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    Topics in ITP: Innovation at Speed

    How do you get more teens to participate in sport? Ensure that generative AI tools don’t perpetuate bias? Or make the process of renting a car suck less? These are some the big, broad questions you’ll tackle as part of this course. 

    The format: Each week you’ll be tasked with a new, real-world challenge to address as part of a team. To help you, subject-matter experts in research, strategy and design will share valuable, relevant knowledge and frameworks for you to pressure-test. Your team will be expected to use these frameworks to break-down the problem, ideate quickly and present-back solutions. The form and shape of these solutions is for you to define. The only limitation is time. 

    The goal is to help you hone your skills through rapid, practical application, while also exposing you to new methodologies and expertise that can elevate your craft. Innovation is a practice, not just a process, and at the end of 7 weeks we hope you’ll be more confident approaching ambiguous questions and working with others to shape new, unexpected solutions. 

    We can’t predict the future, but we know the questions we’ll need to collectively solve will only become bigger, and more urgent. This is a bootcamp for everyone and anyone who’s up for taking them on.


    Topics in ITP: Music Design and Discovery

    Students will gain competency in the music production and performance software Ableton Live through a series of creative exercises. These exercises are heuristics in the sense that they’re designed to help students find well-formed musical solutions quickly and improvisationally, without presupposing a background in musical theory or performance.

    I’ll introduce these technical topics alongside their artistic applications: audio editing (collage), midi (rhythm/melody/harmony), synthesis and effects (sound design), randomness (generative systems design), recording, and interfacing with external sensors, controllers and data (instrument design).

    Weekly assignments will solidify skills explored in class.


    Topics in ITP: Real World Client Centered Design Studio

    At its most wondrous, ITP is a lavish imaginarium rich with abundant opportunity for individual creative expression. But outside the walls of 370 Jay, reality awaits. Post graduation most creative engagements will be work for hire entangled by the unique wants, needs, and desires of multiple parties, not least of which: the client.

    This is a production-focused class predicated on satisfying a brief from a real-world client. The brief will likely come with its own set of specific, prescriptive requirements. As a collective, we will be tasked with the design and fabrication of an experiential interactive the scale and depth of which warrants a life of its own beyond the confines of ITP. Together, we will engage in a semester-long exercise in project planning, resource allocation, project management, and client relations born of concrete expectations and deliverables. We’re putting the Professional back into Master of Professional Studies.

    This class is open to 2nd year graduate students only. To be considered you must submit an application. Students will interview and submit a portfolio for review. Ideal candidates are multidisciplinary; the sum of their contribution to the class will be a function of more than one kind of work. Resource scheduling and allocation are a significant part of this exercise, ensuring the load is distributed equitably across all class members. We’re targeting 2nd year students and running the class in the Fall so as to give students an opportunity to develop skills and practices that hold them in good stead when thesis transitions to production.


    Programming with Data

    Data is the means by which we turn experience into something that can be published, compared, and analyzed. Data can facilitate the production of new knowledge about the world—but it can also be used as a method of control and exploitation. As such, the ability to understand and work with data is indispensable both for those who want to uncover truth, and those who want to hold power to account. This intensive course serves as an introduction to essential computational tools and techniques for working with data. The course is designed for artists, designers, and researchers in the humanities who have no previous programming experience. Covered topics include: the Python programming language, Jupyter Notebook, data formats, regular expressions, Pandas, web scraping, relational database concepts, simple data visualization and data-driven text generation. Weekly technical tutorials and short readings culminate in a self-directed final project.

    Prerequisite: ICM / ICM: Media (ITPG-GT 2233 / ITPG-GT 2048)


    Shared Minds

    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 works as a medium to capture and share that experience. Class time is evenly divided between conceptual discussions around psychology of media, looking at student work and learning coding skills for the following week.

    On the technical side, the class gently picks up from ICM moving away from P5 to create 2D interfaces with vanilla javascript in an environment of Visual Studio Code, Github and Copilot. It moves to 3D using the three.js library, and to 4D by adding persistence (and sharing) using Firebase databases. With machine learning APIs and optionally Python Colab Notebooks the class then moves into hyperdimensional space using embeddings to navigate and compare within it. Finally the class returns to 2D or 3D to reach your body using UMAP dimensions reduction and embodied interfaces like VR, ML5 or P5LiveMedia. These are all web technologies (game engines will not work for this class). Each week students are expected to produce a quick sketch playing with the tech and imagine its application as a tool of improved communication.

    In tandem with this technical journey each week there are conceptual readings and prompts asking students about how the technology aligns with the way they think. In a short blog post students are asked to take a critical look for the shortcomings of existing computational media and for ways we can make better media for connecting people with a better understanding of the mind. At the end of the semester students work on a final project using some or all of the concepts and technologies from the class.

    Prerequisite: ICM / ICM: Media (ITPG-GT 2233 / ITPG-GT 2048)


    Topics in ITP: The Art of Projection Mapping

    The course aims to teach the technical and artistic aspects of
    Projection Mapping, enabling the creation of immersive and
    experiential art installations. The focus extends beyond acquiring the
    necessary technical skills for producing Projection Mapping works; it
    also emphasizes the effective use of the medium to bring concepts to
    life. Encompassing various types of projection mapping, such as
    outdoor mobile projection, interactive wall, and holographic
    projection, the curriculum encourages students to experiment with the
    medium as much as possible. The goal is to produce work that
    authentically represents each artist and achieves a harmonious balance
    between art and the technologies they employ.


    Project Development Studio

    This is an environment for students to work on their existing project ideas that may fall outside the topic areas of existing classes. It is basically like an independent study with more structure and the opportunity for peer learning. This particular studio is appropriate for projects in the area of interactive art, programing, physical computing and digital fabrication. There are required weekly meetings to share project development and exchange critique. Students must devise and then complete their own weekly assignments updating the class wiki regularly. They also must present to the class every few weeks. When topics of general interest emerge, a member of the class or the instructor takes class time to cover them in depth. The rest of the meeting time is spent in breakout sessions with students working individually or in groups of students working on related projects.