Syllabus
OVERVIEW
In 2008, over half the people in the world (3.6 billion of 6 billion) accessed networked information via a mobile phone. Compared with 1.6 billion people logging on via desktop computers, Mobile is arguably the new mass medium. It encompasses all other forms of media—print, recording, cinema, radio, television, and the Internet. Additionally, it responds to a person’s context, providing feedback where and when it is relevant.
Mobile interaction opens up an entirely new spectrum of design opportunities. To discover and invent such opportunities, we will test existing Mobile applications and apply Mobile design methods “in the field.” In addition, a team of industry experts from the T-Mobile Creation Center will join us to discuss what goes on behind the scenes during development. Over the course of the semester, students will develop a critical perspective on design for mobile interaction.
We will dedicate a majority of the semester to designing a fully-functioning mobile application using Adobe Flash. Development of the application will involve user-assessment methods, information architecture strategies, and production techniques specific to mobile interaction. Additional course materials include case studies, articles, and technical demonstrations regarding design for mobile interaction. Students will engage with all course materials through applied activities during class, personal project development, and a shared resource collection online.
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LEARNING OBJECTIVES
Students will be able to:
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PROJECTS
Online resource
The course website is the hub of the class. Throughout the semester, students are responsible for submitting and commenting on 2+ case studies, 2+ articles, and 2+ how-to’s regarding mobile service design. Industry experts will also contribute and offer critique on the progress of posted projects.
Warm-up: Augmented Reality Exploration
Students will prototype an instance of augmented reality within a specific location.The characteristics, behaviors, and rules should coalesce in a way that intensifies the significance of the location (compared with the location without augmentation). We will review AS3 technical skills at the beginning of the project.
Mobile Application
The main project is open-ended and student driven. Students will prototype a fully-functioning mobile application using Flash. The final prototype will be accompanied by a scenario video, which depicts the intended context. Throughout the project, students will upload progress to the course website for credit and critique.
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METHODOLOGY
In an effort to formalize the ways in which we solve design problems and seek design opportunities, methodologies help frame the appropriateness of our design decisions.
The methodologies we will use cater to design decisions regarding:
We will cover the following Mobile design strategies:
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SUGGESTED READING
Design for Small Screens / by Studio 7.5 (2005)
Mobile Interaction Design / by Matt Jones and Gary Marsden (2006)
Mobile Design and Development / by Brian Fling (2009)
Actionscript: Your Visual blueprint / by Rob Huddleston (2009)
Actionscript 3.0: Classroom in a Book / by Adobe (2009)
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ASSESSMENT
FINAL GRADE BREAKDOWN
35%: Online Resource
25%: Case Studies (Appropriate example. Thorough description and analysis.)
25%: Articles (Appropriate example. Thorough description and analysis.)
35%: How-to’s (Appropriate example. Clear and accurate description with working file.)
15%: Participation (Provide thorough and constructive feedback to others.)
10%: Warm-up Project: Exhibit Space
50%: Process (Specific concept described. Evidence of iterative exploration.)
25%: Production Techniques (Reflects best practices. Complete. No glitches.)
25%: Inventiveness (Elements of awe and surprise. Insightful fit with content.)
55%: Mobile application and scenario
15%: Set Project Constraints (Specific audience, circumstance, timing, location, value.)
15%: Context-Assessment (Gain insight into context. Translate into design strategy.)
15%: Information Architecture (Use provided methods to develop the design plan.)
15%: Production Techniques (Reflects best practices. Complete. No glitches.)
20%: Inventiveness (Elements of awe and surprise. Insightful fit with content.)
20%: Scenario (Intriguing narrative. Iterative storyboard. Inventive visual language.)
FINAL GRADE RUBRIC
90-100% : A (+/-):
Complete, on time, exceptional quality and craft, surpasses project goal, demonstrates exploration, improvement, and command of material.
75-89% : B (+/-):
Complete, on time, good quality and craft, achieves project goal, demonstrates exploration and comprehension of material, yet may not be completely resolved.
70-74% : C+:
Complete, on time, satisfactory quality and craft, does not satisfy one or more project goals, demonstrates awareness of principles studied, yet may not be explored or resolved.
60-69% : C (-):
Incomplete, late, satisfactory quality and craft, undeveloped, lacks evidence of engagement, exploration or resolution, unexcused absences and/or lateness.
45-59% : D (+/-):
Incomplete, late, poor quality and craft, ill-conceived and underdeveloped, lacks evidence of engagement, exploration or resolution, excessive unexcused absences and/or lateness.
0-44% : F:
Sufficient work has not been accomplished to justify credit for the course; OR six excused or unexcused absences.
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ATTENDANCE, LATE WORK, AND ACADEMIC INTEGRITY POLICY
Attendance is mandatory. Three tardies equal one absence. Every absence after your third decreases your final grade one letter. Excused absences will be accepted with proper documentation (ex. Doctor’s note). Please read the university’s Attendance Regulation (REG02.20.3) for further details on acceptable absences.
Late work decreases your project’s grade by one letter per day. If you miss the original due date due to illness, the project is due the following class. If work is turned in after that point, it will be assessed with penalty from the original due date. In the case of serious medical situations, reasonable accommodations will be made.
The Code of Student Conduct Policy (POL11.35.1) applies in this course. “7.1 The free exchange of ideas depends on the participants’ trust that they will be given credit for their work. Everyone in an academic community must be responsible for acknowledging their use of others’ words, research results, and ideas, using the methods accepted by the appropriate academic disciplines. Since intellectual workers’ words and ideas constitute a kind of property, plagiarism is like theft.”
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STUDENTS WITH DISABILITIES
Reasonable accommodations will be made for students with verifiable disabilities. In order to take advantage of available accommodations, students must register with Disability Services for Students at 1900 Student Health Center, Campus Box 7509, 515-7653. For more information on NC State’s policy on working with students with disabilities, please see the Academic Accommodations for Students with Disabilities Regulation (REG02.20.1).
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