Tangible Interaction & Device Design (ITPG-GT 2061)

Tangible interfaces are interfaces that you touch. You control them with your hands, feet, and other body parts. Their shape, feel, and arrangement provide feedback. This is where interaction design meets industrial design. In this class, you’ll design, program, and build devices with tangible controls in order to better understand how humans understand and control technical systems through our sense of touch. We’ll discuss physical interaction concepts such as expressive interfaces and utilitarian ones, real-time control vs. delayed control, and implicit vs. explicit interactions. You’ll learn programming and electronic techniques to sense state change, thresholds, peaks, and other signs of user action. You’ll also learn how to design, shop for, and construct housings for the devices you build. On the electronics side, the primary tools will be the microcontroller and common tangible controls: pushbuttons, switches, rotary encoders, rotary and slide potentiometers, force sensors and touch sensors. The class will also cover on-device feedback through LEDs, speakers, and force-feedback actuators. On the fabrication side, you’ll work with the tools of the shop and XXX CAD program. You’ll design and build four projects in the course of the semester. Projects will be designed (and parts specified). Projects will build on the skills learned in Intro to Physical Computing and Intro to Fabrication. Prerequisites: Intro to Physical Computing and Intro to Computational Media, or a working knowledge of microcontroller programming in Arduino; Intro to Fabrication or basic knowledge of laser cutter.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Spring 2020)


ITPG-GT 2061-000 (23076)01/27/2020 – 05/11/2020 Wed9:00 AM – 11:00 AM (Morning)at Brooklyn CampusInstructed by Igoe, Thomas · Light, Benjamin

Resist! Intro to Technology Political Activism [A Product Design Perspective] (ITPG-GT 2483)

This class will apply a product and service design lens to the rapidly evolving role of technology in politics, government services, and human rights, with a dual focus on the use of technology to advance the public good, and the threats that technology can pose to various aspects of civil society. On the one hand, there has been an explosion of technology tools that aim to promote healthy and peaceful democracies, provide more efficient government services, and promote human rights. This course will survey those efforts and the product design methodologies that guide them. On the other hand, 2018 has been a reckoning year for technology all over the world. The post-mortem of the 2016 US Presidential election shined a light on technology’s role in a promulgating a deeply polarized electorate, enabling election-meddling from foreign actors, and profiligating fake news, while also raising deep concerns about data privacy and security for everyday citizens. Meanwhile, new technologies like AI and Blockchain are poised to have deeply transformative effects on multiple aspects of society – from policing to education to financial services. This course will also explore the risks various technologies can pose to privacy, safety, liberty, and well-being. The course will feature guest speakers from leading practitioners in the space. Potentially including the ACLU, Higher Ground Labs, Elucd (YC17), NYU Better Policing Initiative, Microsoft, and more.

Interactive Telecommunications (Graduate)
2 credits – 6 Weeks

Sections (Spring 2020)


ITPG-GT 2483-000 (23099)01/29/2020 – 03/11/2020 Wed6:00 PM – 9:00 PM (Evening)at Brooklyn CampusInstructed by Resner, Lyel

Veillance (ITPG-GT 2469)

he course title, “Veillance” is a reference to the root of “surveillance” and “sousveillance”, watching from above and watching from below respectively. As digital media becomes a greater part of our everyday lives, it is important to understand the new forms of surveillance that it enables as well as to harness these capabilities and perhaps to create systems of sousveillance. Through the course, we’ll critically examine technologies that have become integral part of our lives; the technologies that drive the internet, the capabilities of web browsers, mobile phones, and the emerging class of networked devices such as IP cameras and Amazon’s Alexa and Google Home. Through the course of this examination, we’ll look at how this technology works, the policies that govern their use, what their benefits are, and finally look at what we are giving up by embracing them. This will be a hands-on endeavor; we’ll develop software to illustrate their use and misuse as well as looking for ways that we can harness their “veillance” capabilities for creative, educational, and possibly subversive purposes. Of course, in this process, we’ll pay particular attention to ethical and moral concerns. The course will have weekly reading and technical assignments, encompasses group work, and will culminate final projects.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2020)


ITPG-GT 2469-000 (23068)01/29/2020 – 05/06/2020 Wed12:00 AM – 2:00 PM (Early afternoon)at Brooklyn CampusInstructed by Van Every, Shawn

Synthetic Architectures (ITPG-GT 2177)

Credits: 4
Duration: 14 Weeks
Dates: Wed

For better or worse humanity is heading down the virtual rabbit hole. We’re trading an increasingly hostile natural environment for a socially networked and commercially driven artificial one. Whether it’s the bedrooms of YouTube streaming stars, the augmented Pokestops of Pokemon Go, the breakout rooms of a Zoom meeting, or even the “airspace” of Airbnb; we are witnessing a dramatic transformation of what occupying space means. The socially distanced measures as a result of the COVID-19 pandemic have only accelerated this societal embrace of the virtual. So where are these dramatic spatial paradigm shifts occurring? Who owns and occupies these spaces? Who are the architects and what historical and ethical foundations are they working from? What world do they want to build for humanity and where does the creative individual fit into it? Will it be a walled garden, a role-playing adventure or a tool for creating more worlds? The course will ask students to embrace the role of virtual architect, not in the traditional brick-and-mortar sense of constructing shelter, but in terms of the engagement with the raw concept of space. However this virtual space must be considered and evaluated as a “site,” that is activated and occupied by real people and all the limitations of physical space that they bring with them from the real world. This is the foundation of synthetic architecture; simulated space met with biological perception. This conceptual architecture is free from the confines of physics but host to a whole new set of questions: How do we embrace the human factors of a dimensionless environment? How do we make or encourage meaningful interactions within the limits of current technology? New models of interaction must inform and shape the architecture of virtual space – what does that look like? How can architecture and aesthetics inform the creation of virtual environments and immersive narratives? How do we acutely consider the psychological and social impacts of the worlds we design and what is the metaphorical ground plane to make sense of this virtual world, unbound by physics? About Jonathan Turner: http://www.jonathanwilliamturner.com/about/

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Collective Play (ITPG-GT 2176)

Rules of play shape competitive games from checkers to football. But how do rules of interaction shape everyday life? And what happens when there are no established conventions and the rules are being made up as we go along as they have been for the past 6 months of living almost exclusively online? In this course, we will explore, code and test design strategies for playful, serious and bizarre group interactions while at the same time interrogating both what it means to play and how individual identities and group behaviors emerge. (The interactions we create in this class will be designed specifically for synchronous, in-person, embodied experiences.) Some of the questions we will ask and attempt to answer: What motivates participation? What hinders it? When does participation become oppressive? What’s the difference between self-consciousness and self-awareness? Who has power? Who doesn’t? Are leaders necessary? What’s the difference between taking turns and engaging in conversation? What happens when the slowest person sets the pace? And most importantly, what happens when there are no rules? Interaction inputs we will play with will include: mouse, keyboard, mobile device sensors, and microphone. Outputs can include visuals, text and sound. We will use p5, websockets and node.js for real-time interaction. Class time will be split between group improvisation exercises, playing with and critiquing examples and translating design strategies into code and logic.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2025)


ITPG-GT 2176-000 (11384)01/22/2025 – 04/30/2025 Wed12:00 AM – 2:00 PM (Early afternoon)at Brooklyn CampusInstructed by Yin, Yue

Open Source Cinema (ITPG-GT 2865)

The medium of motion pictures will be will be transformed by virtual reality technologies. But the emerging hybrid form will likely have less to do with the iconic VR headset and immersion, than in the newly possible flow of expression in the other direction, out of the participant. This class looks at the true potential of virtual reality as its mutability, to put ordinary users in the role of director of visual media as they already are in their dreams and fantasies. Democratizing media by breaking it down into discrete more easily remixable parts has historically, from DNA to alphabets to movable type led to an explosion of expression and knowledge creation. Motion pictures, perhaps our most convincing medium, is now undergoing such a transformation thanks to virtual reality technologies. Specifically, we will look at how tools like depth cameras, motion capture, and machine learning can treat a scene as a collection of elements instead of a collection of pixels. We will work with the real-time 3D rendering capabilities available, even in your phone, for the instant contrivance of visual reality using compositing, the transformation of images and models as well as virtual camera moves. The class will also consider how the more conceptual dissection of film by cinema scholars and psychologist into things like plots and character types might be templated into reusable formulas for non-experts to create an emotionally satisfying dramatic arcs.

Interactive Telecommunications (Graduate)
2 credits – 6 Weeks

Sections (Spring 2020)


ITPG-GT 2865-000 (22861)03/25/2020 – 05/06/2020 Wed3:00 PM – 5:00 PM (Late afternoon)at Brooklyn CampusInstructed by O’Sullivan, Daniel

The Nature of Code (ITPG-GT 2480)

Credits: 4
Duration: 14 Weeks
Dates: Wed

Can we capture the unpredictable evolutionary and emergent properties of nature in software? Can understanding the mathematical principles behind our physical world world help us to create digital worlds? This class focuses on the programming strategies and techniques behind computer simulations of natural systems. We explore topics ranging from basic mathematics and physics concepts to more advanced simulations of complex systems. Subjects covered include physics simulation, trigonometry, self-organization, genetic algorithms, and neural networks. Examples are demonstrated in JavaScript using p5.js (https://p5js.org). Much of the class time will be dedicated to in-class exercises and self-study as the course is available online through a video series (https://www.youtube.com/user/shiffman/playlists) and textbook (http://natureofcode.com/book).

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Live Image Processing & Performance (ITPG-GT 2422)

This course teaches the ins and outs of using image processing software with an aim towards some type of real-time use (e.g. a performance or installation). The class looks at ways to manipulate different visual media (time-based, still, vector, and rendered) in real-time to allow students to develop interesting real-time performance systems. While the focus of this class is on using Max for visual work (through a software package called Jitter), it also looks at how to integrate interactive elements (sound, physical interfaces, etc.) into the work. Class time is spent on interface design and software development issues as well. The class explores some interesting capabilities of the software in terms of real-time camera input and tracking, generative graphics systems, and media transcoding. Throughout the class students develop and share ideas on live performance as a medium for visual expression, and learn the software tools necessary to put these ideas into practice in the form of idiosyncratic performance systems. A final presentation in the form of a group performance will be arranged. Students should have some working knowledge of Max/MSP before taking this class.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2020)


ITPG-GT 2422-000 (22920)01/29/2020 – 05/06/2020 Wed12:00 AM – 2:00 PM (Early afternoon)at Brooklyn CampusInstructed by Romein, Matt

Cabinets of Wonder (ITPG-GT 2470)

Credits: 4
Duration: 14 Weeks
Dates: Wed

If you were inventing a museum today, what would it look like? Who would be there? What would its main purpose be? What would the audience experience? The first museums were called Cabinets of Wonder. Usually, a viewer with a guide, often the collector, would open doors and drawers to see what was inside–amazing things from different parts of the world, different times. They were windows on the world to places the visitors would probably never be able to go; to see things they would never otherwise be able to see. And now there’s television, movies, the internet, and travel. Why do people go to museums now? Will they in the future? Today, most museums seek to educate and to include more and more diverse visitors than they used to. How do people learn in public spaces? How do we know that they do? How can they make use of the new interactive technologies to support the experience and not lose what’s special about them? The class is an exploration, observation, theory, and design class for you to imagine the future of museums and exhibits. Museum and exhibit visits are your primary assignments for the first half of the course—usually accompanied by a reading. You will also make some record of your visit (including a sketchbook, a diorama, reviews). There will be guest speakers from Museums and exhibit design firms, and several field trips. In the second half of the course, you begin to imagine how you might reinvent a museum and develop a full-scale presentation of your own Cabinet of Wonder. About Emily Conrad: https://www.linkedin.com/in/emily/

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Interdisciplinary Proj: Photo/Video, Performance/Installation (ART-UE 1995)

Credits: 3
Duration: 15 Weeks
Dates: Wed

Course ​will provide a forum in which to explore & engage the relationship between photography, performance & contemporary art. Through class assignments & readings in contemporary theory we will develop a critical vocabulary for an understanding of the relationship between photography & performance & a forum in which to challenge & push our individual art practice to the next level.

Studio Art (Undergraduate)
3 credits – 15 Weeks

User Experience Design (IMNY-UT 262)

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.

Undergraduate

Introduction to Assistive Technology (IMNY-UT 241)

Assistive technology is a term that includes a wide variety of technologies for people with disabilities. This two-point survey course is designed to provide students with an overview of the field of assistive technology. Field trips, readings, and guest speakers will provide students with an understanding of current research and development as well as processes used in determining appropriate technologies. Weekly assignments and a final research project.

Undergraduate

Augmenting the Gallery (IMNY-UT 9001)

Wall labels, audio guides and informative maps are just some of the ways galleries and museums convey additional information about an art collection. How can we utilize new interactive mixed reality tools to design and deliver immersive experiences that breathe new life into an exhibit. Augmented and virtual reality are powerful tools for new media production and storytelling, but how can these tools serve to enhance our Wall labels, audio guides and informative maps are just some of the ways galleries and museums convey additional information about an art collection. How can we utilize new interactive mixed reality tools to design and deliver immersive experiences that breathe new life into an exhibit. Augmented and virtual reality are powerful tools for new media production and storytelling, but how can these tools serve to enhance our gallery experience without distracting from the power and importance of a pre-existing collection? This production course seeks to experiment with new ways to experience a museum collection through mixed reality. Topics covered include exhibition installation and curation, mixed reality production in Unity, mobile development for Augmented Reality.

Undergraduate

Machine Learning for Language Understanding (DS-UA 203)

This course covers widely-used machine learning methods for language understanding—with a special focus on machine learning methods based on artificial neural networks—and culminates in a substantial final project in which students write an original research paper in AI or computational linguistics. If you take this class, you’ll be exposed only to a fraction of the many approaches that researchers have used to teach language to computers. However, you’ll get training and practice with all the research skills that you’ll need to explore the field further on your own. This includes not only the skills to design and build computational models, but also to design experiments to test those models, to write and present your results, and to read and evaluate results from the scientific literature.

Data Science (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2022)


DS-UA 203-000 (9643)01/24/2022 – 05/09/2022 Wed2:00 PM – 3:00 PM (Early afternoon)at Washington SquareInstructed by Bowman, Samuel


DS-UA 203-000 (9644)01/24/2022 – 05/09/2022 Tue3:00 PM – 4:00 PM (Late afternoon)at Washington SquareInstructed by

Causal Inference (DS-UA 201)

Causal Inference provides students with the tools for understanding causation, i.e., the relationship between cause and effect. We will start with the situation in which you are able to design and implement the data gathering process, called the experiment. We will then define causation, identify preconditions required for A to cause B, show how to design perfect experiments, and discuss how to understand threats to the validity of less-than-perfect experiments. In this course, we will cover experimental design and then turn to those careful approaches, where we will consider such approaches as quasi-experiments, regression discontinuities, differences in differences, and contemporary advanced approaches.

Data Science (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2020)


DS-UA 201-000 (20565)01/27/2020 – 05/11/2020 Wed,Fri2:00 PM – 3:00 PM (Early afternoon)at Washington SquareInstructed by Strezhnev, Anton


DS-UA 201-000 (20567)01/27/2020 – 05/11/2020 Mon2:00 PM – 2:00 PM (Early afternoon)at Washington SquareInstructed by


DS-UA 201-000 (20568)01/27/2020 – 05/11/2020 Wed11:00 AM – 11:00 AM (Morning)at Washington SquareInstructed by

Nature of Code (INTM-SHU 254)

The Nature of Code is an intermediate course based on Daniel Shiffman’s The Nature of Code course at NYU ITP and was adjusted for undergraduate students. This course explores the fundamentals of programming, such as Object-Oriented Programming, and the application of simple principles of mathematics and physics in order to recreate natural behaviors in a digital environment. Prerequisites: This class uses p5(p5js.org) and requires Interaction Lab, Communication Lab, Application Lab, or similar programming background. Knowledge of other languages, such as Processing, three.js and OpenFrameworks, is also encouraged.

Interactive Media Arts (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2020)


INTM-SHU 254-000 (23412)02/03/2020 – 05/15/2020 Wed5:00 PM – 8:00 PM (Late afternoon)at ShanghaiInstructed by Moon, Jung Hyun

Working with Electrons (INTM-SHU 130)

This class focuses on the curiosity behind the greatest discovery of electromagnetism. By replicating experiments both with magnetic and electrical fields, we will explore the major breakthroughs that enabled us to power up devices, connect people, and store information. During the course we will have seminar discussions analyzing texts that contextualize the lab experiments and we will work toward conclusions on the implications of these discoveries. We will analyze different perspectives that led to the development of theories about the electromagnetic field, radio waves transmissions, and the quantum properties of electrons. Students will propose their own creative experiments, linking their personal interests with how electrons behave. As part of their final project report, they will submit an essay describing the technical methodology, critical framework, and the results of their experiment. Throughout the course they will acquire a working knowledge of components like capacitors, lasers, antennae, and circuit prototyping tools. Prerequisites: None Fulfillment: CORE ED; IMA/IMB elective.

Interactive Media Arts (Undergraduate)
4 credits – 16 Weeks

Sections (Spring 2021)


INTM-SHU 130-000 (18327)01/25/2021 – 05/14/2021 Wed4:00 PM – 7:00 PM (Late afternoon)at ShanghaiInstructed by Cossovich, Rodolfo

Topic: Media Past and Future (INTM-SHU 206T)

An attempt to better understand and participate in the communications revolution we are undergoing through an investigation of the nature and consequences of previous communications revolutions. Using readings ranging from Plato to Sontag to Kundera, the course will look closely at the history of spoken language, images, writing, printing, photography, film, radio and television. How were they understood? How were they initially used or misused? What were their effects upon social patterns, politics and thought? How did innovations occur? What can that tell us about the potential and potential influence of digital communication? Students will be asked to undertake innovative experiments of their own in forms of new media. Prerequisites: None

Interactive Media Arts (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2020)


INTM-SHU 206T-000 (23250)02/03/2020 – 05/15/2020 Wed1:00 PM – 4:00 PM (Early afternoon)at ShanghaiInstructed by Stephens, Mitchell

Exhibition: Next (INTM-SHU 242)

Exhibition: Next class is an exploration and observation of the fields of exhibition design and museum studies. This class will explore how emerging and interactive technologies can be applied to museum and exhibition design to enhance visitors’ experiences. What is an exhibition in a museum of today and how should it be experienced? What is the role of a museum in contemporary society? How does it engage the audiences of tomorrow? The class discusses curatorial practices, various exhibition concepts and forms, museum visitor experience, and exhibitions’ social values. Students will visit and immerse themselves in many museums and exhibitions as a professional observer who will be asked to write reflections of their observations as an essay for each museum visit. Students will choose a research topic at the beginning of the class and they will start collecting materials, building objects, designing experiences, and writing a statement for their final exhibition based on this topic. Students’ design work will be frequently reviewed and given feedback by the instructor, classmates, and guest speakers/critics. After the midterm, the instructor will initiate a collaboration with a local museum or art space. Based on the specific circumstances, students will face a design challenge to propose an exhibition proposal or provide a creative solution to the partner organization. By the end of the course, students will install and present their work as a group art show in the student art gallery. Prerequisites: Interaction Lab or Creative Coding Lab Fulfillment: IMA Major Electives; IMB Major Interactive Media Elective.

Interactive Media Arts (Undergraduate)
4 credits – 16 Weeks

Sections (Spring 2022)


INTM-SHU 242-000 (19659)01/24/2022 – 05/13/2022 Wed1:00 PM – 4:00 PM (Early afternoon)at ShanghaiInstructed by Liu, Chang