http://www.adobe.com/devnet/actionscript/articles/event_handling_as3.htmlIntro into Computing Design
http://www.data.gov
Overview
PROJECT 01 – QUICK & DIRTY INTERACTION DESIGN
The city of Pittsburgh just installed a series of touchscreen kiosks across the city. However, because
of a dispute between the developers and city planners, the kiosks were left without any software
to make them run. These kiosks have internet access, location-awareness, and allow for device
connections. Your job is to design how the kiosks can be made useful.
Examples:
Bicycle Sharing
Personalized Advertising
Parking Reservations
Criteria for grading:
50% Series of simple hand-drawn wireframes showing one scenario of use
30% High fidelity single frame screenshot that represents the look the system
10% Visual style of your finished product
10% Presentation of your final output
PROJECT 03 – REACTIVE COMPOSITION
Design an interactive composition that reacts to multiple ways of user input. The composition
should communicate at least 3 different types of interactions and indicate feedback to the user.
For example, your composition should allow the user to
• Turn something
• Move something
• Rub something
• Click something
Consider how colors, shapes, animation, sound, and texture can be used as cues. The final product
must be an Adobe Flash SWF-file (with optional HTML container).
Check-ins:
01 Wireframes and concept
02 Work-in-progress presentation
Criteria for grading:
40% Clarity of communication and interactivity
20% Strength of concept
20% Interim Check-ins and Presentations
10% Visual style of your finished product
10% Presentation of your final output
- • An awareness of computing technologies available today and their uses
- • An understanding of programming concepts and structures
- • The ability to adapt to new software and quickly learn new computing concepts
- • Competency with Flash and ActionScript
Projects 1 & 2
Instructor: James Liu
PROJECT 02 – RAPID PROTOTYPING
Create a time-based visualization prototype for your kiosk design from Project 1. The purpose of
prototyping is to present a look-and-feel of your design without having to create the entire system.
Use the wireframes from Project 1 as a starting point. Your prototype must have some form of
interactivity—either buttons that simulate actual use or buttons to control a slideshow. The final
product must be an Adobe Flash SWF-file (with optional HTML container).
Criteria for grading:
50% Clarity of communication and interactivity
30% Strength of concept
10% Visual style of your finished product
10% Presentation of your final output
Project 1 10%
Project 2 10%
Project 3 20%
Project 4 40%
Participation 20%
Projects 3 & 4
http://www.adobe.com/devnet/flash/quickstart/external_files_as3/
Websites
http://www.datasf.org
http://www.adobe.com/devnet/flash/learning_guide/animation/part05.html
51741 / 51423
Fall 2009
Margaret Morrison 121
Tuesdays & Thursdays
4:30–6:20pm
W01 Animation Techniques
Readings
“The hard work of shaping the digital medium to serve human needs is one of the central
intellectual and creative challenges of our times.” – Janet Murray
http://www.usa.gov/Business/Business_Data.shtml
PROJECT 04 – INFORMATION EXPLORER [COURTESY OF KYLE VICE]
Choose any set of data and provide a way to explore and experience the data in a way that unex-
pected insights can be gained. Your goal is to consider how complex data can be made simple,
informative, and delightful for the user. Use concepts and techniques from class to construct your
final output.
Source websites: Intro into Computing Design
http://www.adobe.com/devnet/flash/quickstart/display_list_programming_as3/
From information design to interaction design, fluency with the principles of computing is an
essential skill for all design disciplines of today. An understanding of fundamental programming
concepts allow designers to build digital prototypes to communicate and evaluate their concepts
and assumptions. In this course, we will be exploring the programing tools and techniques
necessary for designing digital prototypes and interactive systems. Initially, basic concepts of the
computing environment will be discussed along with some theory surrounding why the computer
could be considered a new medium and not just a tool. We will then tackle various computational
concepts through hands-on programming exercises, readings, discussions, and projects.
We are aiming to achieve these goals in the course:
W02 Event Handling
W04 The Display List
Check-ins:
01 Present your data set, hunches for design
02 Wireframe and concept
03 Work-in-progress presentation
Criteria for grading:
40% Clarity of communication and interactivity
20% Ability to gain new insights or see new connections
20% Interim Check-ins and Presentations
10% Visual style of your finished product
10% Presentation of your final output
Project 1 10%
Project 2 10%
Project 3 20%
Project 4 40%
Participation 20%
http://www.adobe.com/devnet/flash/quickstart/creating_class_as3/
http://www.adobe.com/devnet/flash/articles/design_character_pt1.html
W03 Object Oriented Programming
These readings have been selected to introduce concepts and provide background resources and
references as you work on your projects. Refer to the schedule for when you should have the
readings prepared. The articles will be available in Blackboard.
Required Textbook
Learning ActionScript 3.0: A Beginner’s Guide – Rich Shupe with Zevan Rosser
PDF Version: http://oreilly.com/catalog/9780596527877/
Articles
A01 Interaction Design Considered as a Craft – Jonas Löwgren
A02 Introduction to Inventing the Medium – Janet Murray
A03 Abstracting Craft: The Practiced Digital Hand – Malcolm McCullough
A04 Computational Information Design – Ben Fry
A05 Data Flow
Article Source : Intro into Computing Design
