Registry
Module Specifications
Archived Version 2015 - 2016
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Description Appropriate development environments and scripting languages will be used to acquire key skills and present concepts inherent in production of non-linear media to the students. Programming techniques and principles will be extended to enable students to produce truly interactive / responsive media. Offering best practice for novice programmers and interaction designers this module will help students gain new skills for writing programs and developing applications for a variety of platforms. Students will engage with interaction design and development for exhibition, mobile devices and the Internet. Students will follow pitch-prototype- user test, iterative development process. | |||||||||||||||||||||||||||||||||||||
Learning Outcomes 1. Outline the principle programming structures and concepts. 2. Identify appropriate structures to construct and application. 3. Develop appropriate algorithms and data structures as solutions to a range of problems. 4. Apply the principle programming techniques in developing simple applications. 5. Test and debug their own applications. 6. Develop appropriate plans for online and offline interactive media 7. Design a responsive / interactive piece of media which behaves and reacts reliably to user input. 8. Scope and scale a multimedia project regarding personnel, skills needed and time available. | |||||||||||||||||||||||||||||||||||||
All module information is indicative and subject to change. For further information,students are advised to refer to the University's Marks and Standards and Programme Specific Regulations at: http://www.dcu.ie/registry/examinations/index.shtml |
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Indicative Content and
Learning Activities Designing for Interactive systemsScoping a project, defining the user/audience needs and expectation. Researching and choosing appropriate technologies for a projectControl and logic in interactive applications.Conditional Structures, controlling rich media integration, storing and retrieving remote data, integrating remote data. Parent /Child / Ancestor scripting, Object Oriented Approaches -objects, methods, classesUnderstanding Users / User Consideration.Defining interaction, personae and user modelling.Planning and PrototypingAlgorithms, Pseudo-code and pilot testing for functionality. Planning for scale-up for multiple users and platforms.User testingTesting techniques to gain reliable feedback. | |||||||||||||||||||||||||||||||||||||
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Indicative Reading List
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Other Resources 16777, Website, A List Apart Magazine, 0, A List Apart, http://www.alistapart.com/, 16778, Website, 0, interaction-design.org, http://www.interaction-design.org/, 16779, Website, 0, I miss my pencil.com, http://imissmypencil.com/, | |||||||||||||||||||||||||||||||||||||
Programme or List of Programmes | |||||||||||||||||||||||||||||||||||||
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