Module 4: 201300190 Art, Impact and Technology

(for an overview of the entire first year see the Year 1 overview page)

In the module Art, Impact and Technology students design and realize an interactive installation for GOGBOT 2014, using and integrating methods and techniques from previous Creative Technology courses. The primary design objective is to have high impact on the spectator / participant of the installation --- irrespective of its practical application, utility or deployment.

Moreover, the students tell the story, both visually and textually, behind the (creation of) their installation and place it in its context, for a variety of audiences. 

The course is organized in cooperation with the GOGBOT festival. This is an international festival in Enschede. The focus of the festival is on multimedia, art, music and technology. The theme in 2014 is “Spaceship Earth”. High quality installations are invited to exhibit at GOGBOT (in addition to the course project exhibition).

Thematic components in Q4

Project: “Have Fun and Play”

In this project students design and realize an interactive installation, using and integrating methods and techniques from previous Creative Technology courses. The primary design objective is to have high impact on the spectator/participant of the installation --- irrespective of its practical application, utility or deployment. Moreover, the students tell the story, both visually and textually, behind the (creation of) their installation and place it in its context, for a variety of audiences.

The course is organized in cooperation with the GOGBOT festival, which delivers the theme of the installations. High quality installations are invited to exhibit at GOGBOT (in addition to the course project exhibition). 

Human Factors

Designing machines (products, systems, etc.) that accommodate the limits of the user (Wickens, 1984)

Human Factors (or ergonomics) is the scientific discipline concerned with the understanding of interactions among humans and other elements of a system, and the profession that applies theory, principles, data and methods to design; in order to optimize human well-being and overall system performance.

Human Factors is divided in 3 sub disciplines: sensorial ergonomics, cognitive ergonomics, physical ergonomics. Within this course most focus is on: cognitive ergonomics.

Aim is to provide basic insight in the delimiters for designing products and services which users understand.

Note that the ‘ease-of-use’ is not a self-evident characteristic of a product. Ease-of-use is dependent on the type of users involved, the product itself (of course) and also the situations in which the product is being used. If developing ‘machines’ (products, systems), one need to know relevant characteristics of the expected users (their abilities, expectations, needs, etc.) and characteristics of relevant situations in which the ‘machine’ will be used.

Algorithms in Creative Technology

To design an interactive installation experience with programming is a prerequisite. Building on examples from the book “The nature of code”, students get a series of assignments on algorithms that form a solid basis on algorithmic knowledge and that are relevant in the context of Creative Technology. Beginning examples are on a very basic level (close to beginners level), to help students who are weak in programming to catch up. For students with advanced programming abilities challenges will be provided.

Statistics

We come across statistics in our everyday life and in our occupational practice. From an opinion poll to a forecast of stock market behavior in the future to a comparison of performances of communication devices. In the practice of Creative Technology the question can arise whether a new smart environment performs better than an existing environment. Is an observed difference in performance indicators statistically significant? If a marketing survey shows that 20% of a population is interested in a new gadget, what is the reliability of this percentage? Answers to these questions lie in better understanding the techniques used in Statistics to draw conclusions. Since we are going to deal with chance related phenomena, we will study the basic concepts of Probability Theory, such as the properties of various probability distributions, both discrete and continuous. This will enable us to model many stochastic situations encountered in practice by looking at their properties and comparing them with the theoretical ones. Returning to the actual results of samples we will first summarize data and present them graphically (descriptive statistics). Inferential statistics comes into play as we want to draw conclusions about a population using the result of a sample. In a number of simple situations the estimation of unknowns is required. We will also consider “confidence intervals” to quantify the uncertainty of the estimation. Finally, we consider the theory of statistical testing, which allows statements to be made on the basis of research results. Students will be able to design, implement and interpret the outcome of statistical tests, also using SPSS.

Portfolio

Creative Technology students are self-directing learners. They collect evidences of their progress in a portfolio. Students use the Creative Technology Tutoring Syllabus (“The road to the final qualifications of a Creative Technology graduate”) as a guideline for setting goals and monitoring progress towards reaching those goals. At the end of Module 4 students reflect on their first year, their performances in the modules, the project, the study units and their activities outside the CreaTe programme. They do so in order to become aware of their capacities, preferences and their plans on how to continue their career path during the coming years as a creative technologist.