3D Motion Graphics introduces 3-dimensional world into the motion design workflow by learning to design and conceptualize in Z space. Students will learn about modeling, lighting and render in various styles via series of in-class / homework assignments throughout the term in order to become comfortable with 3-dimensional design and animation workflow. Two major assignments are given in the course of the term. The first project will be to construct and composite a scene integrating 3D assets with live action scene. The 2nd project is to design and animate in 3D space with topics at the discretionary of the faculty.
Course number: IXD-212A
Prerequisite: n/a
Course number: IXD-200
Prerequisite: n/a
The first three foundational terms in the IxD program concentrate heavily on identifying, understanding, describing and designing interactive products, experiences and systems from the perspective of the end-user. Emphasis will be placed on the professional application of design methodology in the creation of new product concepts in various categories such as mobile, tangible, electronics, web and environmental applications, communicating them through personas, wireframes and usability research. The course introduces students to the theory and practice of various types of design research including human centered qualitative and ethnographic methods as well as formal and analytical techniques. Students will be required to analyze, describe and design end-to-end customer experiences in different product categories with a focus on developing user driven solutions. Classic problem solving methodology will be instituted early in the process to insure solid concepts, process and deliverables. A strong emphasis will be on the ideation techniques of brainstorming, rapid visualization drawing and human factors to formulate product concepts and illustrate proof of concept. Final deliverables will be evaluated under the criteria of their clarity of purpose and their delivery through verbal presentation.
Course number: IXD-200A
Prerequisite: n/a
Course number: IXD-350
Prerequisite: n/a
This review covers student development in terms 3-6. " Development Phase" Students learn how to apply the fundamental design techniques and methods to different interaction design "canvases", spanning the fields of graphic, spatial, transportation, entertainment, industrial and media design including physical computing. As well as participating in sponsored studios, students are encouraged to do 1-2 internships. This allows for further TDS and professional development. Core classes include electronic, data visualization, and physical computing. Students are able to select from a range of Studio classes during this phase of the curriculum. Studio Course offerings include Sponsored Studio Classes hosted by the Interaction Design Department, ArtCenter Transdisciplinary Design Studios (TDS) offerings hosted in collaboration with other ArtCenter Departments, and Studio classes offered through the Designmatters program.
Course number: IXD-350A
Prerequisite: n/a
Through individual and group projects students will tailor their use of interaction design to meet their creative and professional goals. They will craft and apply system and service thinking, new material exploration; rich interface design, emerging technologies as they are applied to spaces, relationships, objects and the body. The IxD Senior Projects Studio provides students the opportunity to develop a personal project with an emphasis on advancing skills required for their graduation portfolio. These projects may address "gaps" in a student's portfolio, or projects may be used as an opportunity to focus in depth on areas of strong personal interest. A range of topics can be explored, including Wearable Technologies, Data Visualization, Design for Social Change, Micro-interactions, and others. Students will Create a project brief (users or site, vision, scope, goals, rules, and UX strategy). Make a working product/interaction/performance (Prototype, Proof of Concept of UX simulation) build portfolio ready assets such as a video or series of documentation photographs. THE PROJECT CONTENT CAN CHANGE EACH SEMESTER. SEE SECTION INFORMATION OR COURSE SYLLABUS FOR MORE INFORMATION.
Course number: IXD-401
Prerequisite: n/a
The IxD Senior Projects Studio provides students the opportunity to develop a personal project with an emphasis on advancing skills required for their graduation portfolio. These projects may address "gaps" in a student's portfolio, or projects may be used as an opportunity to focus in depth on areas of strong personal interest. A range of topics can be explored, including Wearable Technologies, Data Visualization, and Design for Social Change, Micro-interactions, and others.
Course number: IXD-451
Prerequisite: n/a
Students will explore the different technologies, advanced topics, and theories in emerging interactive physical computing; such as product/service ecosystems, physical computing, and interactive entertainment. Students will author immersive experiences through storyboarding, wireframing and prototyping. Working in a Maker environment students will delve into the possibilities of participatory experience design where user feedback, creativity and connections create unique experiences. Students will : Focus on prototyping and deployment strategies Build demonstrations of tangible computing Understand the UX implications and strategy of physical computing Build portfolio ready assets
Course number: IXD-410
Prerequisite: n/a
This class charts a course beyond traditional interactive media and standard presentation systems into the realm of interaction design for physical devices. It allows students to explore the possibilities when both the interface and device are being designed simultaneously. It does this in the context of collaborative projects with students from product and transportation.
Course number: IXD-256
Prerequisite: n/a
In this studio, students develop and diversify their craft in visual communication of the graphical user interface. They will explore foundational design elements and principles to expand the representation of action and information across various computational platforms. Students will conduct research, generate ideas, study form and time-based media, learn to analyze and discuss their own decisions as well as that of others, and advance the craft of interactive interfaces.
Course number: IXD-404
Prerequisite: n/a
Course Description: Learn to create high fidelity prototypes of digital projects for mobile devices such as phones, tablets, and smart watches with the goal of presenting their interfaces, interactions, and behaviors as closely as possible. In order to focus the course's full attention on prototyping, it is advised that students enter the class with a project that is already designed (completed interfaces and flow). However, it is certainly expected that the design will get refined and perfected within the course. Course Learning Objectives: Students in Advanced Prototyping will be able to 1) learn and effectively use different fidelities of prototyping in order to aid in the design of a project. 2) Prototype a visual interactive experience to a high degree of fidelity. 3) Refine a detailed design based on issues learned from observing a target audience using their prototype.
Course number: IXD-406
Prerequisite: n/a
Tracked by personal cell phones, high-resolution urban sensors, snapped selfies, and satellite arrays, the human body is becoming digitized, documented, and distributed across a wide web of technologies. In this course students will use motion capture suits, character animation software, and virtual reality platforms to imagine an emerging digital nervous system. How might we design for this future body and its virtual shadow? What new interactions and inputs might we have when we can sense beyond the bounds of the skin and be tracked, down to the location of our fingertips? How might our identities change as we virtually and physically wander, becoming a part of other people, places, or things? In this course students will use hands-on prototyping to explore virtual and physical body parts, sensory devices, spatial interactions, and wearables. Topics will include cybernetics, Kinesiology, biomechanics, and sensory design.
Course number: IXD-433
Prerequisite: n/a
Tracked by personal cell phones, high-resolution urban sensors, snapped selfies, and satellite arrays, the human body is becoming digitized, documented, and distributed across a wide web of technologies. In this course students will use motion capture suits, character animation software, and virtual reality platforms to imagine an emerging digital nervous system. How might we design for this future body and its virtual shadow? What new interactions and inputs might we have when we can sense beyond the bounds of the skin and be tracked, down to the location of our fingertips? How might our identities change as we virtually and physically wander, becoming a part of other people, places, or things? In this course students will use hands-on prototyping to explore virtual and physical body parts, sensory devices, spatial interactions, and wearables. Topics will include cybernetics, Kinesiology, biomechanics, and sensory design.
Course number: TDS-433
Prerequisite: n/a
Sports were invented to facilitate the display of physical performance. Whether as a player or a fan, sports have helped us imagine what might be possible with our own bodies through fabricated competition, rules, and choreography. How can we utilize 'sports' as an interactive platform to reimagine community spaces and global events during lockdowns, pandemics, and closures? Using motion capture software and multiplayer gaming platforms, students will design an at-home sport that rethinks multiplayer interactions, digital movement, online fandom, rules, scoring, and merchandise. Students will learn emerging motion capture technology while examining the history of sports and domestic spaces from their own cultural perspectives. The course will result in a live-streamed Home Olympic competition.
Course number: IXD-433A
Prerequisite: n/a
Sports were invented to facilitate the display of physical performance. Whether as a player or a fan, sports have helped us imagine what might be possible with our own bodies through fabricated competition, rules, and choreography. How can we utilize 'sports' as an interactive platform to reimagine community spaces and global events during lockdowns, pandemics, and closures? Using motion capture software and multiplayer gaming platforms, students will design an at-home sport that rethinks multiplayer interactions, digital movement, online fandom, rules, scoring, and merchandise. Students will learn emerging motion capture technology while examining the history of sports and domestic spaces from their own cultural perspectives. The course will result in a live-streamed Home Olympic competition. esign.
Course number: TDS-433A
Prerequisite: n/a
Introduces narrative sequence through temporal or spatial means. Messaging in 3 moves or more (images, screens, pages, sentences) or in 3 dimensions. Media agnostic (students may choose an appropriate medium/ method). Builds on CD1+2 but adds serial/multiple communication. Deals with series/stories/sequences/ choices/transitions. Introduction to larger scale environmental public communication. Deep research. Experimentation in different media.
Course number: IXD-210
Prerequisite: n/a
Course description and learning outcome: Messaging in different contexts. Design as: research/conception/form-giving/production. Research as catalyst for design ideas. Designing from a place of understanding (content, audience, context). Use of 2 contexts (ie.screen/print) /or audiences (ie. young/old)/ or formats (ie. poster/card). Use of modular division of space, simple grids. Use of color. Analysis of audience reaction and communication success or failure. Project types: 3 or 4 projects to give a variety of content types. One project with greater text component. Continuing emphasis on need for multiple ideas before designing.
Course number: IXD-209
Prerequisite: n/a
Course description and learning outcome: Messaging in different contexts. Design as: research/conception/form-giving/production. Research as catalyst for design ideas. Designing from a place of understanding (content, audience, context). Use of 2 contexts (ie.screen/print) /or audiences (ie. young/old)/ or formats (ie. poster/card). Use of modular division of space, simple grids. Use of color. Analysis of audience reaction and communication success or failure. Project types: 3 or 4 projects to give a variety of content types. One project with greater text component. Continuing emphasis on need for multiple ideas before designing.
Course number: IXD-154
Prerequisite: n/a
How can students, teachers, friends and classmates play and learn together when they must be apart? How can we rethink the way technology and communication tools are used for childhood education? Can emerging technologies and experiences better facilitate human connection, opportunity for play, and spontaneous social interaction when teachers, students, and their friends and classmates are working apart from each other? In this Designmatters TDS studio, we will re-imagine remote and connected learning for primary school students while considering the needs of children, teachers, and parents & caregivers. We will identify and create exciting new ways of teaching and learning that build a sense of creativity, community and collaboration between teachers, students, and peers.
Course number: TDS-454
Prerequisite: n/a
Teens who are already parents are at the highest risk for unplanned pregnancy (7x higher risk that teens who are not already parents), and often face social isolation, stigma and mental health issues at higher rates than their peers. A new mobile health program, created by Sentient Research with a grant from IDEO, provides key parenting & relationship-building resources, peer-to-peer support and family planning information to young parents, ages 16-21. In this studio, ArtCenter students will help design and facilitate focus groups with the target audience of young parents to generate insights and co-create a brand and campaign for the mobile health program. What should the program look and feel like? How will the target users discover and interact with the program? What will make this program a success for young parents? Studio outcomes may be implemented in a pilot rollout of the program in San Francisco and Los Angeles.
Course number: TDS-434
Prerequisite: n/a
Digital Basics: LinkedIn Learning 1.0 is a self-directed course taught online that covers the basic principles of 2D design software such as Adobe Illustrator, Photoshop, and InDesign. It leverages the unique relationship ArtCenter has with LinkedIn Learning to educate students via a select set of online LinkedIn Learning videos. Students watch the videos, learn the content, and are assessed on their learning at the end of the term.
Course number: IXD-103A
Prerequisite: n/a
Digital Basics: LinkedIn Learning 1.0 is a self-directed course taught online that covers the basic principles of 2D design software such as Adobe Illustrator, Photoshop, and InDesign. It leverages the unique relationship ArtCenter has with LinkedIn Learning to educate students via a select set of online LinkedIn Learning videos. Students watch the videos, learn the content, and are assessed on their learning at the end of the term.
Course number: IXD-103
Prerequisite: n/a
Topic: Explore what banknotes will look like in fifteen to twenty years from now, from a functional point of view combined with pleasing aesthetics. Taking as the focus the consumers/users point of view, students will explore the functionality of cash and its alternative solutions, advantages and disadvantages of each alternative and the main value both today and in the future. Will banknotes become hybrid and/or incorporate more technologies? What will they look like? How will they be used? Further exploration will include: the social responsibility of cash, what kind of payment can be automated. In what ways can these new technologies keep the main advantages of cash: anonymity, ease of use and certainty in transactions?
Course number: TDS-418A
Prerequisite: n/a
TestlabBerlin is a sponsored studio abroad project. Projects utilize the city as a direct source for research, inspiration, and experimentation. One core faculty member will run the project for the entire semester, additionally there will be guest faculty/lecturers/guest critics in Berlin. Available to fifth term and above students by application, preferrably with Mediatecture experience. Students will experiment with new creative strategies for art and design production, which will be informed by responses from a European and American audience. This feedback process will be enabled both through traditional and social media and through in-person and secondary interaction with the audience. the resulting projects are cross-cultural in nature and dramatically broaden the creative horizon of all participants.
Course number: IXD-802A
Prerequisite: n/a
TestlabBerlin is a sponsored studio abroad project. Projects utilize the city as a direct source for research, inspiration, and experimentation. One core faculty member will run the project for the entire semester, additionally there will be guest faculty/lecturers/guest critics in Berlin. Available to fifth term and above students by application, preferrably with Mediatecture experience. Students will experiment with new creative strategies for art and design production, which will be informed by responses from a European and American audience. This feedback process will be enabled both through traditional and social media and through in-person and secondary interaction with the audience. the resulting projects are cross-cultural in nature and dramatically broaden the creative horizon of all participants.
Course number: IXD-802B
Prerequisite: n/a
Explore wearable technology through research, concepting and prototyping. From devices to skins, and medical to expressionistic, we will investigate what it means to put technology on the body, and generate ideas for why and how. Students should expect to experiment and prototype at multiple levels: functionality/behavior, materiality/fabrication and test deployment. We will be sewing, building circuits, and programming; previous experience in any of these is a plus. BY PETITION ONLY: Interested students should submit 1 paragraph (max 150 words) describing their vision of and interest in wearable technologies and 3 portfolio examples of wearable or interactive projects, to Danielle.ferrer@artcenter.edu.
Course number: TDS-403
Prerequisite: n/a