Facts and figuresThe programme at a glance
Programme informationWhat to expect
About the programme
Students must be aware that programming is an essential element throughout this programme. Please prepare yourself before the programme starts if you have very little programming experience (for example in Python)
Building computer controlled prototypes
A global theme (with some constraints) will be given at the beginning of the course. The students will be divided into small groups. They will formulate questions to delimit the design problem in the field of behavioural change and will build interactive computer controlled prototypes (with programming and hardware developed with smart materials). Furthermore, they will try to prove concrete answers by conducting on field applied research (experiments) and then finalize a tangible computer controlled prototype.
The entire process will be closely supervised with the help of experts coming from different fields, inside and outside school, from research and working environments.
The programme spans throughout first semester and will include the following themes:
- Human computer interaction
- Introduction to programming (for who needs it)
- Design life cycle
- Rapid prototyping in software (with various technologies and frameworks, ex.: processing, python, vvvv etc.)
- Rapid functional mock-up production for tangible user interfaces (with Arduino and smart materials)
- User experiments methodologies
In the first period we will focus on more generic topic to help define the problems and the solutions, gradually giving more workshops and details to implement the solutions later into the course.
Examples of previous student projects in the programme
- Smart chair that gives out signals to corrects your sitting posture
- A box that lets smokers vote on a statement by putting their cigarette butt in a ‘yes’ or ‘no’ hole. The statement relate to stimulating the use of the stairs
- An interactive tool that helps to battle a ‘foggy brain’ to aid concentration
- Interactive installation with moving origami flowers that respond to the use of stairs
This programme does not have separate modules of different ECTS that have a combined total of 30 ECTS. The 30 ECTS are awarded in full at the end of the programme. In order for the students to obtain the learning goals and to monitor progress the students are required to have an active role in the following:
- Small group projects in block 1
- Providing peer feedback in block 1
- Feedback processing throughout the programme
- Deliverables of the final project in block 2 (prototype en qualitative evaluation)
The course will be structured mostly with project development in mind. Group work will take a main role in the development of the project. Lectures (especially in the introductive part), workshops and activities (as time goes on or in need base) will be provided at the students.
Learning by doing
The whole activity will be based on "Learning by doing": practical cases to bring the students into contact with relevant and applicable concepts. Knowledge-driven workshops will be organized to ensure that any shortcomings in technical knowledge of the students are supplemented. Guest lectures will be given by experts in the relevant domains to transfer the domain knowledge on the themes and subjects that will be treated and necessary to the final demo. In addition to the knowledge-driven workshops, there will also be practice-based workshops, organized by the participating companies with, among other things. The result of the research will be periodically checked with the demo/review meetings, the result of which will be visible in the finalized project.
Each group of students will have to tackle a problem (provided by the teaching staff), analyse it, and develop a tangible user interface as a solution (the project). During this process the students will pass through different design stages, possibly with multiple iterations. Each group will test their solutions during the programme and will present it. Each project will be evaluated based on different aspects (design process, solution, tests, iterations, both in quality and in-depth).
For this course you do need to bring your own laptop. Specific literature, appropriate to the subjects, will be provided during the exchange programme and during the workshops. In addition, the student is expected to independently search for suitable theory.
The student will learn the following by the end of this course:
Knowledge and insight: The student will be able to research current design issues of interactive tangible interfaces. Furthermore, the students acquire knowledge and insight in relation to one or more topics in the HCI domain that fit the themes of this programme.
Apply knowledge and insight: Through a demonstration the students show their ability to make the transfer from technical knowledge acquired earlier in the course to a new application domain (tangible user interfaces) and a design to realize innovative solutions.
Judgement: The student will study an HCI problem by researching and analysing the problem with all the related components and chosen aspects based on their own choice on the (real-life) problem and the degree of priority and attention to explore such aspect, to test and verify.
Communication: The students will have to communicate effectively in the group environment. The students will be able to convincingly present their own innovative solution, e.g. through an elevator pitch or short demo, so that the audience of experts not only gains substantive insight into the technology and the important aspects of the solution, but will be also willing to continue developing this solution in a follow-up iteration.
Learning skills: The student will have to demonstrate initiative and autonomy by studying the research independently in the application domain.
|Week 1||Introductio to the programme, assignin project groups and project assignments, introductory lectures|
|Week 2 - 8||Combination of (guest)lectures and working on small HCI projects (supervised and unsupervised), working towards the proposal of a final HCI project for block 2.|
|Week 9 - 10||Half-way assessments of progress and assessment of proposal for block 2.|
|Week 1 - 8||Combination of (guest) lectures and working on the large HCI project (supervised and unsupervised) and testing the prototype at various stages of development|
|Week 9 - 10||Final assessment of progress and project|
After completing your exchange programme at Rotterdam University of Applied Sciences, you will receive a:
- Transcript of records
CourseAn indication how the programme is structured
Smart Material for Behavioral Change
Smart Material for Behavioral change (30 ECTS)
Smart Material for Behavioral change (30 ECTS)
Small group projects
During the first block of ten weeks, you will work in small groups of 2 or 3 students on several small projects that each last 2 or 3 weeks. This will help you to explore the possibilities of the smart materials domain.
Every week each group presents the current state of their project to the whole group according to the ‘demo-or-die- principle’. The other students offer peer feedback on the project, which you can process and apply for the next iteration. You are also expected to give feedback to the projects of other smart material students.
Deliverables of the final project
All these experiences will help you to create a large smart material project that will lead to behavioural change for the second block of ten weeks. Here you also regularly present to your fellow students. Giving and processing (peer) feedback is also an essential part at this stage. At the end of the semester you will deliver a functioning prototype with a document on how you qualitatively evaluated your product during the process. Next to the technical oriented lectures and projects you’ll also have workshops on the psychological issues of behavioural change and workshops on qualitative evaluation.
For this course you do need to bring your own laptop. The course does not have mandatory literature, but lecture and workshops will contain reference to:
- Human-computer interaction, Alan Dix Prentice Hall ISBN 10: 0130461091 ISBN 13: 9780130461094
- Human-Computer Interaction: Concepts And Design (ICS) J. Preece, Y. Rogers, H. Sharp, D. Benyon, S. Holland, T. Carey ISBN 10: 0201627698 / ISBN 13: 9780201627695
- Making Things Talk: Using Sensors, Networks, and Arduino to See, Hear, and Feel Your World 3rd Edition, Tom Igoe ISBN-13: 978-1680452150, ISBN-10: 1680452150
- Smart materials interfaces, tangible user interfaces, user experience, interaction design, human computer interaction, rapid prototyping
More specific literature, appropriate to the subjects, will be provided during the exchange programme and during the workshops. In addition, the student is expected to independently search for suitable theory.