Difference between revisions of "Meeting 2 Aug 2006"
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− | [[Meeting 2 August 2006| | + | [[Meeting 2 August 2006| Possible Pathways: Student Outcomes]] |
* Game design - Names to appear | * Game design - Names to appear | ||
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* video & film production | * video & film production | ||
* future architects | * future architects | ||
− | * Information | + | * Information Designer and architect |
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* UI designer | * UI designer | ||
− | + | * web designer and architect | |
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− | * web | ||
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* web 2.0 architect | * web 2.0 architect | ||
* communications officer | * communications officer | ||
* interactive product designer | * interactive product designer | ||
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* interaction designer | * interaction designer | ||
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* user experience Design | * user experience Design | ||
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* usability professional | * usability professional | ||
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* grad school | * grad school | ||
* theory wonk | * theory wonk | ||
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* planner (city planner, etc) | * planner (city planner, etc) | ||
* exhibition designer | * exhibition designer | ||
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* info viz | * info viz | ||
* corporate branding | * corporate branding |
Revision as of 01:03, 6 August 2006
Ideas for large enrollment classes (Taught at Surrey or Burnaby or Harbor Centre)
- Goals: attract students
- Increase SIAT visibility
- strengthen Ecology of FTEs
Current Curriculum Plan
Year 1:
- Fall:
- Analytical & Critical Reasoning (Q)
- Tech History & Social Implications (B)
- Spring
- Deswign: Theory & Practice (B)
- Communication Collaboration & Research (W)
- Plus 4 of
- IAT 100
- IAT 101
- Math 1
- Math 2
- CS 1
- CS 2
- CMNS 1
- CMNS 2
Year 2:
- Art
- Drawing & Prototyping
- Design
- Media
- Programming
- Technology of Systems (Basics)
- Critical & Creative Thinking (W)
- Cognition
- Culture
Year 3: Principles
- How to build things on your own
- How to get help/skills from others
- Build projects larger in scale and of greater furation
- Setting goals for professional practice
- Bridge theory & Practice
- Project management
- Ready for coop
Year 4
- INTD 1
- INTD 2
Options -- escape clause
Leap out of nest
Ideas
Ideas (1st or 2nd Year classes)
- Figure Drawing
- Games Studies
- Interactive Art
- Introduction to Design (as in Tech One future perfect)
- (Really) New Media
- Extreme Media (!)
- Emerging Technologies/media
List of Nexus areas:
- Visual: John D, Brian, Chris, Dian, Rob, Lyn, Tom
- Ubicomp
- Embodiment
- Games
- Design
- Media Art
- Performance Art
- Interactive Space
- Computational Science
- Interaction Science
- Wearables
- Knowledge Media
- Digital Media
- Design Methods
- Computational Design
- History of Technology & Theory
- Digital Culture
- CSCW
Ideas for New Classes that will appeal to everyone
- Space Design
- Design Eval
- Narrative
- Perceptual Cognition Augmentation
Upper Division Classes
[note: I took the liberty of numbering the courses. This makes it easier to represent paths (see below). I also renamed the courses to "Upper Division" rather than "Year Three" - Ron]
Media:
- 1. narrative
- 2. video
- 3. advanced video
- 4. animation
- 5. game design
- 6. interface design
Advanced interface design beginning with the advent of visual communications and moving type to interfaces for desktop, mobile, and large-scale applications.
- 7. interaction design(2) methods
Examines concepts of design practice and design methods for interaction designers. Students will study a range of design methods for idea generation, requirements gathering, conceptualization, prototyping, and evaluation in a project setting.
- 8. interactive prototypes
Develops programming, scripting, physical computing, and form-making skills for developing combined software, and hardware prototype versions of interactive products and systems.
- 9. design evaluation
Examines evaluation concepts and methods for interaction designers. Analyzes the range of evaluation approaches including informal evaluation, usability, field studies, heuristics, critique and discursive evaluation.
- 10. participatory design
Students learn participatory design as a method for analysis and gathering requirements for design situations that provides an in-depth contextual understanding of the design and enables end-users as designers. Examines the conceptual frameworks for understanding human action and context in organizational design situations. This course assigns small teams to design with industry, non-profit, and government organizations.
- 11. body interface
- 12. installation + performance
- 13. kinesthetic space
- 14. info viz/graphics for viz
- 15. knowledge + info architectures
- 16. HCI 2
- 17. software engineering
- 18. computational media
- 19. authoring environments
- 20. videogame design & programming
- 21. culture
Possible Pathways: Student Outcomes
Possible Pathways: Student Outcomes
- Game design - Names to appear
- Performance art
- video post production
- video & film production
- future architects
- Information Designer and architect
- UI designer
- web designer and architect
- web 2.0 architect
- communications officer
- interactive product designer
- interaction designer
- user experience Design
- usability professional
- grad school
- theory wonk
- graphic design
- game design
- computer animator
- VR
- installation designer (museums, etc)
- planner (city planner, etc)
- exhibition designer
- info viz
- corporate branding
- network architect
- pre MBA
- software engineer
- toy design
- project manager
- informatics of : media, design, etc