Course syllabus adopted 2023-02-02 by Head of Programme (or corresponding).
Overview
- Swedish nameTangible interaction
- CodeCIU180
- Credits7.5 Credits
- OwnerMPIDE
- Education cycleSecond-cycle
- Main field of studyComputer Science and Engineering, Software Engineering
- ThemeMTS 4.5 c
- DepartmentCOMPUTER SCIENCE AND ENGINEERING
- GradingTH - Pass with distinction (5), Pass with credit (4), Pass (3), Fail
Course round 1
- Teaching language English
- Application code 23112
- Maximum participants40 (at least 10% of the seats are reserved for exchange students)
- Open for exchange studentsYes
Credit distribution
Module | Sp1 | Sp2 | Sp3 | Sp4 | Summer | Not Sp | Examination dates |
---|---|---|---|---|---|---|---|
0111 Written and oral assignments 3.5 c Grading: TH | 3.5 c | ||||||
0211 Project 4 c Grading: TH | 4 c |
In programmes
Examiner
- Morten Fjeld
- Full Professor, Interaction Design and Software Engineering, Computer Science and Engineering
Eligibility
General entry requirements for Master's level (second cycle)Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.
Specific entry requirements
English 6 (or by other approved means with the equivalent proficiency level)Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.
Course specific prerequisites
To be eligible for the course the student must have a Bachelor degree of 180 credits. Special requirements are the course CIU176 Prototyping in interaction design 7.5 credits or equivalent and a course in Human - computer interaction 7.5 credits.Aim
After the course you will be able to demonstrate skills and knowledge in tangible interaction design and physical computing, and have developed critical thinking skills concerning tangible interaction techniques, strategies, and design processes.Learning outcomes (after completion of the course the student should be able to)
Knowledge and understanding
- demonstrate skills and knowledge on how computational technology can be used as a material for design of interactive systems.
- demonstrate skills and knowledge in human cognition and motor skills. Gain experience in how such skills and knowledge can guide the design and evaluation of tangible user interfaces.
- demonstrate skills and knowledge drawing on theory and history of tangible interaction.
Skills and abilities
- design and realize interactive prototypes using tangible interface components
- make sensible and economic use of advanced components and corresponding techniques
- reflect on the relation between spatiality, form, and temporality in tangible interaction design.
Judgement and approach
- criticize and discuss computer-based tangible artifacts
- question in what way computational technology is shaping our present and future society and way of life
- reflect on sustainability issues such as energy consumption and material waste caused by novel computational systems and devices.
Content
The course tangible interaction puts the skills and knowledge acquired in the prototyping course into an applied context. Tangible interaction deals with computational technology and services, as they are part of our everday lives. The course offers both theoretical and practical educational modalities. Lectures will present theory and development of tangible interaction and draws from research and commercial practice. Technologies such as sensors, actuators and smart materials are presented from a perspective of human interaction and use.Organisation
Education is performed through lectures, workshops, group project and a written individual essay.Literature
See separate literature list.Examination including compulsory elements
The course is examined through two modules, namely 1. Project 4 credits (F, 3, 4, 5) and 2. Individual written home essay 3.5 credits (F, 3, 4, 5).
To pass the course you must participate actively in all parts of the course. Assessment is based on a group project performed in the studios, as well as an individual home essay.
Learning outcome is examined as following:
Knowledge and understanding
Demonstrate skills and knowledge on how computational technology can be used as a material for design of interactive systems.
Examination form:
- project evaluation
- control of active participation
Demonstrate skills and knowledge in human cognition and motor skills. Gain experience in how such skills and knowledge can guide the design and evaluation of tangible user interfaces.
Examination form:
- project evaluation
- evaluation of individual written home essay
Demonstrate skills and knowledge drawing on theory and history of tangible interaction.
Examination form:
- evaluation of individual written home essay
Skills and abilities
Design and realize interactive prototypes using tangible interface components.
Examination form:
- project evaluation
- control of active participation
Make sensible and economic use of advanced components and corresponding techniques.
Examination form:
- Control of active participation
Reflect on the relation between spatiality, form, and temporality in tangible interaction design.
Examination form:
- project evaluation
- evaluation of individual written home essay
Judgement and approach
Criticize and discuss computer-based tangible artifacts.
Examination form:
- evaluation of individual written home essay
Question in what way computational technology is shaping our present and future society and way of life.
Examination form:
- Evaluation of individual written home essay
Reflect on sustainability issues such as energy consumption and material waste caused by novel computational systems and devices.
Examination form:
- project evaluation
- evaluation of individual written home essay
The course examiner may assess individual students in other ways than what is stated above if there are special reasons for doing so, for example if a student has a decision from Chalmers on educational support due to disability.