Module overview
This module builds on the foundational skills and knowledge established in Creative Computing I to develop a more sustained application of coding to creative technological approaches to art and design. You will be introduced to more advanced programming principles and languages. The concept of the algorithm – the process or rule-based nature of computing – will be explored and applied to set of individual and team-based exercises that might include game-like rules and applications, augmented reality (AR) experiences, physical computing (e.g. Arduino) and further experiments with image manipulation, robotics and AI.
Aims and Objectives
Learning Outcomes
Knowledge and Understanding
Having successfully completed this module, you will be able to demonstrate knowledge and understanding of:
- specialist roles, skills, processes and audiences relevant to your discipline
Subject Specific Practical Skills
Having successfully completed this module you will be able to:
- employ relevant materials, techniques, methods, technologies and workshop skills
Transferable and Generic Skills
Having successfully completed this module you will be able to:
- communicate and present ideas effectively to audiences across a range of formats
Subject Specific Intellectual and Research Skills
Having successfully completed this module you will be able to:
- creatively problem solve ideas through observation and investigation
Disciplinary Specific Learning Outcomes
Having successfully completed this module you will be able to:
- critical thinking skills to solve well-specified problems in the creation of computational artefacts
Syllabus
The programming languages and platforms will vary from year to year, as will the set exercises and experiments. However they will be a mix of paper prototyping and working elements, and might include the design of an AR environment within the WSA campus, a or they might robots using block-programming, the manipulation and animation of visual data, simple AI applications such as chatbots, and platforms such as Raspberry Pi might be used along with conventional computers. Programming languages and development platforms might include Python, Javascript, and Unity, and support in maths for coding will be provided.
The emphasis throughout will be for you to develop your understanding of coding and computing for creative and experimental application.
Learning and Teaching
Teaching and learning methods
Teaching will include workshop tuition in key platforms, techniques and programming languages, and you will learn through a set of hands-on exercises that will be guided and supported by staff but will allow plenty of scope for your own creative input. A workshop-based and collaborative ethos will be encouraged, with peer learning and the encouragement of risk and experimentation.
Type | Hours |
---|---|
Teaching | 42 |
Independent Study | 248 |
Total study time | 290 |
Resources & Reading list
Textbooks
Levin, Golan & Brain, Tega (2021). Code as a Creative Medium: a handbook for computational art and design. Cambridge MA: MIT Press.
Arya, Ali (2021). Anyone Can Code: the art and science of logical creativity. New York: Routledge.
Groß, Benedikt et al (2018). Generative Design with p5.js. Princeton NJ: Princeton Architectural Press.
Assessment
Formative
This is how we’ll give you feedback as you are learning. It is not a formal test or exam.
In-class activities
- Assessment Type: Formative
- Feedback:
- Final Assessment: No
- Group Work: No
Summative
This is how we’ll formally assess what you have learned in this module.
Method | Percentage contribution |
---|---|
Portfolio of practice | 75% |
Reflective Journal | 25% |
Referral
This is how we’ll assess you if you don’t meet the criteria to pass this module.
Method | Percentage contribution |
---|---|
Reflective Journal | 25% |
Portfolio of practice | 75% |