Code! 2

Dave Stein | Syllabus | IMNY-UT 2 | TBD Meetings:7-Second Half
Last updated: October 21, 2026
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This online course builds on concepts introduced in Code! by applying JavaScript programming skills to interactive media projects. Using the p5.js creative coding library, students will design dynamic visual experiences for the web across desktop and mobile platforms. Students will have the opportunity to experiment with topics such as sound, basic game development, body tracking, and algorithmic art. Completion of Code! or equivalent experience is required. Prior knowledge of JavaScript and the p5.js library is expected

Shared Minds

Qihan Jiang | IMNY-UT 293 | Tues 3:40pm to 5:10pm in 370 Jay Street Room 450>Thur 3:40pm to 5:10pm in 370 Jay Street Room 450 Meetings:14
Last updated: October 21, 2026
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This class asks students to think about thinking. Based on first person introspection, meditation and readings in psychology, students will examine the experience of their minds. Then we look at how computation, in particular recent developments in AI, can better work as a medium to capture and share that experience. Class time is evenly divided between conceptual discussions around the psychology of media, looking at student work, and then learning coding skills for the following week. The early course materials direct students towards developing and implementing multi-user web apps to improve our society’s social media ecosystem but final projects often take different directions. 
 
On the technical side, the class gently picks up from any introductory javascript coding class.  Compared to Creative Computing it moves away from the p5.js in favor of vanilla javascript in an environment like Visual Studio Code assisted by AI.  The class encourages students to find a healthy balance of using “vibe coding” while maintaining the ability to specify overall architecture and debug individual lines of code. In particular the technologies covered are Replicate.com’s API’s for Machine Learning Models for generation and relation of text and images, Firebase tools for server based databases, realtime sharing, storage and authentication. Libraries like UMAP for dimension reductions, Three.js for realtime rendering, P5LiveMedia for Audio and Video sharing, and Colab for running python notebooks.

Each week students will post a quick sketch experimenting with the technology as well a short written response to a prompt together with a short reading or video.

IMA Cohort: Community is a Practice – Extended Cohort Sophomores

David Rios | Blair Simmons | IMNY-UT 99 | Mon 12:20pm to 3:20pm in No Room Required (Brooklyn) Meetings:S-Special
Last updated: October 21, 2026
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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.

Code!

Dave Stein | Syllabus | IMNY-UT 1 | TBD Meetings:7-First Half
Last updated: October 21, 2026
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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.

Politics of Code

Joerg Blumtritt | Syllabus | IMNY-UT 296 | Fri 09:00am to 12:00pm in 370 Jay St, Room 408 Meetings:14
Last updated: October 21, 2026
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Current description based on NYUAD iteration of the course (github.com/jbenno/nyuad_politics_of_code). Please be advised this is in the process of being-updated by the instructor.

Deconstructing the design and implementation of software as a political medium and re-building functional alternatives.

Code is political. It is a means of political processes and activism. It is political inherently by the ethical choices often hidden in the black box of The Algorithm. In the course we aim to deconstruct the design, implementation, and data of software as a political medium. We will work through political applications such as simulations, ownership of intangible assets, predictive policing, algorithmic recommendations, suggestions, and filters, social networks, and the blockchain.

Along with an introduction to the related political theory and media studies, students will work on several hands-on projects to offer actual or speculative alternatives to the existing systems. To that end, this course will include several workshops in JavaScript, Python, and other tools.

IMA Cohort: Community is a Practice – Extended Cohort Makeup Session

Blair Simmons | David Rios | IMNY-UT 99 | Sat 1:00pm to 4:00pm in No Room Required (Brooklyn) Meetings:S-Special
Last updated: October 21, 2026
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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.

Performing Online (Topics in Media Arts)

Molly Soda | Syllabus | IMNY-UT 260 | TBD Meetings:
Last updated: October 21, 2026
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This course explores the ways that we perform on and for the Internet. Students will conduct their own performances with the web as a virtual stage. We will study artists’ approaches to performance including early Net Art, collaborative virtual performances, telepresence, appropriation, and social media interventions. We will discuss questions including: are we creating a character every time we make a new profile? Is it possible to ever truly be “live” on a streaming platform? How do the web’s built-in participatory structures complicate/aid these performances?

Note: Performance is a broad and amorphous term! You are encouraged to take this course even if you do not consider yourself a performer or someone who wants to be in front of a camera.

Non-Linear Storytelling Structures

Sharon De La Cruz | Syllabus | IMNY-UT 291 | Tues 09:00am to 12:00pm in 370 Jay St, Room 409 Meetings:14
Last updated: October 21, 2026
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This course challenges how you use technology to tell a story. We will start with storytelling linear basics and progress towards non-linear storytelling and new media arts considerations. This course is helpful for participants who want more grounding in storytelling, want to strengthen their voice, and are interested in building worlds beyond the one we currently experience. This course considers a range of mediums but does not expect you to be an expert in any; it allows you to experiment and explore different mediums throughout the semester.  

We will spend the beginning of the semester researching and engaging in small assignments based on storytelling basics, primarily focused on writing and prepping storyboards and scripts, basics of visual design, and interaction design. Our midterm will ask the class to retell the same story by translating a prose text into the medium of your choice. The last section of the course will focus on a survey of new media storytelling. Students will concentrate on a final project which asks them to present a story (original or adopted) via the medium of their choice. Final projects are critiqued based on storytelling techniques discussed in class, clarity of story, and presentation. You do not have to come in with a project in mind; however, if you do, there will be plenty of space in your final assignment to explore it, considering the techniques practiced in class.

IMA Cohort: Community is a Practice – Extended Cohort Juniors

David Rios | Blair Simmons | IMNY-UT 99 | Mon 12:20pm to 3:20pm in No Room Required (Brooklyn) Meetings:S-Special
Last updated: October 21, 2026
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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.

Intro To Wearables: Adorning the Head and Face for Communication (Topics in Physical Computing)

Daniel Ryan Johnston | Syllabus | IMNY-UT 240 | Thur 3:40pm to 6:40pm in No Room Required (Brooklyn) Meetings:14
Last updated: October 21, 2026
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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)

Interaction as Art Medium

Yeseul Song | IMNY-UT 253 | Tues 3:40pm to 6:40pm in 370 Jay St, Room 409 Meetings:14
Last updated: October 21, 2026
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While traditional forms of art such as painting and sculpture only expect intellectual communication with the spectator, interactive arts consider the audience as active participants and directly involve their physical bodies and actions. Interactive art invites its audience to have a conversation with the artwork or even be part of it. Well designed interactions add new meanings to the artwork and enhance effective and memorable communication with the viewer through their magical quality.

Artists have achieved interactivity in their art through different strategies based on various technologies. For example, some projects have physical interfaces such as buttons and knobs, some projects react to the audience’s presence or specific body movements, and yet others require collaborations between the audience as part of the interaction process. Some artwork involves interactions that require a long period of time for the engagement. In many of these interactive art projects, interaction methods are deeply embedded into the soul and voice of the work itself.

In this class, we will explore interaction as an artistic medium. We will be looking at interactive media art history through the lens of interaction and technology to explore their potential as art making tools. Every other week, you will be introduced to a new interaction strategy along with a group of artists and projects through lectures, discussions, and a field trip. During in-class labs and a mini hackathon, you will learn about relevant technologies and skills for the interaction strategies and build your own project to be in conversation with the artists and projects. You will also explore and discuss the future of interactions and how interactive art can contribute to innovations in interactions, and vice versa. You will also learn about how to contextualize, articulate, and communicate your project in an artistic way.

Technical topics covered in class include but are not limited to: physical computing, sensor research, sensor programming, interaction design, and body tracking using cameras (on p5.js), using depth cameras.

Learning Objectives
Critically approach and examine different interaction strategies in interactive artwork
Obtain sensibilities and techniques to translate abstract idea into interactive form (installations, objects, or systems) that is engaging to the audience
Experiment with innovative forms and artistic possibilities of interaction
Effectively utilizes computer programming, electronic circuit design, and sensors to complete an interactive project
Practice contextualizing and articulating artistic creations
Prerequisite

Creative Computing (IMA) or equivalent knowledge.

Course Requirements

This class meets once a week for 3 hours for 14 weeks. Class meetings consist of lectures, demos, in-class labs, reading discussions, feedback sessions for assignments, and group activities. There will be a mini hackathon and a field trip. Students are expected to actively participate in class, participate in discussions, prepare lab materials such as physical computing components, create their own projects, and turn in weekly assignments. Students are encouraged to book office hours with the instructor, GA, or ITP residents to ask questions, connect better with the class, and/or seek support.

IMA Cohort: Community is a Practice – Extended Cohort First Years

David Rios | Blair Simmons | Syllabus | IMNY-UT 99 | Mon 12:20pm to 3:20pm in No Room Required (Brooklyn) Meetings:S-Special
Last updated: October 21, 2026
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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.

User Experience Design

Rebecca Blum | Syllabus | IMNY-UT 262 | Thur 09:00am to 12:00pm in 370 Jay St, Room 411 Meetings:14
Last updated: October 21, 2026
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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 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.

Game Show Design: Buzzers, Bells, and Big Ideas (Topics in Physical Computing)

Patrick Warren | Syllabus | IMNY-UT 240 | Mon 7:00pm to 8:30pm in 370 Jay St, Room 407>Wed 7:00pm to 8:30pm in 370 Jay St, Room 407 Meetings:14
Last updated: October 21, 2026
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Explore the art and craft of game show design in this hands-on, project-based course. Students will dive into the mechanics of classic game shows, reimagining them as analog experiences, then experimenting with mashups, blending elements of two shows into classroom-ready versions that incorporate custom buzzers, Arduino-based tech, and light fabrication. For the final project, students will work collaboratively to design and produce an original game show, incorporating technologies including, but not limited to projection mapping and live-streaming. Culminating in a live performance in the NYU Performance Garage, this course challenges students to think creatively, prototype fearlessly, and engage audiences in innovative, playful ways.

Information Design

Katherine Dillon | IMNY-UT 265 | Wed 3:40pm to 6:40pm in 370 Jay St, Room 407 Meetings:14
Last updated: October 21, 2026
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This course is designed to provide students with skills including critical thinking for designing, evaluating and appreciating visual narratives. The history and current state of information design will be explored along with hands-on application of tools and visual frameworks. Class time will include lectures, exercises, discussion and critical analysis. Students will apply the skills learned in class to a final project on a topic of interest to them.

At the completion of this course, the students will:

– Think critically about information design problems and have a framework for defining, assessing, and solving them

– Develop confidence with the vocabulary of information design and the appropriate application of the visual models

– Be familiar with best-in-class examples of information design

– Understand the power of information design as a tool of communication and persuasion

IMNY-UT 3: Computational Thinking for Artists

Daniel Shiffman | IMNY-UT 3 | TBD Meetings:
Last updated: October 21, 2026
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Calling all writers, actors, cinematographers, directors, designers, dancers, performers, and any other artists who want to understand the creative potential of computation and machine learning: this course is for you. What happens when you open up a computational system, examine how it works, turn it upside down, twist it, and break it? The course will approach artificial intelligence systems not as tools for making something, but as the creative material itself. No prior programming experience is required.

Students will start with hands-on creative coding in p5.js, working from example code and curating datasets of text and images to see how algorithms offer different lenses on the source material. The second half turns to machine learning, providing a foundational understanding of how AI systems learn from data and make predictions. Starting with Teachable Machine and the ml5.js library, students will learn the entire machine learning pipeline by collecting their own images and training a custom classification model. From there, they will work with pre-trained models that track bodies, hands, and faces. Finally, the course will cover language models, and students will learn how to run open-weight models on local hardware, train a custom model with their own data, and build a simple agent. Along the way, students will work with data, probability, and statistics, ask where a model’s training data comes from and who is (and isn’t) represented in it, and critically examine these systems through their own artistic work.

Class time includes discussion of readings and artworks, student presentations, and hands-on coding workshops. Weekly exercises build toward a final project connected to the student’s own medium or passion, whether that is film, dance, drama, photography, music, writing, games, or something else entirely.

Useless Machines

Blair Simmons | IMNY-UT 272 | Mon 10:40am to 12:10pm in 370 Jay St, Room 409>Wed 10:40am to 12:10pm in 370 Jay St, Room 409 Meetings:14
Last updated: October 21, 2026
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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, esoteric.codes/, CW&T, Mimi Ọnụọha’s  Missing Data, Jacques Carelman’s Catalog of Impossible Objects, viral videos/objects and much more.

DIY Energy (Topics in Physical Computing)

Jeffrey Feddersen | Syllabus | IMNY-UT 240 | Thur 12:20pm to 3:20pm in 370 Jay Street, Room 426 Meetings:14
Last updated: October 21, 2026
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Energy is in everything, from the most ephemeral thought, to the rise and fall of civilizations and the evolution of the universe. Energy is the “universal currency” (Vaclav Smil) but also “a very subtle concept… very, very difficult to get right” (physicist Richard Feynman). It is precisely this combination of significance and subtlety that motivates the Energy class.

Understanding energy is useful, important, and fun. This class will help you see energy quantitatively and intuitively, and use that knowledge to make art, get your projects working better, and interpret the world around you.

How? Building on skills introduced in Creative Computing, we will generate and measure electricity hands-on in order to see and feel energy in its various forms. We will turn kinetic and solar energy into electrical energy, store that in batteries and capacitors, and use it to power projects. We will develop knowledge useful in a variety of areas, from citizen-science to off-grid installations, and address topics such as climate change and infrastructure access through the lens of energy. Students will build a final project using skills learned in the class.
Prerequisites: Creative Computing

Experimental Photography

Ellen Nickles | Syllabus | IMNY-UT 232 | Tues 12:20pm to 3:20pm in 370 Jay St, Room 407 Meetings:14
Last updated: October 21, 2026
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What are all the ways that you saw or made a photograph this week? How are those ways similar and different? How do those pictures function in your life and in society? What is a photograph? This course repeatedly asks these questions by using emerging computational tools to design alternative forms of making and interacting with photographs. The forms and applications of these tools, such as those for creative coding, physical computing, and AI, are explored weekly in technical tutorials and hands-on workshops. These are informed by discussions of critical debates in photography and various practitioners working with photographs, past and present. The homework includes readings, short writing responses, and photography assignments. Prerequisites: Comm Lab: HyperCinema (or similar coursework exploring communication and storytelling with digital tools) and New York’s IMA Creative Computing (or similar coursework with creative coding using the p5.js JavaScript library and programming for physical computing using Arduino microcontrollers). Note that prior experience with physical computing using the Arduino platform is required for this course. Please feel free to contact the instructor if you have any questions about the course.

Open Call (Topics in Media Art)

Keith Miller | Syllabus | IMNY-UT 260 | Thur 12:20pm to 3:20pm in 370 Jay Street Room 450 Meetings:14
Last updated: October 21, 2026
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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.

Video Art (Topics in Media Art)

Motomichi Nakamura | Syllabus | IMNY-UT 260 | Thur 12:20pm to 3:20pm in 370 Jay St, Room 412 Meetings:14
Last updated: October 21, 2026
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Video art is a time based media art form which emerged during the late 1960’s as video cameras and recorders became available to the general public.

Video art is a time based media art form which emerged during the late 1960’s as video cameras and recorders became available to the general public. In this class we will look at both the history of video art as well as new ways of implementing video and time based media installation today. The course will cover topics of projection, augmented reality, video sculpture, public art and interactive installation through a series of lectures and workshops. How do we create video artworks that are emotionally engaging with the audience while they truly represent who you are as an artist? What is a harmonious balance between art and the technologies we use? Through a series of weekly experiments and assignments, students will work with projection, video mapping and combine with various media to hack time based media into meaningful works of art. Class will be divided between lectures, guest speakers and critical discussion/presentation of work.

Designing Interfaces for Live Performance

David Rios | IMNY-UT 243 | Mon 09:00am to 10:30am in 370 Jay St, Room 409>Wed 09:00am to 10:30am in 370 Jay St, Room 409 Meetings:14
Last updated: October 21, 2026
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This course is designed to provide students with hands-on experience working with sensors and other electronics to design interfaces for a live, on stage, audio and visual performance at the end of the semester. Using Arduino, Ableton Live, and TouchDesigner, students will explore the expressive properties of physical hardware, sound, and live visuals. The forms and uses of physical computing, audio, computational media, and its application are explored weekly in both a hands on laboratory context, as well as weekly discussions of readings and existing performances.

Prerequisites: Creative Computing, Communications Lab: Hypercinema

Physical Computing

David Rios | Jesse Simpson | Syllabus | IMNY-UT 245 | Tues 12:20pm to 3:20pm in 370 Jay St, Room 408 Meetings:14
Last updated: October 21, 2026
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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.

Prerequisite: Creative Computing or equivalent programming and physical computing experience.

Jumbotron (Topics in Media Art)

Ali Santana | IMNY-UT 260 | Fri 12:20pm to 3:20pm in 370 Jay St, Room 413 Meetings:14
Last updated: October 21, 2026
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A Jumbotron is typically defined as a massive digital video display screen used in large arenas, stadiums, and outdoor public spaces for advertising and information—but what happens when we claim these massive screens for creative expression? In this course, students will reimagine large-scale video displays as canvases for public art, experimental video, and collective interactive experiences. Using cameras, microphones, and depth sensors, participants will turn one-way broadcasts into two-way participatory experiences.

Through hands-on projects, students will explore video asset creation, motion design, projection mapping, interaction and live video streaming for large displays. Lectures and discussions will examine the social impact of big screens through the lenses of media theory, propaganda, public space, surveillance, advertising, and immersive design. Working in collaborative teams, students will design site-specific visual experiences, culminating in a public showcase on the 370 Jay Street video wall.

Communications and Technology

Neeti Sivakumar | Syllabus | IMNY-UT 273 | Thur 12:20pm to 3:20pm in 370 Jay St, Room 407 Meetings:14
Last updated: October 21, 2026
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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.

Networked Media

Sam Heckle | Syllabus | IMNY-UT 223 | Tues 3:40pm to 5:10pm in 370 Jay St, Room 407>Thur 3:40pm to 5:10pm in 370 Jay St, Room 407 Meetings:14
Last updated: October 21, 2026
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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 ***

Prerequisite: Creative Computing or equivalent programming experience.

IRL/URL Performing Hybrid Systems (Topics in Media Art)

Billy Clark | Syllabus | IMNY-UT 260 | Tues 1:30pm to 4:30pm in 719 Broadway, Room 1221 Meetings:14
Last updated: October 21, 2026
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This course is a unique collaboration between the Collaborative Arts and IMA Tisch departments, and CultureHub based at La Mama. During the pandemic many performing artists moved their work online, leading to an increasing acceptance of experimental practices that their predecessors developed in on-line work for the past 30 years. In Experiments in Hybrid (IRL/URL) Performance, students will have the opportunity to design, prototype, and present collaborative projects that build on this tradition, blending both physical and virtual elements. Over the course of the semester, students will have the opportunity to study at the CultureHub studio where they will be introduced to video, lighting, sound, and cueing systems. In addition, students will learn creative coding fundamentals allowing them to network multiple softwares and devices generating real-time feedback systems. The class will culminate with a final showing that will be presented online and broadcast from the CultureHub studio.

Modeled as an accelerated intensive on methods of collaboration, students will work together in groups of 4 to produce new performance work to be presented to an invited in person and online audience. Participation in class discussions and in-class movement workshops are mandatory, and always based on each student’s physical ability. All body types and abilities are welcome and needed for this course to be successful.

The Cloud is Actually on the Ground (Topics in Media Art)

Clarinda Mac Low | IMNY-UT 281 | Wed 09:00am to 12:00pm in 370 Jay St, Room 411 Meetings:7-Second Half
Last updated: October 21, 2026
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We are surrounded by invisible networks and immersed in frictionless digital interfaces, but every action on a network and every interaction with a device has a material origin and a real-world effect. In this course we will conduct creative research, using various tools and practices to bring physical presence to the invisible networks and processes around us. The course will include one small project and one final project as well as discussions about the environmental effects of making and operating digital and networked technologies.

Introduction to Digital Fabrication

Maya Pollack | IMNY-UT 252 | Tues 09:00am to 12:00pm in 370 Jay Street Room 450 Meetings:14
Last updated: October 21, 2026
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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.

Graphic and Narrative Medicine (Topics in Media Art)

Daniel Ryan Johnston | Syllabus | IMNY-UT 260 | Tues 12:20pm to 3:20pm in No Room Required (Brooklyn) Meetings:14
Last updated: October 21, 2026
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Narrative holds a central role in the discourse of health, illness, caregiving, and disability. It also holds an increasingly growing role in clinical practice, research, and health education. This course examines its role in both Graphic Medicine and Narrative Medicine. Students will interrogate health culture through readings, observational exercises, and weekly creative practice. Additionally, students will create a final project, in any medium, communicating stories about health, medicine, and the experience of illness.

Interactive Multi-Screen Experiences (Topics in Media Art)

John Henry Thompson | Syllabus | IMNY-UT 281 | Mon 09:00am to 12:00pm in 370 Jay St, Room 410 Meetings:7-First Half
Last updated: October 21, 2026
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We experience screens daily in many forms: in our hands, on our desktops, on walls and public installations as we travel. This course will explore the creative possibilities of real-time interactive and reactive art on screens in various forms. Using the recently developed p5VideoKit we will create standalone installations. p5VideoKit is a new library of live video effects – building on p5js – presented as a dashboard for mixing video in the browser. This library allows the user to apply visual effects to live video from connected cameras and sensors or streaming from devices on the internet. p5VideoKit is open source and can be extended with the user’s p5js code for a plethora of visual effects and interactivity. One possible application of p5Videokit would be a public facing installation allowing anonymous people on the street to use their hand held devices to interact with large street facing screens, thereby collaborating on real time creation of “digital graffiti”.

Building on Creative Computing, students will learn how to adapt simple sketches into components of p5VideoKit so that algorithms can be quickly composited and orchestrated into more complex works. Students will also learn how to edit and share code beyond the p5js editor, use nodejs/javascript to automate deployment of installations, and remotely configure dedicated computers with long running installations. Several dedicated computers and screens will be available to preview installations on the floor and street facing areas of the 370 Jay Street campus.

Prerequisites: Creative Computing or equivalent coding experience.

About John Henry Thompson: http://johnhenrythompson.com

Immersive Experiences

Thomas Martinez | Syllabus | IMNY-UT 282 | Fri 3:40pm to 6:40pm in 370 Jay St, Room 409 Meetings:14
Last updated: October 21, 2026
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This course explores 3D design concepts in art, games, and interactive experiences. Topics include procedural world-building, VR, motion capture, and AI systems in screen-based multimedia. By the end of the course, students will have a strong understanding of the tools and approaches used in art-game and 3D experience design, along with a deeper awareness of how to build from their own creative voices.

The class will culminate in a student showcase of experimental and interactive 3D works. Coursework will take the form of creative and technical exercises, as well as critical responses to readings, games, and other media. Lessons are conducted using the Unity game engine, though participants are welcome to complete coursework using other tools such as Unreal Engine or web-based platforms. Some prior experience and basic familiarity with programming concepts is recommended.

Generative Filmmaking in the Age of Hypercinema (Topics in Media Art)

Anatola Araba Pabst | Syllabus | IMNY-UT 260 | Mon 5:20pm to 8:20pm in 370 Jay Street, Room 426 Meetings:14
Last updated: October 21, 2026
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The history of generative art dates back to the 20th century, with Dada and Fluxus artists using chance games and techniques to create spontaneous works of art. Today, generative art and entertainment continues to evolve with advances in artificial intelligence, but how do these advancements impact media making and the film and television industry? Video diffusion models, artificially intelligent avatars and generative soundtracks are among the emergent AI tools that can be used to create a film. This IMA and Film course will allow students to explore new tools in the creation of hypercinema. From RunwayML and Stable Diffusion to real time avatar puppeteering and virtual production, this course will provide a hands-on survey of generative media in the film industry.  How does generative AI change the way we tell stories? How do we deal with the ethical issues surrounding the use of generative media in film production? How will generative AI lead to dramatic changes in production and postproduction, distribution, and intellectual property ownership in the film industry? Class time will be split between lectures surveying the field of generative media and hands-on production using brand new tools and platforms.

Comics (Topics in Media Art)

Tracy White | Syllabus | IMNY-UT 281 | Tues 12:20pm to 3:20pm in 370 Jay Street, Room 426 Meetings:7-First Half
Last updated: October 21, 2026
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Open to anyone who wants to create comics regardless of drawing experience. Drawing experience UNNECESSARY! In this course students will learn the building blocks of comics – the myriad ways to pair words and images, panels, borders and color – by doing weekly assignments, in class drawing exercises and studying specific graphic novels, comics books and digital/interactive comics.

The last two weeks of class will be devoted to a specific project that can be combined with work in another class. Comics are a powerful medium to tell personal stories, narrative medicine stories, as a tool for advocacy, and for producing a riveting tale of your choosing. We will discuss how comics can be used for entertainment as well as a tool for change. Mostly we will MAKE COMICS.

Please bring:

A notebook of your choosing to class.
A uni ball black pen, fine tip.

Design Skills for Responsible Media (Topics in Media Art)

Art Kleiner | Syllabus | IMNY-UT 260 | Fri 12:20pm to 3:20pm in 370 Jay St, Room 408 Meetings:14
Last updated: October 21, 2026
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Generative AI and other digital media affect people in unexpected ways. This is a course in the skills of responsible design and development of all forms of media covered by IMA and ITP. We will look critically at the belief systems that affect design, and will build skills for assessing the unexpected implications and consequences of any new digital project, including generative AI projects. Together, we will create personal and group processes to bring these issues safely to the surface, and create standards and guardrails (a “calculus of intentional risk”) that you can apply to your own work and to work you do in the future. This course is structured around three comprehensive group assignments:
1. Group project: Produce a case study of an ethical dilemma in a real-world tech company, based on news reports and other sources. How did this dilemma come about? How did the company respond? What could they have done differently? We will discuss these cases, and others, in class.
2. Group or solo project: Produce work in any format [not too elaborate] that brings an ethical issue to light.
3. Solo project: Propose a design practicum – a set of ethical standard – that would help you evaluate the impact of one or more pieces of your own work (or someone else’s you know well). Use this “calculus of intentional risk” to explore how you would change the design and use of these projects.
The class lectures will cover themes related to these three assignments, drawing on the instructors’ extensive research in the fields of organizational and technological ethics and responsibility. The recently published book, The AI Dilemma: The 7 Principles of Responsible Technology, will be one resource for the class. We will also draw on work on responsible technology going on elsewhere throughout NYU.

Caring for Media Arts (Topics in Media Art)

Regina Harsanyi | IMNY-UT 281 | Mon 3:40pm to 6:40pm in 370 Jay St, Room 411 Meetings:7-Second Half
Last updated: October 21, 2026
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Drawing on the instructor’s experience as a preventive conservator and curator of time-based and digital media, this course shares strategies for proactive preservation of artworks in contemporary practices for artists. Students will learn how thoughtful documentation and technical awareness can sustain the integrity and longevity of complex artworks over time, addressing the material and digital vulnerabilities that arise from inadequate planning.

Each week, students will examine conservation case studies to understand the practical and ethical challenges of maintaining variable and evolving media. Through hands-on projects, they will apply preservation workflows to their own works-in-progress or existing projects.

Students will:

Conduct technical questionnaires and develop detailed process documentation.

Establish file naming and organizational systems suited to sustainable studio practice.

Select appropriate file formats and plan for long-term storage and migration.

Identify material vulnerabilities across digital and physical components of their work.

Engage with foundational material science principles relevant to artists and media practitioners.

Participate in collaborative preservation exercises by documenting peers’ projects and implementing shared archival protocols.

By the end of the course, students will have developed adaptable workflows that reinforce a collective responsibility to preserve contemporary art as a living, evolving practice.

Critical Experiences

Rosalie Yu | IMNY-UT 206 | Thur 09:00am to 12:00pm in 370 Jay St, Room 407 Meetings:14
Last updated: October 21, 2026
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​​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.

Computational Image Deconstruction (Topics in Media Art)

Alan Winslow | IMNY-UT 260 | Wed 5:20pm to 8:20pm in 370 Jay St, Room 410 Meetings:14
Last updated: October 21, 2026
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This class explores how as creatives, we can take the wealth of data that each still image contains and re-purpose it. In the first few weeks of the course, students will develop an understanding of technical and creative photographic techniques through lectures, hands-on assignments, and critiques. As the class progresses, students will develop a series on a particular topic of interest (portraits, architecture, street photography). Using p5js we will explore simple scripts to extract information or manipulate the images (what are the most represented colors in the photos? What are the RGB values that make up the image? Can we add movement to the picture?). At the end of the course, students will present their series.

Prerequisite: Creative Computing
About Alan Winslow: www.alanwinslow.com

Reclaimed Matter (Topics in Fabrication)

Andrew Harrison | IMNY-UT 251 | Mon 10:40am to 12:10pm in 370 Jay St, Room 410>Wed 10:40am to 12:10pm in 370 Jay St, Room 410 Meetings:7-Second Half
Last updated: October 21, 2026
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A hands-on studio course exploring how interactive media design can emerge directly from the
behaviors, histories, and affordances of reclaimed materials. The class asks: What can we learn
from the objects we already have? How can discarded matter guide form, interaction, and
meaning? Students will work primarily with found, reused, and surplus materials to investigate
how material qualities shape sculptural and interactive possibilities.
Students will hone skills in basic fabrication (wood, plastics, light metal, hand tools) and develop
a sculptural way of thinking grounded in responsiveness to materials. Climate awareness and
technological obsolescence form an important conceptual background: we examine the
environmental impact of fabrication and the cultural logic of disposability while building tactile,
interactive objects that propose alternative modes of making. By the end of the semester,
students will understand how to let material agency inform interactive design and will produce
work that integrates sustainability, form, and user experience.

Communications Lab

Ami Mehta | Syllabus | IMNY-UT 102 | Tues 5:20pm to 8:20pm in 370 Jay St, Room 408 Meetings:14
Last updated: October 21, 2026
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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

Big Ideas in the History and Future of Technology (Topics in Media Art)

Theodora Rivendale | Syllabus | IMNY-UT 260 | Mon 7:00pm to 8:30pm in 370 Jay St, Room 409>Wed 7:00pm to 8:30pm in 370 Jay St, Room 409 Meetings:14
Last updated: October 21, 2026
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This class will provide students with a critical perspective on contemporary issues in media technologies and discuss the history, controversies, consequences, and ethical questions in emerging media. The first half of the class charts a history of media technologies from the 1940s to the present, focusing on the idealogical and social conditions that led to the creation of the technologies that exist now. The second half examines possible futures, and the tools we can use to predict (and build) those futures.

Instructor Website: http://alden.website

Introduction to Fabrication

Molly Ritmiller | Phil Caridi | Syllabus | IMNY-UT 242 | Wed 09:00am to 12:00pm in 370 Jay Street Room 450 Meetings:7-First Half
Last updated: October 21, 2026
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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.

Capstone

Blair Simmons | Christina Dacanay | Rashida Kamal | Allison Parrish | Syllabus | IMNY-UT 400 | Mon 12:20pm to 1:50pm in 370 Jay St, Room 408>Wed 12:20pm to 1:50pm in 370 Jay St, Room 408 Meetings:14
Last updated: October 21, 2026
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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!

3D in the Browser (Topics in Media Art)

Aidan Nelson | IMNY-UT 260 | Thur 12:20pm to 3:20pm in 370 Jay St, Room 413 Meetings:14
Last updated: October 21, 2026
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3D in the Browser provides students with a foundation for designing and creating engaging 3D web experiences from the ground up. Students will learn aspects of 3D web programming through a series of practical exercises – drawing inspiration (as well as photos, video, audio, 3D captures, “gaussian splats” and more) from their own lives together into a series of mini-sites.   Project outcomes might include elements of collage, self-portrait, and experimental interactivity, with a focus on bringing meaningful content together in space, developing a personal aesthetic sensibility and learning to work creatively within constraints.

On the technology side, students will develop a familiarity with the three.js Javascript library for 3D rendering, techniques for gathering and preparing media content for the web, and the creative potential of emerging machine learning / artificial intelligence-enabled approaches to 3D capture (Gaussian Splats) and 3D mesh generation within this space.

Creative computing or equivalent web programming experience is a prerequisite.

Introduction to Assistive Technology

Holly Cohen | Syllabus | IMNY-UT 241 | Mon 5:20pm to 8:20pm in No Room Required (Brooklyn) Meetings:7-First Half
Last updated: October 21, 2026
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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.

Animation: Methods of Motion

Patrick Warren | Syllabus | IMNY-UT 288 | Tues 7:00pm to 8:30pm in 370 Jay St, Room 409>Thur 7:00pm to 8:30pm in 370 Jay St, Room 409 Meetings:14
Last updated: October 21, 2026
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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.

The Nature of Code: Emergence (Topics in Computation and Data)

Lenin Compres | Syllabus | IMNY-UT 220 | Thur 5:20pm to 8:20pm in 370 Jay St, Room 412 Meetings:14
Last updated: October 21, 2026
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Can we capture the unpredictable evolutionary and emergent properties of nature in software? Can understanding the mathematical principles behind our physical world help us to create digital worlds?  This course covers the first six chapters of Daniel Shiffman’s The Nature of Code, introducing how motion and behavior emerge from simple physical rules. Students will explore randomness, noise, vectors, forces, oscillations, autonomous agents, and particle systems.  Through hands-on coding projects in JavaScript and p5.js, students learn to translate natural forces into digital motion, bridging physics, art, and computation to create lifelike kinetic systems. The course concludes with a look ahead to the book’s later chapters, which move beyond motion into emergent complexity and offer a glimpse of how similar principles give rise to intelligence and self-organization.

Prerequisites: Creative Computing

Collective Narrative

Lily Crandall | Syllabus | IMNY-UT 286 | Mon 3:40pm to 6:40pm in 370 Jay St, Room 409 Meetings:14
Last updated: October 21, 2026
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This two-point workshop is centered on the examination and creation of collective storytelling environments. We will examine a wide-range of storytelling spaces including participatory and user-generated environments, site-specific works, community based arts practices, and transmedia storytelling. Coursework consists of weekly multimedia assignments to reflect on storytelling in our own lives and the lives of others, field trips, and student presentations. By the end of this course, students will have experienced and experimented with alternative, collaborative, and site-specific storytelling methods.

Living Archives: Finding Stories of Peoples, Plants and Places (Topics in Media Art)

Tanika Williams | Syllabus | IMNY-UT 260 | Fri 12:20pm to 3:20pm in 370 Jay St, Room 409 Meetings:14
Last updated: October 21, 2026
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How can plants and food help us understand our family history?

Plants, like people, are intelligent life forms that hold memory and transmit knowledge. In this course, students examine the evolution of botany alongside the rise of colonization to draw parallels between the policies and practices that shaped their family migrations. With the aid of edible medicinal plants and traditional recipes, students research their histories and curate cultural archives that tell complex stories of belonging and longing.

Participants will learn how to grow medicinal plants, employ ethical research practices, and develop their family archives.

Students will begin by examining various ways plants establish communities across the planet and studying the complex chemical and social lives of plants. Next, learners will parallel postcolonial theories of plants and peoples to connect the ways plants, like humans, seeded themselves across the globe for survival. Finally, students will incorporate primary sources from the family narrative, oral history, and government archives to help students visualize botanical imprints on their ethnic, racial, and national identities.

Learners will survey the research of botanists, horticulturalists, folk medicine practitioners, and urban gardeners. The works of Alice Walker, Toni Morrison, Jamaica Kincaid, and Fred Moten will provide the course’s literary foundation. The art practices of Fred Wilson, LaToya Ruby Frazier, Alison Janae Hamilton, and Deb Willis will create avenues for social art exploration. Importantly, students will read research from a cross-section of postcolonial theorists challenging Western cartography and naming conventions of land.

Chatbots for Art’s Sake

Carrie Sijia Wang | IMNY-UT 233 | Tues 2:00pm to 3:30pm in 370 Jay St, Room 409>Thur 2:00pm to 3:30pm in 370 Jay St, Room 409 Meetings:14
Last updated: October 21, 2026
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This course is designed to repurpose existing chatbot technologies and use them for the sake of art. Comprising technical labs, design workshops, thematic seminars, and creative project development, it offers an exploration of the historical, present, and future dimensions of conversational AI; and the various roles AI has played and could play in human society. Students will delve into the design elements of conversational AI, and learn to use different techniques— such as RiveScript, p5.speech, APIs, Markov Chains, and Language Models—to create functional and artistic chatbots. The course expects students to conduct research and complete creative assignments, encouraging them to express their unique artistic visions.

Design Research (Topics in Design)

Akshay Verma | IMNY-UT 0270 | TBD Meetings:
Last updated: March 23, 2026
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Design research asks: How do we truly understand the people we are designing for? What do their motivations, behaviors, and needs reveal about opportunities for innovation? In this hands-on, studio-style course, students will gain practical experience across the full research cycle: framing strong questions, recruiting participants, conducting fieldwork through interviews, diary studies, surveys, and usability tests, and making sense of both qualitative and quantitative data. They will hone the skills of observation, listening, synthesis, and storytelling–turning raw data into insights that not only guide design decisions but also ground technology in humanity, ensuring that what we create reflects and respects real human experience.

Introduction to 3D Printing

Xuedi Chen | Syllabus | IMNY-UT 244 | TBD Meetings:7-First Half
Last updated: March 23, 2026
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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.)

Mobile Application Development (Topics in Computation and Data)

John Henry Thompson | Syllabus | IMNY-UT 220 | TBD Meetings:14
Last updated: March 23, 2026
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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.

Prerequisite: Creative Computing or equivalent programming experience, and willingness to learn Apple’s Swift programming language.

IMA Cohort: Community is a Practice

Blair Simmons | Syllabus | IMNY-UT 99 | TBD Meetings:14
Last updated: March 23, 2026
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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.

Real-Time Media

Carrie Sijia Wang | Syllabus | IMNY-UT 285 | TBD Meetings:14
Last updated: March 23, 2026
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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

Gregory Trefry | Syllabus | IMNY-UT 290 | TBD Meetings:14
Last updated: March 23, 2026
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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.

Introduction to Machine Learning for the Arts

Yining Shi | Syllabus | IMNY-UT 224 | TBD Meetings:14
Last updated: March 23, 2026
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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 generative models including text generation models and image generation models. Principles of data collection and ethics are introduced. Weekly assignments, team and independent projects, and project reports are required.

Some experience and basic familiarity with programming is a plus, but not required.

Information Design (Topics in Design)

Katherine Dillon | Syllabus | IMNY-UT 270 | TBD Meetings:14
Last updated: March 23, 2026
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Information Design Introduces students to the art and science of transforming complex data into clear, compelling visual narratives. Students explore fundamental principles of information design while developing practical skills in data analysis and visual representation. Through hands-on projects, students learn to craft effective charts, diagrams, and maps that communicate complex information with clarity and purpose. The course emphasizes both technical proficiency and storytelling, teaching students to select appropriate visualization methods and combine them into cohesive narratives that engage and inform their audience. By the end of the course, students will have developed a robust toolkit for turning raw data into meaningful visual experiences.

At the completion of this course, the students will:

– Think critically about information design problems and have a framework for defining, assessing, and solving them

– Develop confidence with the vocabulary of information design and the appropriate application of the visual models

– Be familiar with best-in-class examples of information design

– Understand the power of information design as a tool of communication and persuasion

Internet Famous

Zoe Fraade-Blanar | Syllabus | IMNY-UT 201 | TBD Meetings:14
Last updated: March 23, 2026
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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.

The Code of Music

Luisa Pereira | Syllabus | IMNY-UT 222 | TBD Meetings:14
Last updated: March 23, 2026
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This course explores how sound, code, and interaction can merge to create musical experiences that invite listeners to shape the music, not just hear it. Students create a series of browser-based musical systems that respond to users, incorporate randomness, and draw patterns from existing music.

We begin by creating a series of audio-visual interfaces—an instrument, a score/mixer, and a loop-based piece—that invite deeper listening through play. Incorporating elements of sound and music production, these projects turn tools normally hidden in the studio into interactive spaces where listeners, performers, and audiences can engage with music in new ways. From there, we dive into the inner workings of music, examining how sound organizes into rhythm, melody, timbre, and harmony, and how these patterns can be expressed in code. Students design interactive studies on each musical element, reimagining tools like drum machines, sequencers, and synthesizers into experimental, playful, or educational systems that incorporate creative coding, machine listening, and machine learning techniques. 

Classes combine lectures, coding tutorials, listening sessions, design exercises, and discussions of existing interfaces. Throughout, students bring their own musical sensibilities into the work while developing their creative coding skills using p5.js and Tone.js. Students regularly share work and receive feedback, using input from the class to develop and iterate on their ideas. The semester culminates in an interactive or generative piece that builds on the semester’s studies, documented through sketches, demos, and code.

About Luisa Hors: www.luisapereira.net/

Prerequisite: Creative Computing (IMNY-UT 101)

Front-End Web

Lenin Compres | Syllabus | IMNY-UT 228 | TBD Meetings:14
Last updated: March 23, 2026
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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. 

Prerequisite: Creative Computing or equivalent programming experience.

Creative Computing

Dan O'Sullivan | Syllabus | IMNY-UT 101 | Tues 3:40pm to 6:40pm in 370 Jay St, Room 412 Meetings:14
Last updated: March 23, 2026
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What can computation add to human communication? Creating computer applications, instead of just using them, will give you a deeper understanding of the essential possibilities of computation. Conversely, excitement about your project ideas for using computation will best propel your acquisition of skills necessary to realize those ideas.  In this class you will learn to program the computer even if you have never coded before. But more importantly you will learn to develop a “why to program” the computer, at a personal level and a societal level.

Each week there are two small assignments, one to go further creatively with a technology introduced in class the week before, and one to respond with a blog post to writing prompts and short readings, podcasts or videos. Class time is divided into three parts, conceptual discussions of the students’ writing posts, a quick review of students’ “making” assignments, and then a workshop session getting the “hello world” of the next technical skill working before leaving class so you are ready to take it in a more creative direction during the week. 

The primary language used to teach the basics of repeat loops, variables, if statements, functions, arrays, and objects is javascript using the p5.js library.  Beyond that, the topics in the class keep up to date on the most fun and interesting new technologies, from Physical Computing to Machine Learning, to help students learn how, and more importantly, why to program the computer.

Creative Approaches to Emerging Media

Ami Mehta | Syllabus | IMNY-UT 205 | TBD Meetings:14
Last updated: March 23, 2026
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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 or equivalent programming experience and Communications Lab: Hypercinema or equivalent media production experience is required.

Re-Plasticing (Topics in Fabrication)

Molly Ritmiller | Syllabus | IMNY-UT 251 | TBD Meetings:7-Second Half
Last updated: March 23, 2026
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The central focus of this fabrication class is ‘replasticing.’ Replasticing: the act of remaking/reforming single use plastic into new objects.

In addition to learning about plastic’s properties, various forms and history, students will also learn how to fabricate and 3D Print PLA Plastic, DIY recycle and use extruders and injection molds to recast “waste” plastic in their class projects. Students will then take a close look at the waste stream in NYC and Brooklyn, and research the end-of-life cycle for plastics.

The class will culminate in a collaborative project contributing to and creating new solutions for the Tandon Makerspace in managing their excess of PLA 3D print waste. Solutions can be anything from designing recycled plastic objects and tools, to systems for community engagement and efficient processing of the PLA scraps in the Makerspace.

By creating opportunities for communities to have access to DIY recycling, we will re-imagine waste; re-configure design practices; and re-value plastic’s potential in a circular economy.

Prerequisites: Intro to Fabrication

Adapting Everyday Items (Topics in Physical Computing and Experimental Interfaces)

Holly Cohen | Syllabus | IMNY-UT 248 | TBD Meetings:7-First Half
Last updated: March 23, 2026
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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.

Intro to Fabrication

Molly Ritmiller | Syllabus | IMNY-UT 242 | TBD Meetings:7-First Half
Last updated: March 23, 2026
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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.

Public Installations for Social Connection: Make Friends Everywhere! (Topics in Media Arts)

Staff | Syllabus | IMNY-UT 260 | TBD Meetings:
Last updated: March 23, 2026
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In an era where digital connections dominate our social interactions, public spaces have become increasingly isolating. Make Friends Everywhere is a seven-week course designed to explore how interactive art installations and other projects can transform public spaces into hubs of spontaneous or deliberate social connection. This course teaches students how to design interactive experiences that encourage encounters, spark conversations, and evoke shared poetic moments in everyday public life. Make Friends Everywhere! is more than just a design course—it’s a movement to reclaim public spaces as places of connection, wonder, purpose, and human interaction. Through thoughtful design and creative experimentation, we can create compelling moments that bring strangers together and remind us of the magic of real-world encounters.

Projection Mapping (Topics in Media Art)

CHIKA | Syllabus | IMNY-UT 260 | TBD Meetings:14
Last updated: March 23, 2026
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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.

Three.js for Makers (Topics in Media Art)

Brian Ho | Syllabus | IMNY-UT 281 | TBD Meetings:7-Second Half
Last updated: March 23, 2026
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In this increasingly online world, the internet has proven to be a powerful tool that can connect us with one another, host meaningful experiences, and provoke critical thinking. In this class, students will have an opportunity to learn about breaking out of the 2D web page and the fundamentals of working with 3D on the web. This course hopes to introduce new avenues for creative expression and experimentation via the web and promote learning practical web development skills through experiential learning. Students will use Three.js to create dynamic and immersive web-based experiences that push the boundaries of what is possible online. Creative Computing or equivalent familiarity with programming is a plus, but not required for this course.

Metaphors of AI (Topics in Media Art)

Clay Shirky | Syllabus | IMNY-UT XXXX | TBD Meetings:
Last updated: March 23, 2026
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This seminar explores the history and current representations of conversational AI — robot, therapist, friend, disembodied brain, parrot, and so on.

George Box’s famous observation that ‘All models are wrong, but some models are useful’ applies to our understanding of AI. Since the mechanism and details of AI are too various and strange for most users to approach directly, the nearly universal impulse, since Turing’s imitation game, is to substitute “if it walks like a duck” tests to ask whether an AI is smart, empathetic, caring, human, and so on.

However, every metaphor hides some details while distorting others, every such substitution provides both value and risk. Telling people they can think of AI as a partner, an assistant, an intern, or a servant already changes which affordances and interaction patterns they will and won’t assume the tool offers. And that’s before we get to parrot, golem, centaur, or digital god, or to questions about whether we assume that the tools do or don’t have humanity, or gender.

The goal of the class is not to understand AI’s “true” nature — hyperobjects have no such thing — but to see that all choices of comparison and analogy come with tradeoffs, and that the metaphors now in wide circulation have ramifications for how hundreds of millions of users regard their use of these tools.

This is a reading- and writing-intensive class. Students are expected to use AI tools in order to form educated opinions; assignments will be written work plus oral presentations on how representations of AI can affect user behavior.

New Portraits (Topics in Media Art)

Alan Winslow | Syllabus | IMNY-UT 281 | TBD Meetings:7-Second Half
Last updated: March 23, 2026
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“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 various volumetric capture systems, including Depth Kit, Evercoast, Polycam, and Gaussian splatting. Through hands-on assignments, students will learn the entire pipeline of volumetric capture, from configuring the systems 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. Students will gain proficiency in the systems to produce high-quality volumetric portraits that can be integrated into different mediums, including game engines, augmented reality (AR), or traditional 2D outputs.

Communications Lab: Hypercinema or equivalent experience in time-based media and game engine fundamentals is required.

eTextiles & Physical Computing (Topics in Media Art)

Nicole Yi Messier | Syllabus | IMNY-UT 281 | TBD Meetings:7-Second Half
Last updated: March 23, 2026
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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)

Content Strategy (Topics in Media Art)

Art Kleiner | Syllabus | IMNY-UT 260 | TBD Meetings:14
Last updated: March 23, 2026
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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.

AI for Creatives (Topics in Media Art)

Tyler Peppel | Syllabus | IMNY-UT 281 | TBD Meetings:7-First Half
Last updated: March 23, 2026
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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.

CNC and More (Topics in Fabrication)

Phil Caridi | Syllabus | IMNY-UT 250 | TBD Meetings:14
Last updated: March 23, 2026
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Take your digital fabrication skills to the next level. This class will focus on 3-axis CNC, 4-axis CNC, the Shaper Origin, the Bantam Desktop Mill, Metal Laser Cutting, advanced handheld router techniques, and the wood lathe. This course will also focus on exploring design considerations for digital fabrication.

Creating With Cardboard (Topics in Fabrication)

si23 | IMNY-UT 251 | TBD Meetings:7-First Half
Last updated: March 23, 2026
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Ubiquitous, inexpensive, and often overlooked, cardboard can serve a wide variety of purposes. This two-credit studio class will familiarize students with this sustainable material while exploring its unique virtues and challenges. We will utilize techniques borrowed from disciplines such as sewing, woodworking, sculpture, packaging, origami, and papercraft. Projects will range from temporary, three-dimensional prototypes to sturdy, scalable finished products.

Typography and Technology (Topics in Design)

Kelli Anderson | Syllabus | IMNY-UT 270 | TBD Meetings:14
Last updated: March 23, 2026
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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.

Anatomy of Truth (Topics in Design)

Yuliya Parshina-Kottas | Syllabus | IMNY-UT 271 | TBD Meetings:7-First Half
Last updated: March 23, 2026
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This course will explore current and historical misinformation, disinformation and propaganda campaigns in the global media landscape through the lens of visual information design. Students will identify misleading and malignant visual content in online and broadcast media and analyze it using a design framework grounded in information design principles, visual storytelling concepts, user research practices and journalistic ethics. Working in groups, students will apply the same design framework to create a media literacy campaign addressing a specific misinformation, disinformation or propaganda trend.