Course syllabus adopted 2022-02-01 by Head of Programme (or corresponding).
Overview
- Swedish nameMobile computing: design och implementering
- CodeCLS055
- Credits7.5 Credits
- OwnerMPIDE
- Education cycleSecond-cycle
- Main field of studyComputer Science and Engineering, Software Engineering
- DepartmentCOMPUTER SCIENCE AND ENGINEERING
- GradingTH - Pass with distinction (5), Pass with credit (4), Pass (3), Fail
Course round 1
- Teaching language English
- Application code 23136
- Maximum participants50
- Block schedule
- Open for exchange studentsYes
Credit distribution
Module | Sp1 | Sp2 | Sp3 | Sp4 | Summer | Not Sp | Examination dates |
---|---|---|---|---|---|---|---|
0121 Project 3.5 c Grading: TH | 3.5 c | ||||||
0221 Written and oral assignments 4 c Grading: TH | 4 c |
In programmes
- MPIDE - INTERACTION DESIGN AND TECHNOLOGIES, MSC PROGR, Year 1 (compulsory elective)
- MPIDE - INTERACTION DESIGN AND TECHNOLOGIES, MSC PROGR, Year 2 (elective)
Examiner
- Olof Torgersson
- Senior Lecturer, 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
- A bachelors degree of 180 credits- Object-oriented programming (7,5 credits) or equivalent
- At least one of the following or equivalent (7,5 credits):
-- TDA486 Human-Centred Design
-- TDA498 Interaction Design Methodology
-- TDA493 Graphical Interfaces
-- DAT157 Designing User Experiences
-- DAT420 Human-Computer Interaction
Aim
Students who pass this course should be able to appreciate, create, and study mobile computing artifacts, at a level where they are able to self-sufficiently contribute to both commercial and academic projects.
Learning outcomes (after completion of the course the student should be able to)
Knowledge and understanding
describe how mobile computing is defined and distinguished from other kinds of computing applications.
describe what competences and resources are necessary for creating and utilizing mobile applications at different scales, for different purposes (e.g. startup, enterprise, agency, freelance, artistic, altruistic, and research projects).
interpret and explain relevant technological and contextual trends in commercial value creation and academic research.
describe the latest technological research on mobile computing, and explain why research and commercial applications may diverge.
describe the distinction between different design methods and tools (e.g. research methods, prototyping tools and approaches) that are appropriate for mobile computing.
describe humanistic and societal issues (e.g. health, economics, politics) that are relevant to mobile computing.
describe the landscape of mobile computing research, building on and properly citing relevant resources.
describe what competences and resources are necessary for creating and utilizing mobile applications at different scales, for different purposes (e.g. startup, enterprise, agency, freelance, artistic, altruistic, and research projects).
interpret and explain relevant technological and contextual trends in commercial value creation and academic research.
describe the latest technological research on mobile computing, and explain why research and commercial applications may diverge.
describe the distinction between different design methods and tools (e.g. research methods, prototyping tools and approaches) that are appropriate for mobile computing.
describe humanistic and societal issues (e.g. health, economics, politics) that are relevant to mobile computing.
describe the landscape of mobile computing research, building on and properly citing relevant resources.
Skills and abilities
develop functional software which runs on a mobile computing platform.
select and execute appropriate design tactics (e.g. graphic design, typography, 3D modeling, photography, motion graphics) at an appropriate level of fidelity and excellence, to create mobile computing user interfaces.
select and execute appropriate design tactics (e.g. graphic design, typography, 3D modeling, photography, motion graphics) at appropriate proportions and levels of excellence, to document and present mobile computing artifacts
execute and document a complete design project which culminates in a mobile computing artifact
select and execute appropriate design tactics (e.g. graphic design, typography, 3D modeling, photography, motion graphics) at an appropriate level of fidelity and excellence, to create mobile computing user interfaces.
select and execute appropriate design tactics (e.g. graphic design, typography, 3D modeling, photography, motion graphics) at appropriate proportions and levels of excellence, to document and present mobile computing artifacts
execute and document a complete design project which culminates in a mobile computing artifact
Judgement and approach
execute and critique design research approaches that are appropriate for mobile computing, including ethnographic methods.
critique the reasoning (strategy) and aesthetics (tactics) of mobile computing projects constructively.
find, utilize, and properly acknowledge non-academic technical and tactical building blocks for mobile computing designs.
interpret, constructively critique, and contribute to discussions on mobile computing in the public sphere.
make and justify strategic design decisions to create relevant mobile computing artifacts.
critique the reasoning (strategy) and aesthetics (tactics) of mobile computing projects constructively.
find, utilize, and properly acknowledge non-academic technical and tactical building blocks for mobile computing designs.
interpret, constructively critique, and contribute to discussions on mobile computing in the public sphere.
make and justify strategic design decisions to create relevant mobile computing artifacts.
Content
We define "mobile computing" in two ways: Portable digital devices. Examples: smartphones, tablets, smartwatches and other wearables, RFID cards, and IoT applications...
Applications where the user is mobile. Examples: commuting, tourism, driving, biking, sports, walking, exploring, navigating...
This course introduces concepts, methods, and technologies relevant to design and implementation of mobile computing applications. A broad range of topics is covered, from conventional smartphones and tablets, to emerging technologies.
Organisation
The course consists of the following kinds of activities: Studies (e.g. lectures, readings)
Exercises (directly related to the Studies, carried out as individuals or groups)
Implementation (design and/or software development exercises)
Project (carried out as groups)
Literature
The course literature list will be provided 8 weeks in advance, before the learning period. (Students are not expected to purchase a textbook.)Examination including compulsory elements
The course consists of two modules:4 credits (fail, 3, 4, 5) Written and Presentation Exercises
Several Written and Presentation Exercises are scheduled throughout the learning period. These are mostly done individually.
3,5 credits (fail, 3, 4, 5) Project Work
Project Work involves deliverables scheduled throughout the learning period, a final document and/or presentation (which weighted more than the preceding deliverables), and turning in project code. The project is done as a group work.
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.