Studio Production Techniques (MPATE-UE 1005)

Principles covered in MPATE-UE1001 & MPATE-UE-1003 are put into practice with additional theory & techniques. Students perform various duties just as they would in a professional recording session. Studio Lab assignments are performed outside of class reinforcing weekly topics.

Music Technology (Undergraduate)
4 credits – 14 Weeks

Sections (Fall 2025)


MPATE-UE 1005-000 (8705)09/02/2025 – 12/11/2025 Fri11:00 AM – 1:00 PM (Morning)at Washington SquareInstructed by O’Reilly, Michael

Communicating For Influence (IMBX-SHU 104)

Communication sits at the core of all human interactions and is highly valued in workplaces. Beyond the minimal goal of articulating and presenting one’s ideas effectively, communication also involves building empathy, cultivating an eye for detail, developing awareness of goals and contexts, and integrating critical and reflective thinking. How can we communicate our own projects to different audiences? Why should other people care? What types of media can we use and how do we know they are effective? How can collaborative and participatory elements help to improve engagement levels? This course aims to guide students to review and create their own learning profiles as they learn to engage a diverse range of targeted audience. Prerequisite: Not open to freshman. Fulfillment: IMA Major Electives; IMB Major Interactive Media Elective.

Interactive Media and Business (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2022)


IMBX-SHU 104-000 (22138)09/05/2022 – 12/16/2022 Thu1:00 PM – 4:00 PM (Early afternoon)at ShanghaiInstructed by Wang, Nicole

The Minimum Viable Product: The Lean Launchpad (IMBX-SHU 201)

This class is based on the entrepreneurship methodology of Steve Blank, “The Lean Launchpad” with some changes to adapt it to our specific circumstances. The methodology enables to test and develop business models based on querying and learning from customers. This is a practical class – essentially a lab. Our goal, within the constraints of a limited amount of time, is to help you find a repeatable and scalable business methodology for your startup. This will allow you to build a company with substantially less money and in a shorter amount of time than using traditional methods. Rapidly iterate your product to build something people actually want. You will build minimum viable products (MVPs) weekly to avoid hypotheticals and get real customer feedback that you can use to iterate (small adjustments) or pivot (substantive changes) faster. Prerequisite:‌ ‌Junior to Senior only (exceptions granted on a case by case basis). Fulfillment: IMA/IMB Elective.

Interactive Media and Business (Undergraduate)
4 credits – 14 Weeks

Making Virtual Sense: 3D Graphic Studio for Critically-Driven Creative Applications (ARTS-UG 1647)

Until recently, the creation of interactive 3D graphics was only possible for large and capital-intensive uses: the armed forces, large-scale architectural/engineering work, mass entertainment. Now, open-source applications and powerful personal and portable computers are making it practical for individuals and small groups to independently build and share alternative visions. Whether you are interested in exploring new ways to construct complex networks of ideas in the present, or to imagine physical spaces to reflect and support new ways of life, this arts workshop provides a blend of critical orientation and hands-on experience. In this open project studio, the majority of course time and work will be taken up with the development of student-built individual or small team concepts, to be developed as 3D graphic “fly-through” models. Theoretical discussions will be initiated with a mix of relevant writings and media. Here is a representative sampling of sources: Douglas Engelbart, Eric Raymond, William Gibson, Zaha Hadid, Judith Donath, the Athenian Acropolis, the Kalachakra mandala, Salisbury Cathedral, the Schindler house, Artigas gardens, the 1958 World’s fair Philips pavilion, the Seagram’s building, Grant Theft Auto IV, the monastery of La Tourette, the Mangin plan, compendium.org, Betaville.

Arts Workshops (Undergraduate)
4 credits – 14 Weeks

The Gameplay’s the Thing: Story and Game Design (ARTS-UG 1649)

In recent years, video games have exploded as both a cultural force and a pioneering creative medium. Many critics and creative professionals believe that gaming offers both its practitioners and its audience the next evolution in storytelling. But how–and why–did digital games evolve from mechanic-focused experiences such as Pong and Tetris into more narrative-rich undertakings along the lines of Mass Effect, The Witcher, and The Last of Us? In this course, we will explore the vibrant and complex intersection between narrative expression and interactivity, examining the myriad ways dramatic storytelling techniques can be applied to a series of design mechanics to bring context to the player’s action, and, inversely, the ways that mechanics and design can be employed to express a theme or to convey a story. The course is intended to appeal to all gaming backgrounds–neophytes with a casual interest in games, enthusiasts who’ve spent many years passionately gaming and discussing games, and everyone in between. The first half of the course will establish a creative grammar and a base of common reference points from which students will develop their creative projects. The second half of the course will focus on the creative project. Students will be challenged to “gamify” a popular work of media (of their choosing with professor approval) into an interactive project–video game, interactive fiction, board game, interactive theatre, or any combination thereof. Incorporating the fundamentals established in the first half of the course, students will develop this game concept through multiple rounds of iteration and feedback, eventually breaking down the mechanics, dynamics, and aesthetics of the proposed project via a highly detailed game concept document—the blueprint of an interactive experience. In the end, students should come away with a command of basic game vernacular, inspired to view Game Theory and Design as expressive narrative tools available to them in their own creative toolbox, regardless of discipline or medium.

Arts Workshops (Undergraduate)
4 credits – 14 Weeks

Sections (Fall 2025)


ARTS-UG 1649-000 (9632)09/02/2025 – 12/11/2025 Wed6:00 PM – 9:00 PM (Evening)at Washington SquareInstructed by Bishop, Barton

The Meme: Images and Words Make Ideas (ARTS-UG 1664)

This course explores image making, writing and their juxtaposition, as a method of thinking through and evoking ideas. At times, images lead, and text follows, providing descriptions of images, and at other times, text leads and images illustrate that text. In the realm of the contemporary American meme, just about every time images and words are present they have an effect upon each other in the mind of the viewer, which changes the meaning of both, producing something which is more than what is present in both image and text. That third and phantasmic image exists in the mind. The examples of Chinese Literati painting, and Surrealism will provide a historical point of departure, from which we to engage 21st century examples of image and word juxtapositions that create new ideas. This course will provide students with a general history of the relationship between the image and word, and a critical understanding of the composition and decomposition of image-word printed and digital matter. Along with skills in Lino-cut printmaking, Risograph printmaking, and publication design, students will also write poetry, short essays, and art criticism. Students will participate in the content production, design, and publishing of a book and magazine, zine and poster.

Arts Workshops (Undergraduate)
4 credits – 14 Weeks

Sections (Fall 2025)


ARTS-UG 1664-000 (9704)09/02/2025 – 12/11/2025 Tue3:00 PM – 6:00 PM (Late afternoon)at Washington SquareInstructed by Bryant, Ernest

Digital Art and New Media (ARTS-UG 1635)

This workshop seeks to bring students from varying backgrounds together to engage in evaluating and sharing digital new media for the Internet and other new media art mediums. Each student brings to the class a set of experiences and skills, such as research, writing, design, film, music, photography, computer gaming, performance, animation, computer literacy, software knowledge, virtual reality, augmented reality, mixed reality, A.I. (Artificial Intelligence) Generative Art experiences, among others. The class will discuss new media concepts, content strategies, and frameworks that bridge theory and practice. Through lectures (including a survey of digital new media innovations), group discussions, virtual or other lectures and/or workshops, students will develop individual projects, based on their new media skills. The class intends to be a part of the development of the Virtual Reality (VR) Museum (“Virtual Museum XR”), or other Gallatin arts initiatives, such as Rabbit Hole. Digital new media projects may include digital photography, animated films, podcasts, sound art installations, TikTok, music videos, VR, AR, A.I. Generative Art, to name a few. Class projects, readings, and week-to-week journal-keeping reports are essential components of this workshop. They will reside in a designated Google Docs site, specific for this class. Students are encouraged to supply their own media and take advantage of NYU’s LinkedIn Learning new media tutorials and access NYU’s LaGuardia Studio and LaGuardia Co-op hardware and software opportunities.

Arts Workshops (Undergraduate)
4 credits – 14 Weeks

Sections (Fall 2025)


ARTS-UG 1635-000 (9414)09/02/2025 – 12/11/2025 Fri11:00 AM – 1:00 PM (Morning)at Washington SquareInstructed by Allen, Cynthia

Re-Design (CADT-UH 1025)

Giorgio Vasari defined Mannerism in terms still used today in Art History: in the wake of the Renaissance masters, copying became the standard way to learn. But what do we really learn by copying? Would a contemporary mannerism fit in today’s world, dominated by visual information? How then does creativity work? How does change happen? Why did we wait half a century before having personal computers in colors other than beige? Why do we seem oblivious to the manufactured filters mediating our observation of nature itself? What are the trade-offs when we delegate creative choices to Google’s algorithms? What separates the artists of the past and the brand consultants of today? This course addresses the role and limits of copying as students explore many facets of graphic design, visual communication, and artistic value. The vibrant visual culture-in-the-making of Abu Dhabi and the UAE provide an ideal background for such explorations. Students will elaborate on the tension (real or perceived) among today’s artists, designers, and scientists, while discussing why a multidisciplinary mind is fundamental for contemporary attempts to re-design the world around us.

Core: Arts, Design and Technology (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2023)


CADT-UH 1025-000 (17329)

Autonomous and Social Robots (CADT-UH 1038)

Credits: 4
Duration: 15 Weeks
Dates: Tue,Thu

How do we feel about robots? With technological developments in capability, performance, autonomy, ease of use, and cost-effectiveness, robots have arrived in everyday life. This course considers the history and ethics of human-robot interaction and explores unsolved hurdles we face as robots assume a ubiquitous presence in our lives. How are robots currently integrating into human-centered, civic industries such as education, heath, and smart cities? What roles might robots play in the future of these industries? What are the economic and labor implications associated with robotic integration? How will consumers respond to the increased use of robots in daily life? How have popular media representations over the last century influenced the way we experience these changes? Topics will also include the miniaturization of robots and their use in situations such as focused drug delivery within the human body, save-and-rescue missions, or military combat. Students will assemble and program several Lego Mindstorm robots capable of carrying prefabricated objects and will also assemble a small house.

Core: Arts, Design and Technology (Undergraduate)
4 credits – 15 Weeks

Designing Health (CADT-UH 1053)

What constitutes innovation in medical technology? Is it always necessary? How is its value determined? How would we know if innovation has peaked, or reached a point of diminishing returns? What do global perspectives reveal about medical devices and healthcare in general? In what ways are cultural contexts important to consider? How can the med-tech innovation process address issues of diversity, inclusion, and accessibility? This course takes up the above questions through several case studies and examples, including bioprinting and COVID-19 vaccines — two topics with current relevance — as well as two of the most important historical med-tech innovations that have gone wrong in the past: The Malaria Project and The Immortal Life of Henrietta Lacks. How can current design and innovation avoid repeating past mistakes? Working in cross-disciplinary teams, students will engage in design projects that will apply what we have learned from this course and address some of the paradoxes present in our ongoing quest to design healthier bodies and societies.

Core: Arts, Design and Technology (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2025)


CADT-UH 1053-000 (13185)08/25/2025 – 12/10/2025 Mon,Wed9:00 AM – 11:00 AM (Morning)at Abu DhabiInstructed by Sanjairaj, Vijayavenkataraman

Memoir and Anti-Memoir: Experiments in Text and Image (CADT-UH 1027)

Credits: 4
Duration: 15 Weeks
Dates:

How does one attempt to write or portray the self? If we associate that practice with traditional memoir and self-portraiture forms, what happens when subjectivity is fundamentally unstable or under attack? Is the genre also simultaneously deconstructed? How is subjectivity literally made and remade through the exploration of new forms? In this course we will look at text and image projects across cultures, eras, locations, and across art forms that raise questions about the self and the collective, representation and memory, and about the remarkable as well as the everyday. Sometimes the doubt about attempts at portrayals is philosophical, but it may also be cultural-historical and context-dependent. To explore this question, and to develop skills in art, to experiment with the studio habits of artists, and to generate our own poetics of memoir/anti-memoir we will generate text and image experiments that both create and investigate an anti-memoir body of work.

Core: Arts, Design and Technology (Undergraduate)
4 credits – 15 Weeks

Material World (CADT-UH 1049J)

How has our relationship with building materials shaped human civilization, and in return, how does our use of materials actively reshape the planet we live on? Materials have played a major role throughout human history, from providing basic clothing and shelter in prehistoric times, to fueling the industrial revolution, and enabling today’s global consumer culture. In the process, material use and discovery have given rise to many branches of science and commerce, resulting in even greater demand for more material. The consequences on society and the environment haven’t always been positive. This course explores our relationship with material as engineers, scientists, consumers, and traders. Basic laboratory sessions on material characterization will explore material processing techniques ranging from simple resin casting to advanced 3D printing.

Core: Arts, Design and Technology (Undergraduate)
4 credits – 2 Weeks

Silence (CADT-UH 1052)

How does “silence” help to define our sense of being and existence? Across different cultures, various philosophies of art, science, and society have viewed and thought about silence differently. This course invites students to think about and experience silence by asking three fundamental questions: 1) What does it mean to be silent? (Literally and metaphorically); 2) Does silence shape our lives? And if so, how? 3) Can we have an active relationship and recognition with silence just as we do with sound or action? Drawing on multi-disciplinary sources from around the world to explore the philosophical frameworks and thought systems that have engaged in the study and observation of silence, the syllabus will include works of art, literature, theater, films, architecture, and music, which students will engage via a mix of seminar, lecture, and studio methods of teaching, to enable the creations of their own artistic responses to their experience of silence and the material presented in class.

Core: Arts, Design and Technology (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2024)


CADT-UH 1052-000 (19965)08/26/2024 – 12/10/2024 Tue,Thu12:00 AM – 2:00 PM (Early afternoon)at Abu DhabiInstructed by Özhabeş, Özlem

Machines in Islamic Civilization (CADT-UH 1037X)

Credits: 4
Duration: 15 Weeks
Dates: Mon,Wed
Credits: 4
Duration: 15 Weeks
Dates: Mon,Wed,Tue,Thu

Is automation a science or a tool? Muslim contributions in automation, overlooked in the history of science, were long regarded as means for caliphs and the rich to impress the masses. But Muslim engineers excelled in creating complex automated systems, using them as gifts to foreign leaders, as public attractions, or to augment religious ceremony such as daily calls to prayer. Mainly powered by kinetic energy, these automata drew on scholars’ deep knowledge of hydraulics and complex levers and included musical instruments, horologia, automated drinking fountains, and clocks that told time using complex audiovisual tools. This course draws on historical sources and foundational science to explore Muslim advancements in automation. What roles did translation play as Muslim scientists encountered and documented the work of previous scholars? What were the basic automatic systems they developed and how do they compare to current technologies? How did they draw on environmental resources to develop automated systems without the need for non-renewable energy? Students will address such questions as they explore implications for their own projects in design and engineering.

Core: Arts, Design and Technology (Undergraduate)
4 credits – 15 Weeks

Bioinspiration (CADT-UH 1033)

Credits: 4
Duration: 15 Weeks
Dates: Mon,Wed

In the 3.8 billion years since life began on Earth, nature has evolved. Inspired by this process, humans have replicated key design features to develop novel materials, devices, and structures in fields such as the arts, design, engineering, and the social sciences by replicating key design principles and features. This course asks how biology has inspired human design and thinking across different cultures and fields. Students will examine various examples in engineering, art, architecture, music, and social science to discuss how the human capacity for analogical reasoning has enabled the transfer of properties, mechanisms, and ideas from biology to design principles such as shape, surface, structure, making, information-processing, and social behavior. Using bio-inspired products such as gecko tape, Velcro, self-cleaning surfaces, and neuromorphic chips for inspiration, students will develop their own designs to address some of the 21st century’s most pressing issues, such as energy, water, environment, food, and health.

Core: Arts, Design and Technology (Undergraduate)
4 credits – 15 Weeks

Utilitas, Venustas, Firmitas (CADT-UH 1016)

Design seems to be omnipresent, but what is it? This course (whose title is Latin for usage, beauty, and stability) explores how design influences our life and investigates the fundamentals of “good design.” It takes a look at the status quo of the use of design in media, objects, and architecture, and observe its influence on art and technology from past to present. Design tools and processes will be highlighted. Based on the fusion of readings, study, discussion, and experiences, over the course of the semester students will develop an understanding of how mutually reinforcing and beneficiary a mix of Arts, Design, and Technology can be. Lecture and discussion will help develop the design of a bricolage: Every student will realize a product prototype to be displayed in an exhibition and a personal philosophy of about Arts, Design, and Technology.

Core: Arts, Design and Technology (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2023)


CADT-UH 1016-000 (17217)08/29/2023 – 12/15/2023 Tue2:00 PM – 3:00 PM (Early afternoon)at Abu DhabiInstructed by Alawadi, Khulood


CADT-UH 1016-000 (17243)08/29/2023 – 12/15/2023 Thu2:00 PM – 4:00 PM (Early afternoon)at Abu DhabiInstructed by Alawadi, Khulood

Creativity and Innovation (CADT-UH 1005)

Credits: 4
Duration: 15 Weeks
Dates: Tue,Thu

Is creativity a gift or a skill? Can creativity be learned? Because creativity is deeply personal, this course will address these questions through individual and collective experiences. The heart of this course is the Personal Creativity Project – an opportunity for students to practice creativity by designing and executing a project of their choice. The project may be on any topic, from art and music to computer programs and business model development. The project will be complemented by reading assignments (completed prior to class), class discussions, and one-on-one meetings with the instructor. Students will leave the course with a completed project and a personal philosophy of creativity, based on the fusion of readings, study, discussion, and experience. The course provides a great deal of freedom for learning and does not provide step-by-step instructions. As a result, the successful completion of this course will require a significant amount of self-motivation.

Core: Arts, Design and Technology (Undergraduate)
4 credits – 15 Weeks

Info Tech in Bus & Society (TECH-UB 1)

Provides the background necessary to make decisions about computer-based information systems and to be an “end-user”. Two major parts of the course are hands-on experience with personal computers and information systems management. Group and individual computer assignments expose students to electronic spreadsheet analysis and database management on a personal computer. Management aspects focus on understanding computer technology, systems analysis and design, and control of information processing by managers.

Computing and Data Science (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2023)


TECH-UB 1-000 (19329)at Washington SquareInstructed by


TECH-UB 1-000 (19330)at Washington SquareInstructed by


TECH-UB 1-000 (19331)at Washington SquareInstructed by


TECH-UB 1-000 (19336)at Washington SquareInstructed by


TECH-UB 1-000 (19337)at Washington SquareInstructed by


TECH-UB 1-000 (19339)at Washington SquareInstructed by

Introduction to Cryptography (CSCI-SHU 378)

The study of modern cryptography investigates mathematical techniques for securing information, systems and distributed computations against adversarial attacks. We introduce fundamental concepts of this study. Emphasis will be placed on rigorous proofs of security based on precise definitions and assumptions. Topics include: one-way functions, encryption, signatures, pseudorandom number generators and zero-knowledge proofs. Prerequisite: Algorithms, theory of probability, or permission of the instructor. Fulfillment: Mathematics Additional Electives; Honors Mathematics Electives; CS Electives.

Computer Science (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2022)


CSCI-SHU 378-000 (18506)09/05/2022 – 12/16/2022 Mon,Tue3:00 PM – 4:00 PM (Late afternoon)at ShanghaiInstructed by Guo, Siyao

Computer Science Senior Project (CSCI-SHU 420)

The purpose of the Senior Project is for the students to apply the theoretical knowledge they acquired during the Computer Science program to a concrete project in a realistic setting. During the semester, students engage in the entire process of solving a real-world computer science project. It requires students to pursue a long-term, mentored learning experience that culminates in a piece of original work. At the end of the semester, the proposed work comes to fruition in the form of a working software prototype, a written technical report, and an oral presentation at a capstone project symposium. Prerequisite: senior standing. Fulfillment: CS Required.

Computer Science (Undergraduate)
4 credits – 14 Weeks