MWF 11:30 pm – 12:20 pm / Harbor Walk East 300
A practicum course to develop a project that synthesizes creativity in the arts with the tools and conceptual modeling systems of computing. Through readings, discussion, designing, and coding, students will use computational tools/techniques to achieve an artistic vision, or develop new tools/techniques to assist the creative process.
Prerequisites: CITA 280/CSCI 280, CSCI 230 (or CSCI 315 or CSCI 370) with a grade of C- or better, 9 credit hours in concentration.
Prerequisite or Corequisite: CSCI 380
Additional Course Requirements
- Bring your laptop to class.
- Bring headphones to class.
Wednesday, Dec. 6, 10:30am – 12:30pm
- Class attendance and survey.
- The Algorithmic Arts – a survey and videos.
- – or how deep is your knowledge? – memorize, understand, apply, analyze, synthesize, and evaluate. This course will get us to the deepest levels of Bloom’s Taxonomy in terms of CITA concepts and processes.
- What is Scrum?
- MIT Processing, and Python mode reference.
- JythonMusic reference.
- Keystroke Level Model (KLM) – a low-tech, yet highly-effective way to evaluate alternative UI prototypes (including paper prototypes), based on predicting how long it will take an expert user to accomplish a given user task.
- Paper prototyping – to be used with test users to get early feedback on your design / before you start implementing. Once you implement things, it is hard to make design changes after that.
- Talking with Participants During a Usability Test (including paper prototypes). Talk less and learn more by being prepared to use 3 sound, practical techniques for interrupting or answering users while facilitating a usability test…
- “Echo. Boomerang. Columbo.”
- “Design Thinking 101” – an iterative refinement process for developing interactive systems. This is a hands-on, user-centric approach to design, which leads to innovation, differentiation, and a competitive advantage. It consists of 6 distinct phases.
- Conceptual models in a nutshell – explains conceptual models and describes why its best to develop the conceptual model of a system before its user interface.
- Introduction to Pair Programming. This 9-minute video describes what pair programming is, the do’s and don’ts of effective pairing, and the pros and cons of pair programming.
- Dropbox Paper is a new type of document designed for creative work. Collaborate in real time, assign tasks, make to-do list and more. Also see how to set permissions (edit vs. view/comment) for collaborators.
- The Waterfall model is the original software development lifecycle model. It is not used anymore (one hopes!!!), as it leads to overpriced and unusable software. Here is a real-life ($1.5 Billion over-budget) example.
- The Spiral (or Iterative Refinement) model. The basic model iterates over Design, Implement, and Evaluate. More complex (complete?) versions exist.
- The Star software development model. This model is centred around evaluation and does not specify in which order development activities should be carried out (even parallel is possible), as long they are short and end in immediate evaluation. It strongly encourages iteration and refinement (also custom paths and communication between different phases) throughout the development process.
- The Usability engineering lifecycle. This is especially designed for UI development projects.
- The Scrum agile development methodology. This one of the most current software engineering approaches today.
Course syllabus (PDF). Also, see the following syllabus references:
- Here is the relevant research (read the first two articles, for grade):
- Cindi May, “Students are Better Off without a Laptop in the Classroom“, Scientific American, Jul. 2017.
- Cindi May, “A Learning Secret: Don’t Take Notes with a Laptop“, Scientific American, Jun. 2014.
- Pam A. Mueller and Daniel M. Oppenheimer, “The Pen Is Mightier Than the Keyboard: Advantages of Longhand Over Laptop Note Taking“, Psychological Science, vol. 25(6), pp. 1159-1168, 2014.
- Susan Payne Carter, Kyle Greenberg, Michael Walker, “The Impact of Computer Usage on Academic Performance: Evidence from a Randomized Trial at the United States Military Academy“, SEII Discussion Paper #2016.02, May 2016.
- Susan M. Ravizza, Mitchell G. Uitvlugt, Kimberly M. Fenn, “Logged In and Zoned Out“, Psychological Science, vol. 28(2), pp. 171-180, Dec. 2016.
- Gloria Mark, Shamsi T. Iqbal, Mary Czerwinski, and Paul Johns, “Bored mondays and focused afternoons: the rhythm of attention and online activity in the workplace“, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’14), ACM, New York, NY, USA, pp. 3025–3034, 2014.
- Dennis E. Clayson, Debra A. Haley, “An Introduction to Multitasking and Texting – Prevalence and Impact on Grades and GPA“, Journal of Marketing Education, vol. 35(1), pp. 26-40, Dec. 2012.
- James M. Kraushaar and David Novak, “Examining the Effects of Student Multitasking with Laptops during the Lecture“, Journal of Information Systems Education, Vol. 21(2), pp. 241-251, Jul. 2010.
- Tracii Ryan, Andrea Chester, John Reece, and Sophia Xenos, “The uses and abuses of Facebook: A review of Facebook addiction“, Journal of Behavioral Addictions, vol. 3(3), pp. 133-148, 2014.
- Faria Sana, TinaWeston, Nicholas J. Cepeda, “Laptop multitasking hinders classroom learning for both users and nearby peers“, Computers & Education, vol. 62, pp. 24-31, Mar. 2013.