Capstone +

The Capstone Studio course asks students to produce an interactive project (with documentation), a research paper, and a personal portfolio.

The interactive project will illustrate students’ unique interests as well as evidence of competency within the field of interactive media production. Students are encouraged to develop their project around a theme previously explored in their work. Projects will be presented and critiqued repeatedly throughout the capstone process to peers, faculty, and industry professionals. A final presentation of the interactive project will be delivered late in the semester.

The research paper (4000-5000 words) will focus on at least one aspect of the interactive project: e.g. culture, theory, philosophy, or history, the project context, and/or production methods. For example, students may write about their project’s reception by a set of specific users, or by users who are part of a larger culture, society, or market. It is important that students think beyond the project itself and situate it in a broader context accessible through research. The research paper will include an annotated bibliography of the books and other resources they used for their research.

Students will also be guided in the production of an online portfolio to showcase their work and accomplishments to the outside world. Graduates will be evaluated by their portfolio when applying for jobs, graduate school, artist residencies, grants, and the like. Portfolios will be tailored to the demands of each student’s future goals and target audience.

Prerequisites: Only available to graduating students!

Topics in Fabrication: Contemporary Sculpture in the Digital Age +

Why, in an era dominated by the digital, do physical objects endure? In this fabrication course, delve into the philosophical and practical considerations that underpin the enduring significance of sculpture in an increasingly virtual world. This course not only explores the tactile and spatial dimensions of sculpture but also prompts a critical inquiry into the unique qualities of physicality and how this not only persists but responds to our digital age. Throughout the semester, students will develop practical skills in class sessions, engaging in a variety of material studies and projects. They will produce three formal, finished, and meticulously documented works, drawing from the diverse materials and forms available in the ITP/IMA Shop. Including woodworking, metalworking, mold making, vacuum forming, laser cutting, spray painting, finishes, and 3D sewing/soft sculpture. Students are welcome to integrate skills, materials, and techniques acquired from other classes. In addition to hands-on studio prompts, students engage in class discussions, critiques, and gallery visits.  Assignments are designed to build art making skills, and explore the conceptual and formal properties of sculpture. This course aims to foster a deep engagement between individual making and the context it resides within theory, art and tech history, prompting students to consider how the technological revolution has reshaped our understanding of physical spaces and experiences, and the role sculpture can play to examine, reflect, and create the world today.

Physical Computing +

This course expands the students’ palette for physical interaction design with computational media. We look away from the limitations of the mouse, keyboard and monitor interface of today’s computers, and start instead with the expressive capabilities of the human body. We consider uses of the computer for more than just information retrieval and processing, and at locations other than the home or the office. The platform for the class is a microcontroller, a single-chip computer that can fit in your hand. The core technical concepts include digital, analog and serial input and output. Core interaction design concepts include user observation, affordances, and converting physical action into digital information. Students have weekly lab exercises to build skills with the microcontroller and related tools, and longer assignments in which they apply the principles from weekly labs in creative applications. Both individual work and group work is required.

Prerequisites: Creative Computing, or equivalent knowledge/experience

Topics in Computation and Data: Mobile Application Development +

One of the most transformative consumer products in history, the iPhone remains the standard bearer for great design and user experience. With the latest versions of iOS and iPhone, Apple puts depth sensing and augmented reality in our pockets. How do we take advantage of this incredible platform to produce our own compelling experiences?

This course will be a hands-on workshop where we explore the world beyond generic apps and push the boundaries of what’s possible on iOS hardware. Each week, you’ll be asked to complete a programming exercise meant to foster your understanding of iOS application development. We’ll leverage existing open source libraries to quickly build out your app with features such as real time communication and cloud storage.

We aim to create distributed instruments for computed expression.

Full-time access to an iOS device and a Mac laptop computer running the latest operating system and development tools are required.

Prereq: Some programming experience (such as ICM) and willingness to learn Apple’s Swift programming language.

Prerequisite: Creative Computing (IMNY-UT 101)

Creative Computing +

This course combines two powerful areas of technology, Physical Computing and Programming, and asks students to consider their implications.  It will enable you to leap from being just a user of technology to becoming a mindful creator with it.

The course begins with Physical Computing, which allows you to break free from both the limitations of mouse, keyboard and monitor interfaces and stationary locations at home or the office. We begin by exploring the expressive capabilities of the human body and how we experience our physical environment. The platform for the class is a microcontroller (Arduino brand), a very small inexpensive single-chip computer that can be embedded anywhere and sense and make things happen in the physical world. The core technical concepts include digital, analog and serial input and output.

The second portion of the course focuses on fundamentals of computer programming (variables, conditionals, iteration, functions & objects) as well as more advanced techniques such as data parsing, image processing, networking, and machine learning. The Javascript ‘p5’ programming environment is the primary vehicle. P5 is more oriented towards visual displays on desktops, laptops, tablets or smartphones but can also connect back to the physical sensor & actuators from the first part of the class.

What can computation add to human communication? The ultimate question of this class is not “how” to program but “why” to program. You will gain a deeper understanding of the possibilities of computation in order to see how it applies to your interests (e.g. art, design, humanities, sciences, engineering). In addition to weekly technical assignments there are blogging assignments, usually reacting to short readings, allowing you to reflect in writing about the nature of computation and how it fits into your life and into human society. 

There is an even workload each week of a technical production assignment and a writing assignment but none of them are big.  The course is designed for computer programming novices but the project-centered pedagogy will allow more experienced programmers the opportunity to go further with their project ideas and collaborate with other students.

Real-Time Media +

This course focuses on designing, developing and delivering real-time, performative work using audio and video elements. The class will have an emphasis on using MaxMSPJitter and other tools to create performative experiences that dynamically combine interactive elements such as video, sound, and code, allow for the unfolding of engaging narratives, and generate compelling visuals in real time.

We will look at various examples of both multimedia performances and installations, explore how we can apply the technologies we have learned to design real-time systems, and discuss methods we can use to make our work more engaging.

The class is three-fold and divided into tech tutorials, discussions of existing examples, and in-class performances.

Communications Lab +

No prerequisites.

An introductory course designed to provide students with hands-on experience using various technologies including time based media, video production, digital imaging, audio, video and animation. The forms and uses of new communications technologies are explored in a laboratory context of experimentation and discussion. The technologies are examined as tools that can be employed in a variety of situations and experiences. Principles of interpersonal communications, media theory, and human factors are introduced. Weekly assignments, team and independent projects, and project reports are required

Playful Experiences +

Forget the screen. People want to be part of the action. They don’t want to watch detectives and control superhero avatars. They want to solve the mystery and be the hero. They want to experience it. We see this craving for playful experience in everything from immersive theater to escape rooms to the Tough Mudder to gamified vacation packages. Designing live experiences for large audiences that demand agency offers a distinct set of challenges, from how much choice you give each participant to how many people you can through the experience. We’ll look at examples from pervasive games to amusement parks to immersive theater, examining both the design choices and technology that make the experiences possible. Along the way we’ll create large, playful experiences that put the participant at the center of the action.

This class focuses on the particular design problems of large-scale games and playful systems. In this class students develop a foundation in design fundamentals from which to approach the problems of design particular to experiential entertainment. We will analyze existing digital and non-digital games and playful experiences, taking them apart to understand how they work. We will also work on a series of design exercises that explore the social, technological, and creative possibilities of play.

The class will be broken into three sections: People, Time and Space. People will focus on experiences that coordinate the actions of a large number of participants. Time will focus on experiences that stretch out in time and begin to integrate with our everyday lives. Space will ask you to design an experience that takes advantage of physical space and integrates other elements of the class.

The Code of Music +

In this course, students learn how to create musical systems –pieces that incorporate randomness, interact with their listeners, or evolve over time, in the browser.

We will start by creating audiovisual instruments and sample-based interactive songs, as students review their p5.js skills and are introduced to the Tone.js music library. Then, we will turn to a structured exploration of the elements of music, focusing on rhythm, melody, timbre, and harmony. For each, we will hold listening sessions, represent and manipulate the element in code, and interact with it via a range of existing interfaces. Students will explore the possibilities that computation and interactivity open up by designing and implementing a series of interactive studies.

The last few weeks of the semester will be dedicated to introducing algorithmic composition techniques such as Markov Chains and Neural Networks. During this time, students will also develop their final project: an interactive/generative musical piece that builds on their previous classwork.

Throughout the course, students are encouraged to bring in their musical tastes and interests into the classroom. This class is a good fit for students who are interested in:
– Creating interactive music pieces and digital instruments.
– Deepening their understanding of how music works. All musically-curious students are welcome: previous experience with music and audio will be useful, but is not required.
– Continuing to develop coding skills. Creative Coding or equivalent programming experience is required.

About Luisa Hors: https://www.luisapereira.net/

Prerequisite: Creative Computing (IMNY-UT 101)

Introduction to Machine Learning for the Arts +

Prerequisite: Creative Computing (IMNY-UT 101) OR equivalent coursework.

An introductory course designed to provide students with hands-on experience developing creative coding projects with machine learning. The history, theory, and application of machine learning algorithms and related datasets are explored in a laboratory context of experimentation and discussion. Examples and exercises will be demonstrated in JavaScript using the p5.js, ml5.js, and TensorFlow.js libraries. In addition, students will learn to work with open source pre-trained models in the cloud using Runway. Principles of data collection and ethics are introduced. Weekly assignments, team and independent projects, and project reports are required.

Animation: Methods of Motion +

This course explores the fundamentals of storytelling through animation and takes students from traditional animation techniques to contemporary forms. In the first part of the course, students will focus on traditional animation, from script to storyboard through stop-motion and character-based animation. The course then examines effective communication and storytelling through various animation and motion design techniques. Drawing skills are not necessary for this course, however, students will keep a personal sketchbook.

Internet Famous +

Looking to become famous on the internet? Getting attention online may be easy, but controlling it is a lot harder. As traditional celebrities continue to struggle with their digital images, a wave of micro-celebrities and influencers has rushed to fill the gap with viral content, product suggestions, memes, and conspiracy theories. This new breed of stars rules a media landscape where anyone can be their own manager or PR department – for a price.

This class examines the transformation of celebrity from a 19th-century sales gimmick into the formidable cultural, social, and technological force it is today. It explores what happens when fame is freed from its traditional magazine and TV gatekeepers, delving into issues of media manipulation, fan management, commercialization, exploitation, cancel culture, and the surprising importance of cute cat pictures. And we’ll also experiment with the raw tactics and techniques of stardom for anyone looking to chase their own celebrity dreams.

Networked Media +

The network is a fundamental medium for interactivity. It makes possible our interaction with machines, data, and, most importantly, other people. Though the base interaction it supports is simple, a client sends a request to a server, which replies; an incredible variety of systems can be and have been built on top of it. An equally impressive body of media theory has also arisen around its use.

This hybrid theory and technology course will be 50% project driven technical work and 50% theory and discussion. The technical work will utilize JavaScript as both a client and server side programming language to build creative systems on the web. Technical topics will include server and client web frameworks, such as Express, HTML, CSS, templating, and databases. The theory portion of the course will include reading and discussion of past and current media theory texts that relate to the networks of today.

**** it is HIGHLY recommended you take Front End Web Development (or have equivalent front end web development experience) to get the most out of this course. We will be going over fundamentals of HTML/CSS but it would be useful to have prior knowledge ***

Front-End Web +

This course will provide a foundation for understanding modern web development with a focus on front end technologies and accessing public data. The forms and uses of these technologies are explored in a laboratory context of experimentation and discussion. This studio stresses interactivity, usability, and the quality and appropriateness of look and feel.
Students will create two web applications, including one that leverages public APIs and Javascript libraries. The goal of the course is for students to learn how to think holistically about an application, both by designing a clear user experience and understanding the algorithmic steps required to build it. Assignments are arranged in sequence to enable the production of a website of high quality in design and engineering.

Critical Experiences +

​​Critical Experience is an experiential journey through a research driven art practice rooted in care, community, and somatic inquiry. This class is based on the premise that there are many ways to know things and we can draw upon these ways of knowing and our desire to know in order to nurture a creative practice grounded in research, clear intention, and a critical lens. Critical here means: discerning, eager to participate differently, cast new light on, re-examine, course-correct.

You will be guided through traditional research methods (library and interview techniques, citations, informal ethnographies) and experience design while also being asked to cultivate intentional awareness of your own positionalities, communities, personal strengths, emotions, and desires through experimentation, hunch following, rituals, and contemplative practices.This class was created for or artists/designers who are interested in participation/interaction and its relationship to social practice, critical design, and change-making as well as individuals curious about knowing what moves them.

Why experience? The work in this class will be looked at through the lens of its ability to transform (a user, participant, audience, viewer). Interactivity is one way of doing that, but through the lens of experience design, all art is temporal and embodied.

Creative Approaches to Emerging Media +

We live in a world where we have more data, computational power, and access to digital connectivity than ever before. But how do we make sense of the promise inherent in this reality while holding space for the challenges that it presents for different groups and communities? How do we situate the technologies that we have come to take for granted? And more importantly, how do we leverage an artist’s perspective to creating active responses that interrogate and hint at the potential for different futures?

This course examines emergent technological fields, spanning topics like data collection/representation, digital archives, artificial intelligence, social algorithms, and automation and asks how the technologies inherent to each can be leveraged for artistic response, creation, and critique.

While this course is primarily conceptual and art theory-based, the content covered will be technical in nature and students will be tasked with making three creative responses to the content in the tradition of the new media, digital, and conceptual art worlds.

Category: Studies (aka Seminar) OR Computation and Data
Prerequisites – Creative Computing (IMNY-UT 101) or equivalent programming experience

Useless Machines +

Useless Machines is about redefining “usefulness.” Through making, we will explore what it means, on an ideological, political and historical level, to create something ‘useful’ or ‘useless.’ We will play with these definitions and explore how these objects serve to be humorous, critical, disruptive and at times… useful. We will study ‘useless’ machines throughout history, which will provoke conversations and disagreements around the implications of existing and emerging technologies. The students will design ‘useless’ machines for their final project.  Examples of ‘useless’ machines are drawn from Kenji Kawakami’s The Big Bento Box of Unuseless Japanese Inventions, Dunne & Raby’s Speculative Everything, Stephanie Dinkins’ Conversations with Bina 48, https://esoteric.codes/, CW&T, Mimi Ọnụọha’s  Missing Data, Jacques Carelman’s Catalog of Impossible Objects, viral videos/objects and much more.

Topics in Physical Computing and Experimental Interfaces: Adapting Everyday Items +

For individuals with disabilities, custom adaptations can be critical for a myriad of activities, including work, play, daily living, and actively participating with family and community. Recent advancements in affordable DIY technologies have created opportunities for individuals and communities to build, modify, and adapt countless everyday items. This course examines accessibility and barriers to inclusion, the field of custom adaptations, and the open source and maker communities working together to deliver affordable solutions. Students will develop weekly prototypes as well as a final project.

Topics in Media Arts:Communications and Technology +

From alphabets to virtual realities, this course will explore the development, reaction, and long term impact of various communication technologies. How have these technologies, such as writing, printing, the telegraph, television, radio, the internet and beyond, transformed society? And what changes can be observed both today and tomorrow? After students look closely at past and current inventions, students will speculate on the future of communication in a connected world by proposing their own transformative technology. Readings and discussion will cover communication theory, technical processes, creative applications, and critical investigation. Writing assignments will be paired with practical assignments where students will be challenged to bring their analysis and ideas to life. The web will also be utilized as a test bed for experiencing and experimenting with various forms of communication both old and new.

This course will be part seminar and part studio. In the seminar portion of the class, time will be spent engaging in short lectures, critical discussions, and reviews of both reading and writing assignments. In the studio portions, students will participate in hands-on creative and technical activities, share and evaluate project ideas, and present practical assignment work. Throughout the class, students will be encouraged to learn through play, experimentation, collaboration, and exploration. Both individual and group work will be assigned.

Topics in Media Arts: AI for Creatives +

A survey and hands-on workshop on AI augmentation of creative communication.

We will get hands-on with AI tools for photography, design, art, writing, UX, illustration, and video.
We will produce, critique, and exhibit creative work that tests the creative capabilities of these new AI tools.

Questions we will consider:
How does AI influence the creative process?
How does this new human/machine collaboration challenge my role as a creator?
Who is creating these new tools and how do they work?
What is the longer-term impact of AI technologies on the creative professions?
Our goals are to understand AI technology, use it to produce creative work, and use what we learn to influence the larger conversation about creativity and AI.

Will AI diminish or enhance human creativity? It’s up to us.

Topics in Media Arts: Typography and Technology +

When we see the shape of an uppercase serif letterform, we may subconsciously be reminded of the Roman Empire. What we may not consciously realize is that this association has its roots in the technology used to make these letters, thousands of years ago. Serifs are a wedge-shaped artifact that occurs when a chisel hits stone—the tool used by the Roman Empire to carve their letterforms into monuments called capitals (now a word synonymous with “uppercase” due to this same history.) Though some debate exists among historians, it is widely believed that “capital” letters get their geometric shape from the constraints of the tool of the chisel itself. To understand how the wide stylistic variety of letterforms arrived in our font library (and to understand where our own hazy associations with letterforms originate), one must look to the technology which produced them. From the exigencies of the sign painter’s brush to the psychedelic warping of 1960s Phototype to the 8-bit pixel-based typefaces found in 80s video games, letterforms contain the technological history of the world in microcosm. The subtle choices in each typeface’s form bear the imprint of their moment’s philosophical, technological, and visual conditions, capturing an era’s zeitgeist with a miraculous economy of expression. The letters that we use today are more than 2,000 years old—persisting longer than any other artifacts in common use—but have undergone dramatic fluctuations alongside tech’s major physical transitions from stone to paper to metal to celluloid to digital information. Parallel to this technological history, letters shifted context from cuneiform to letterpress to Linotype to phototype to digital screens in a continual reinterpretation of the the fundamental question “what is a letter?” In the 1970s, technologists and computer scientists found themselves grappling with this same fundamental question as they carried letterforms over into the digital realm: What are letters? Are they fixed visual information? Or are they an idea—a set of executable, gestural instructions? Are letters best understood as reconfigurations of a set of modular parts— building-block components rather than the choreographed gestures of calligraphy? Are they the organic product of the human hand or the output of a system? Early digital technologies wagered “is this what computers are for?” with typefaces in tow—choosing which aspects of the old analog world to reconstruct—in deciding what attributes to port-over. The world we live in today has been impacted by how technologists answered these questions. Questions which, just as easily, could have been answered differently. This course will begin from a place of reflection on our own lived associations with typographic morphology. We will then explore the possible technological origins of those associations while reflecting upon how [what seemed like] tiny digitization decisions delivered us the typographic reality we inhabit today. Students will be asked to look to history for “reasons” for typographic form (which is fun!) But we will also practice looking to history for alternate futures—to examine the “dead ends” that might have otherwise been and daydream about where these paths lead. Typographic technological history offers a manageable jumping-off point for such a thought experiment. This thought experiment scales up to larger problem-solving (and conceptualization) skills related to understanding the implications and effects of tech.

Topics in Media Art: New Portraits +

“Portraiture stands apart from other genres of art as it marks the intersection between portrait, biography, and history. They are more than artworks; when people look at portraits, they think they are encountering that person,” says Alison Smith, chief curator at the National Portrait Gallery in London.

For thousands of years, artists have used cutting-edge tools and resources to create portraiture, giving viewers a glimpse into the subject’s life. A successful portrait embraces technology to bring the viewer closer to the subject but is not overshadowed by it.

In this course, we will delve into portraiture through the lens of volumetric capture using the Depth Kit system. Through hands-on assignments, students will learn the entire pipeline of volumetric capture, from configuring the system to capturing our subjects and final output. Simultaneously, we will focus on fundamental aspects of portraiture, such as lighting, storytelling, production techniques, and historical foundations.

The course will explain the techniques and considerations involved in creating volumetric portraits. We will explore various approaches to capturing subjects, employing advanced technologies to record their presence in 3D. Students will gain proficiency in the Depth Kit system to produce high-quality volumetric portraits that can be integrated into different mediums, including game engines, augmented reality (AR), or traditional 2D outputs.

Prerequisite: Comm. Lab (IMNY-UT 102)

Topics in Media Arts: Intro To Wearables: Adorning the Head and Face for Communication +

This course is designed to provide an introduction to designing wearable technology for the head, face and upper body. It will also present an overview of interaction design for the body. The class will begin with an introduction to nonverbal communication through upper body adornment as well as gesture. Next, the class will move into an E-textile 101 breakdown where we will create a simple circuit using soft materials and other sewable components (hand sewing only). After gaining an understanding of sewable electronics, the class will be working with a Nano 33 IoT along with other components. Over the weeks the class will explore the available example Arduino code in order to create interactions with LEDs and light/motion sensors. Throughout the course, the class will analyze everyday interactions and explore ways of creating wearables that interact with and communicate non-verbally to the world around us.

The course will culminate with a final project and presentation that will incorporate the tools and concepts discussed in class.

Prerequisite: Creative Computing (IMNY-UT 101)

Intro to Fabrication +

Time to get your hands dirty. Prototypes need to be created, motors have to be mounted, enclosures must be built. Understanding how things are fabricated makes you a better maker.

But hardware is hard. You can’t simply copy and paste an object or working device (not yet anyway), fabrication skills and techniques need to be developed and practiced in order to create quality work. You learn to make by doing.

In this class you will become familiar and comfortable with all the ITP/IMA shop has to offer. We will cover everything from basic hand tools to the beginnings of digital fabrication. You will learn to use the right tool for the job.

There will be weekly assignments created to develop your fabrication techniques. There will be in class lectures, demos, and building assignments. Emphasis will be put on good design practices, material choice, and craftsmanship.

Topics in Media Art: Projection Mapping 101 +

CHIKA Syllabus | IMNY-UT.260 | Last updated: March 12, 2024

We, humans, have been fascinated by beautiful light for centuries. How can we transform light into Art and Technology? Are we able to discover and express ourselves through the process of making? 

“Projection Mapping 101” is a unique hands-on class building skills to create a projection mapping project and learn the evolution of Light Art and Technology. 

The students will identify their concepts and audience engagement through project exercises: Origami Mapping, Graffiti Mapping, International Projection Mapping Contest, etc. We will discuss a conceptual process, creating a prototype to complete their project. The goal is to develop students’ unique voices through this artistic process. They are encouraged to expand a larger project and incorporate new techniques they learn from other classes.

Introduction to 3D Printing +

Prerequisite – Communications Lab (IMNY-UT 102) OR equivalent coursework.

3D environments and objects are powerful prototyping tools. This class will introduce the basics of 3D modeling techniques in Rhino and students will learn to create assets for prototyping and 3D printing. The class will take an industrial design approach to design and build with specifications and materials in mind. Students will learn to think, plan, design, and produce well thought out objects to fit their specific needs. (examples: motor mounts, enclosures, wearables etc.)

User Experience Design +

This course aims to provide students with the critical thinking and practical skills for creating effective and compelling interfaces. We will dissect what a compelling user experience is and discuss and apply design methods for creating one. Throughout this 14-week course we will examine a wide range of examples of interfaces with a focus on understanding the attributes of a successful interface and applying proven research, mapping and testing techniques. The class format will include lectures, case studies, student presentations, discussions of readings and in-class design exercises. The format is very hands-on with assignments that focus on problems that are typical of those a UX designer will encounter in the professional world.

Code! 2 +

This online course focuses on applying fundamentals of computer programming in JavaScript to interactive media projects. In particular it leverages the p5.js creative computing environment which is oriented towards visual displays on desktops, laptops, tablets or smartphones. The course is designed for students with a foundation level understanding of programming in JavaScript with the p5.js library. The Code! course (or equivalent) is a prerequisite.

Introduction to Digital Fabrication +

Do you want to MAKE THINGS with your computer? Are you an artist, engineer, designer, sculptor or architect? Are you a few of those things? How are 3D scanning and 3D modeling different? What materials should I be using? Should I be 3D printing or CNC-ing this CAD file? What is a boolean operation and why is it my new best friend? This class will answer all of your questions. Don’t know what any of these things are? This class will answer those questions also.

By the end of this course, you will be familiar with all that digital fabrication has to offer. We will cover everything from laser to 3D to CNC. You will learn how to identify which digital fabrication technique works best for your projects. But more than that, you will learn what kinds of questions you should be asking in order to complete a project from start to finish. As technology advances at rapid speeds, digital making machines and software are changing just as fast. So instead of just being taught about the machines of today, you will also be given the tools to teach yourself the machines of tomorrow. Emphasis will be put on learning how to ask the right kind of questions to successfully finish a project.

What do you want to make? Let’s make it.

Topics in Media Art: Content Strategy +

This is a course about how to develop an idea and bring it to the world, using a variety of digital media. Students will create 3-4 pieces of work that relate to each other and form a portfolio of content — communicating effectively with real audiences using real media platforms. The curriculum covers content strategy, basic narrative, and translating that narrative into multimedia. We’ll look at successful (and unsuccessful) examples of content strategy, often based on headlines of the day or deeper themes, and show how to emulate the best of it.  By and large we will be working with digital formats with which students are already familiar, but this class should help bring their skills to another level of impact. We’ll work in teams, starting with students’ own ideas. Students will craft a portfolio of complementary short pieces, some in text and some in multimedia, that can build awareness. We will also cover how to judge effectiveness and impact.

Code! +

This online course focuses on the fundamentals of computer programming (variables, conditionals, iteration, functions & objects) using JavaScript. In particular it leverages the p5.js creative computing environment which is oriented towards visual displays on desktops, laptops, tablets or smartphones. The course is designed for computer programming novices. What can computation add to human communication? You will gain a deeper understanding of the possibilities of computation–– possibilities that will augment and enhance the perspectives, abilities and knowledge you bring from your field of study (e.g. art, design, humanities, sciences, engineering). Each week you will complete a coding exercise and reflect on your process in a short forum post along with a wrap-up assignment at the end. At first it may feel foreign, as foreign as learning a new language or way of thinking. But soon, once you get some basic skills under your belt, you’ll be able to make projects that reflect your own interests and passions.

Immersive Experiences +

Thomas MartinezSyllabus | IMNY-UT.282 | Prerequisites: Creative Computing or permission of the instructor | Last updated: March 12, 2024

This course is designed to provide students with hands-on experience working with interactive and emerging applications for creating immersive experiences, with a focus on designing for virtual reality headsets. The class will also touch on related technologies, methods, and fields including experience design, virtual painting, augmented reality, interactive installation, and 360 video/audio. The course materials will also include readings and discussions on prior art/relevant critical texts.

Topics in Media Art: 100 Days of Making +

100 Days of Making offers students the opportunity to pursue a creative passion and develop or refine a skill over a 100-day period. Students choose a topic of interest and produce an expression of that topic every day for 100 days. Class time is spent discussing student progress, reflecting on the students’ creative journey and the importance of practice.

IMA Cohort: Community is a Practice +

IMA Cohort: Community is a Practice provides incoming IMA students with an opportunity to consider the IMA program, and their role within it. This zero-credit course is based around in-class activities, discussions, viewings, texts, and lectures that begin from the students’ varying perspectives and ultimately provide a grounding within the tenets of the IMA program.
IMA is an interdisciplinary program that draws students from across the United States and around the world. This course functions as an opportunity for students to consider the knowledge that they already have, the contexts in which that knowledge is situated, and how students can relate to and work with classmates who come from their own diverse contexts and backgrounds.
Students will be guided through discussions, viewings, and visits from other members of the university. Because this is a zero-credit course and there are no assignments outside of class, student participation and engagement in these activities is especially important.

Topics in Media Art: eTextiles & Physical Computing +

StaffSyllabus | IMNY-UT.0000 | Last updated: March 11, 2024

The eTextiles and Physical Computing course will focus on the practical application of electronics in textiles. Students will learn by doing, spending their time building circuits, soldering, programming, learning various textile construction techniques, and integrating sensors and controls into fabrics. The course aims to teach how both physical computing and textile technical skills to create interactive textile projects.

Prerequisite: Creative Computing (IMNY-UT 101)

In this course, eTextiles are a major focus. Students will learn to incorporate electronic circuits into textiles using conductive materials like fabrics, yarns, and threads. The curriculum will cover various topics through hands-on applications — for example, students will create fabric RFID tags with conductive fabrics while learning about electromagnetism and electronic components. Additionally, topics will include (but is not limited to)  555 timers, fabric speakers, analog soft circuits, sewing, weaving, and more, giving students a comprehensive understanding of how to create and use electronic textiles.

Topics in Media Art: Critical & Expansive Audio +

Our day-to-day lives don’t give us many opportunities to reflect and listen. But against the digital deluge, radio & podcasting have emerged as storytelling mediums that capture our imaginations and force us to pay attention to our world in ways we otherwise wouldn’t.

This course provides an exploration into the world of podcasting and audio narratives. We’ll explore the storytelling craft through sound and expand audio traditions by creating our own series of stories and soundscapes. We’ll dive into journalistic and longform narratives to learn from them and offer critical approaches to build our own storytelling traditions. Students will work on becoming thoughtful storytellers by interviewing, recording, script-writing, editing, and soundscaping audio stories that relay the experiences of the people and perspectives around us.

Along the way, students will find their own voices, offering their unique takes on the world strictly through sound.