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)

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.

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.

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.

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.

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.

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

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)

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.

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.

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 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: Open Call +

This class is for students interested in making, displaying and installing art for interactive media art exhibitions. This class will prepare you to apply for and develop work for open calls and everything else that happens after you are selected. The class will have an opportunity to exhibit a group show in a real NYC gallery towards the end of the semester. The students will collaborate to title, describe and document the works in the show. They will also have an opportunity to do a public talk back about their work, organize a reception and add a piece to their portfolio.

Topics in Media Art: All Resistance is a Creative Act: Art and Activism +

Why are art and design important to an activist framework? How do groups (such as political parties, nonprofits, social justice collectives, among others) create single cohesive brand identities for supposedly “faceless” entities? How do individuals demonstrate their place in the collective through advocacy, purposeful demonstration, and self-branding? In this course, students will generate media art inspired by the study of signature images from social movements (focusing on Civil Rights, Black Lives Matter, LGBTQIA+, Pro Choice, and Women’s movements). Students will learn about the history of images from social movements, and analyze how these images have both generated and demonstrated sociopolitical change. In their final projects, students will apply what they have learned by either creating a campaign video, series of posters, or branding kit for a given media activism campaign, or by writing a research paper on a media activism campaign, analyzing the research it is based on, and preparing a report about the relevancy and effectiveness of the research vis-à-vis the goals of the campaign. Students are also encouraged to analyze their own experiences/perceptions of social movements outside of the scope of materials covered in class.