Contents
When/Where
MWF 1:30 pm – 2:20 pm / Harbor Walk East 302
Description
A seminar course to develop a proposal for the capstone project that synthesizes creativity in the arts with the tools and conceptual modeling systems of computing. Through readings, discussion, and writing, students will explore using computational tools/techniques to achieve an artistic vision, or develop new tools/techniques to assist the creative process.
Prerequisites
Declared CITA major, CITA 280/CSCI 280, CSCI 230 (or CSCI 315 or CSCI 370) with a grade of C- or better, and 9 credit hours in concentration.
Additional Course Requirements
- Bring your laptop to class.
- Bring headphones to class.
Assignments
Homework #1, Homework #2, Homework #3, Homework #4, Final.
Final Date
1:00-3:00pm, Sunday, Dec 12, 2021
References
- Class attendance and survey.
- 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.
- – 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.
- 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.
- 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.
- 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.
- Here is more information on paper prototypes (also here). You want a paper prototype that’s low-fi (low fidelity), so that this prototype is easy to create and evolve, BUT – at the same time – it captures the salient (i.e., most important) features of your proposed system.
- 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.”
Course syllabus
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.