Course syllabus for Tangible interaction

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

0111 Written and oral assignments 3.5 c
Grading: TH
0 c0 c3.5 c0 c0 c0 c
0211 Project 4 c
Grading: TH
0 c0 c4 c0 c0 c0 c

In programmes

Examiner

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.