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Performamatics – TID Tangible Interaction Design


3 credits, Fall 2008
Tue/Thu 10:00 – 11:15 Olsen Hall 404, North Campus
Pre-requisite: a passion to learn

91.119 / ISIS 15018 Department of Computer Science
Gen Ed Tech Credit Assoc. Prof. Fred Martin click for fred's email (978) 934–1964
70.105 / ISIS 15019 Department of Art
Gen Ed A&H Credit Assoc. Prof. Karen E. Roehr karen_roehr@uml.edu (978) 934–3586


Course Description

Tangible Interaction Design brings together engineering, computer science, and art students around the theme of creating useful and educational prototypes that include embedded computing technology. Students will work in multi-disciplinary teams, carrying out a series of creative projects over the course of the semester.

Course projects will be developed in three themes: (1) museum exhibits, (2) lifestyle products, and (3) toys. In the museum category, students will choose a physical principle (e.g., motion, electricity, matter) and develop an interactive exhibit around this theme (for ages 5 - 12). In the lifestyle category, students will develop a personal efficiency product that addresses time management, hygiene, health, fitness, or diet. In the toys category, students will develop an educational toy that teaches ideas such as shapes, sequence, musical pitch, or the alphabet. We will partner with local schools and daycare centers to test the toys.

Through these assignments, students will learn elements of graphical communication and principles of interaction in computationally-enabled devices. In the Fall 2008 semester, projects will include the design of a game or toy, which will be exhibited at The Revolving Museum (Lowell, MA) and an exhibit to teach a scientific or mathematical principles, which will be exhibited at the Discovery Museums (Acton, MA).

Course Requirements

Tangible Interaction Design is a 100-level course and has no pre-requisites.

Objectives

After participating in this course, you will be able to:
  • critically analyze interaction modes in things and environments in our everyday designed world;
  • create novel systems that improve the quality of life (e.g., provide learning, play, or practical value); and
  • incorporate active computational elements and deliberatively developed graphical design elements in these systems.

CLASS REQUIREMENTS

Assignments

You will be given two major projects and four minor projects over the course of the semester. The course will also include 2 design process folders (one for each of the two major projects; explained at 2nd assignment), 2 quizzes, 1 in-class presentation, 2 papers and 1 web-based project exhibition.
The assignments cover a variety uses and include practical application of beyond exercises. It is also important that you keep up with the weekly reading assignments. Due dates are listed on the class schedule and at the top of each assignment.

Critiques

Critiques/design reviews will be listed as either group or individual critiques. Crit days are required (i.e. do not miss class). Student input and involvement is crucial (we want to hear what you have to say).

Quizzes

There will be two quizzes in this class. Please check the schedule.

Attendance

No more than three absences are permitted per semester. Missing any class is strongly discouraged. Attendance will be taken at the beginning of class. Misuse of attendance policy will result in “no credit” for the course. Continually arriving late or leaving early constitutes an absence or partial attendance: 3 late arrivals = 1 absence; 5 late arrivals= 2 absences. Please obtain the phone numbers of at least one member of the class in case of absence. You are still responsible for class work given in your absence. More than three absences lower your final grade (1 grade per absence). More than 5 absences will result in course failure. Class begins at 10:00 am on Tuesday and Thursday. If you are unable to make it to class, please leave a note. Late work is marked down one grade per day (i.e. from an A to a A–).

Expenses

You will be required to purchase one text book and a variety of materials for this course (including art supplies and electronic supplies). The bookstore tries to provide some of these materials. Be prepared for these expenses. It is possible to be creative on a budget. See separate supply list .

Readings

There is reading with weekly assignments. These are listed on assignments. This is to supplement what you will be learning in class. See the Reading List for sources. In addition, we will hand out articles from a variety of publications, including Print Magazine, Communication Arts, and the Communications of the Assocation of Computing Machinery.

Class Structure

Since true learning and mastery can result only with discipline, we will alternate between lecture and hands on interaction to provide a balance of lecture/discussion, critique and studio work.

Design Process Folders

Everyone is required to keep a design process folder. There will be a separate folder for each of the two major projects. You will use it to record ideas, thumbnail sketches, drawings research, and your project briefs, critiques. The folders can be purchased at any stationary store and are due with each major project. This is essential to your thinking/creative process. We will discuss these in more detail in class.

Notebook

The course notebook is formatted in a loose leaf binder create 5 tabbed sections as follows:
  1. Lecture notes
  2. Elements & Principles
  3. Assignments (4 minis 2 bigs)
  4. Design Process (this is directly related to your process folders)
  5. Reading notes
The use of the course notebook and design process folders will be discussed in class.

Course Laboratory

The Laboratory for Interactive Learning (Olsen Hall Room 302) will be the home base for course project work. At least 10 workstations are available in this lab. Each workstation includes computers that include all necessary software, a full set of hand tools and soldering irons, and assorted materials and supplies. The Engaging Computing Laboratory (Olsen Hall Room 306) will also be available for student use. This lab includes the Trotec laser engraver which is available for course projects. You will be given 24x7 access to both labs using your UML ID card for access. Students are expected to treat both labs with respect. This includes cleaning up after yourself at the end of each and every work session, and making sure doors are closed and locked if you are the last one to leave the lab AND NO drinks nor food is allowed.

Computer Software

Some assignments can be completed on your own personal computer, using the Scratch software from MIT. This software is a free download and is available for both the Macintosh and Windows platforms.

Cell Phones and Email

Cell phones, IM'ing, and email are not permitted in class except in emergencies. Please turn off (or put in silent mode) all pagers, cells etc. Exceptions are for medical reasons (with doctors note) and in case of young children (permission after discussion at semester start). In the case of medical or other emergencies, please talk with us prior to class.

E-mail is not to be accessed during class time. Doing so will lower your project grade by 1 grade. Contacting us by phone or e-mail is to let us know about absences, not for questions that should be asked in class. Stock market tips, concert ticket deals and rapping with your buddies are not permitted during class time. Misuse of web (surfing/instant messages e-mailing on ones own) will result in day dismissal from class.

GRADING

This class is about interaction design, including graphical and computational elements, and creating real systems that exemplify the principles discussed in class. At the midterm review, we will inform you of your letter grade in the course. While we realize that grades are important to all of you, we encourage you to involve yourself in the process of learning, creating and challenging yourselves rather than getting caught up with a grade. It has been our experience that those students who became genuinely involved in their work always received the highest marks because they enjoyed the process!!!

Final grading is based on your overall performance in the course, which includes the following:
30% 2 large Projects 20% 4 mini projects 15% Attendance in class, participation and attitude 10% Quizzes (5% each) 10% presentations, 5% Class Note book 10% Design Process Folders (note these are graded separately from the project)

Quality of Work

Your work must show a sufficient level of accomplishment in relation to the assignment, demonstrating technical proficiency, conceptual understanding and creativity. This course is also concerned with the way you go about solving problems. Therefore, it is important you stay on schedule with projects.

Questions

Please feel free to schedule an appointment with either of us (Karen and Fred) if you are at all concerned about something in the course. Our hope is that each of you will become computationally and visually literate and this can happen only if you are willing to assume some responsibility for your own learning.
Office hours will be posted. You can always speak with us (or e-mail) about setting up another time to meet if necessary.

Final Words

Open your mind. College is an ideal time for trying new approaches and changing old habits. We look forward to working with you this semester.
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