca/research/research_ethics_board.htm DISCLAIMER STATEMENT The syllabus, schedule, and course outline may be amended, altered, or changed as the course proceeds. The weekly schedule is open and will be developed in response to the ongoing concerns of the participants. Guest speakers and student presentations will be organized as the term progresses. The class will be notified and when possible, consulted about developments and changes.
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