(for an overview of the entire first year see the Year 2 overview page)
This module will be shared with the students from the bachelor studies: Computer Science (CS) and Business Information Technology (BIT).
In this module the design of interaction between man and technical systems, in particular intelligent systems, is central. Students will develop an interactive (and possibly intelligent) system and subsequently will evaluate their system with potential end users. In this module several methods will be offered to set up and conduct a user study. To this purpose, statistical methods to analyse and interpret evaluation data will be offered. Furthermore, students will be trained in probabilistic and other methods to model the behavior of an intelligent system.
A central position in this module has been reserved for the multidisciplinary project. Herein, students will cooperate and work on the design and evaluation of interactive systems. Other components in this module are Statistical Techniques (mathematics), Artificial Intelligence and Programming, Design and Evaluation of Human Computer Interaction, and Research and Design.
Thematic components in Module 6
A central position in this module has been reserved for the multidisciplinary project on human computer interaction. Herein, students will cooperate and work on the design and evaluation of interactive systems. Most of the other components of the module contribute to the project. The project consists of four phases: 1) analysis, 2) playtesting of lofi designs, 3) hifi design and implementation, 4) final evaluation. The evolution of the project will follow an iterative design process in which prototypes of the interactive system will be developed that are tested amongst user groups. The involvement of users is an essential part of the project.
Design and Evaluation of HCI
This component will deliver the theoretical and methodological background for the project. In this component the students will obtain insight in the methods for performing research within the discipline of the behavioral sciences. Specific examples thereof involve analyzing and evaluating needs, use, usability and experience with media and media technology. The content of this course is tailored to the questions that will be raised within the project.
In this component students learn the statistical methods that can be used, among other things, to analyse data obtained in the project. The purpose is to analyse the results of enquiries and experiments in a justified statistical way.
Artificial Intelligence and Programming
An artificial agent learns to perform a task individually in a certain environment. This involves Searching, Observing, Reasoning, Acting and Learning. The following topics of AI will be treated: logic, searching, reasoning and learning. In addition, attention will be paid to matters of security and privacy and how they affect search and learning.
Artificial Intelligence is combined with Programming, in which students will gain experience with the programming environment Open Frameworks and will gain basic programming skills in C++, which they can use to make the practical assignments for Artificial Intelligence. The final assignment will be about the demonstration and fabrication of a swarm algorithm with Kinect.
Research and design
The goal of Research and Design is to put the student’s activities in the field of Intelligent Interaction Design in a broader perspective. The activities in Research and Design are also meant to reflect on the experiences the student gained in the course of the module. This is done in the form of a thematic workshop in which the students are introduced to a theme of their choice by a theme expert, discuss issues related to that theme, and present their conclusions. Finally, each student writes an individual reflection report.
Creative Technology emphasizes that students should take their own responsibility for setting and reaching the ambitions for their future. Creative Technology students are self-directing learners. They collect their progress in a portfolio. The portfolio is a proof of long term development as a “Creative Technologist.” Tutors assist students in their self-directed learning. Students and tutors 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. Together with the tutor and their peers students select competencies that fit the ambitions of their future career. Together they look for ways to achieve these ambitions.