Difference between revisions of "Main Page"
Line 8: | Line 8: | ||
− | '''Models''' | + | [['''Models''']] |
1. we are school of design with concentrations in three key artefact classes: | 1. we are school of design with concentrations in three key artefact classes: |
Revision as of 18:44, 17 July 2006
SIAT FACULTY, STAFF AND FRIENDS: for committee responsibilities, please refer to the Community Portal link (see left).
1. we are school of design with concentrations in three key artefact classes:
a) Story (media artefacts)
b) Interactive objects and environments (screen-based & off-the-desktop),
c) Information (human-centered computer systems),
or
2. we are a school of media, information and design.
3. John Dill's
Future meetings: July 19, August 2, August 16, August 30 Room 14-400, 1:00-3:00
Auxilliary culture & cognition meeting July 19, noon, room 14-700
Note: "the machine" enables anyone to change the number of classes, in order to see how that change affects the whole plan. It will be here shortly. (Thanks Rob!)
INVENTORY OF SKILLS THAT UNDERGRADUATES NEED TO ACQUIRE
Everyone takes 1st year foundations: what are they?
• writing
others????
Knowing how to design
• formal (composition, color, line, composition, form, proximity, hierarchy, contrast...)
• iterative design process: (Analyze context, design, prototype, test)
• Design methods
Knowing how to represent designs
• Sketching
• Writing
• Photography
• Basic videography for documentation/communication (a bit different in focus than sotrytelling per se)
• CAD
• Solid modelling
• Parametric modelling
• Animation
• Software models,
Toolkit architectures
Knowing the artifact -- the internal view of the artifact.
• Text & Image
• Software tools for Prototyping interfaces
• Prototyping 3D objects (this is a composite skill that needs to be unpacked)
• Interactive animation (depending on the domain, may be a representational concern)
• Interface design
• Electronics
• Mechanics
• Statics
• Materials
• Manufacturing processes
• web design
• exhibition design
• designing for public spaces
• game design
Knowing how to work with others
• Teamwork
• Collaboration
Understanding designs in context -- the external view of the artifact.
• design history
• Ethnography
• task analysis
• user testing
• Usability
• semiotics
• cultural and media studies
• Speculative design (combines cultural studies with making)
Please see documentation on customizing the interface and the User's Guide for usage and configuration help.