7AAVDH08 Making the Connected World
Module convenor: Professor Graeme Earl
Teaching pattern: Ten one-hour lectures and ten one-hour seminars, plus online synchronous and/ or asynchronous activities
This module will consider the growth of objects which allow us to challenge the barrier between the digital and the physical. From the instantiation of digital objects through 3D printing, to digitally aware and connected artefacts and the projection of the physical into the digital space through virtual environments, the physical body and the digital body have never been so directly connected.
The open source community has a long history of driving and challenging commercial development and offering alternate systems. Growing out of the same roots of self-sufficiency and communalism, maker culture channels the do-it-yourself exploratory approach to technology into the physical as well as the digital space. The module will reflect on maker culture, its influences, and its implications for everyday life and technological development.
Maker culture advocates an active learning approach and this will be reflected in the module, with a practical element complimenting and illustrating the underlying theory. Specifically, through design activities students will gain an understanding and experience of the design process and reflect on the digital/ physical world.
Draft teaching syllabus
Week 1: Open Source & Making Movements
Week 2: Hacking hardware
Week 3: Sensors, Software and Knitting
Week 4: Internet of Things
Week 5: Interactive objects 1
Week 6: Interactive objects 2
Week 7: Virtual Spaces
Week 8: Digital/ Physical spaces 1: Defining the Space
Week 9: Digital/ Physical spaces 2: Interacting with the Space
Week 10: 3D Scanning and Printing
* Note: This is a sample outline of the teaching schedule.
- To develop skills designing digital/ physical interactions
- To introduce students to the main technologies for creating digital/ physical interactions
- To develop critical awareness regarding the use and development of digital/ physical technologies, and their effect on society;
By the end of the module, the student will be expected to:
- Have a critical understanding of the history of and theoretical influences underpinning maker culture.
- Be able to evaluate methodological, human computer interaction design, web design, and related technical approaches to interactive digital/ physical experiences
- Have a critical awareness of the nature of digital/ physical spaces and objects
- Bahga, A., Madisetti, V.,'Internet of Things: A Hands-On Approach', 2014, VPT.
- Greenfield, A. 'Everyware: The Dawning Age of Ubiquitous Computing', 2006, New Riders.
- Gubbia, J., Buyyab, R., Marusica, S. & Palaniswamia, M., 'Internet of Things (IoT): A vision, architectural elements, and future directions' in 'Future Generation Computer Systems', Volume 29, Issue 7, September 2013, Pages 1645ΓÇô1660. Available at http://www.sciencedirect.com/science/article/pii/S0167739X13000241
- Levy, S., 'Hackers: Heroes of the Computer Revolution - 25th Anniversary Edition', 2010, O'Reilly Media
- McEwen, A., Cassimally, H., 'Designing the Internet of Things', 2013, John Wiley & Sons.
- Rowland, C., Goodman, E., Charlier, M., Light, A., Lui, A., 'Designing Connected Products: UX for the Consumer Internet of Things', 2015, O'Reilly Media.
- Schreibman, S., Siemens, R. and Unsworth, J (eds), 'A New Companion to Digital Humanities, 2nd Edition', 2016, Wiley-Blackwell
1 x 4000 word critical design report (100%)
The modules run in each academic year are subject to change in line with staff availability and student demand so there is no guarantee every module will run. Module descriptions and information may vary depending between years.