Student OutcomesUnderstanding of code as a creative medium for designing systems
This project asks students to write a pr ogram that creates a series of generative and research-driven posters. By a coded set of parameters, the program should be designed to generate an infinite new poster every time the canvas is clicked.
Type + Motion+ Interactivity
The project is about creating an interactive tool that people can participate in. The tool should create a fluid system rather than a final form that explores type, motion, and interactivity on screen.
How do we make sense of this “data exhaust” and how does this change our understanding of ourselves? This task invites a deep exploration of portraiture and self-representation in the age of quantification.
The visualization is a tool the students are building to help them answer a question about themself.
Can you collect data about phenomena that nobody has seen or thought of before?
This project teaches the use of computational programming to produce interactive outcomes and physical prints focusing on the intersection between graphic design and code. The project requires the students to create a logomark that has a range of expressions by changing the variables. The goal of the project is to learn systematic thinking, algorithm, and modularity.
The assignment is to develop an abstract pattern reflecting the structure of one of the student’s favorite songs. Using programming languages, students are asked to recreate an existing program by using “for” and “if” statements. The aim of the project is to generate various patterns with formal aesthetic interest through changing parameters. They included a brief explaining which song they have selected and how they interpreted its sonic structures into visual patterns.
We learn about well-established graphic designers —Olivetti, Milton Graser, Paul Land, David Carson, Neville Brody, Milton, Stefen Segmeister, and Paula Scher in class. Students were asked to choose one of the designers and collect some parts of the chosen designer’s works. They added the collected images to the program to generate a new poster that generates different compositions every time the program runs.
The project asks the students to program an interactive storytelling for mobile devices. They choose exisiting illustrations in a book to engage users for interactive experiences with the users. The main learning objective was to implement advanced computer programming knowledge into an artistic interactive experience.