Course syllabus for Mobile computing: Design and implementation

Course syllabus adopted 2023-02-02 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 23122
  • Maximum participants50 (at least 10% of the seats are reserved for exchange students)
  • Block schedule
  • Open for exchange studentsYes

Credit distribution

0121 Project 3.5 c
Grading: TH
3.5 c
0221 Written and oral assignments 4 c
Grading: TH
4 c

In programmes

Examiner

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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 bachelor’s 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.

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

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.

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.