Michael D Conrad
Investigation of strategies and graphic interpretations to develop a critical perspective on design for mobile interaction. Emphasizes development of core methodologies, vocabulary, case studies, best practices, application prototypes. Prerequisite: DESIGN 366; DESIGN 376.
In 2013, over half of the world's population accessed networked information via a mobile phone. Compared with 1.6 billion people logging on via desktop computers, mobile is arguably the new mass medium. It encompasses all other forms of media—print, recordings, cinema, radio, television, and the Internet. Additionally, it responds to a person’s context, providing feedback where and when it is relevant.
This course will introduce Visual Communication Design students to the fundamental concepts of designing and building a mobile application. Students will study the fundamentals of human-computer interaction, best practices in visual design when developing a high-quality user interface, and some basic programming techniques required to construct a graphical user interface prototype.
Over the course of ten weeks, students will develop a critical perspective on design for mobile interaction. A significant portion of the quarter will be dedicated to designing and prototyping a mobile application. Additional course materials include case studies, articles and technical demonstrations regarding design for mobile interaction.
Student learning goals
Define the qualities which make for successful mobile applications
Describe the affordances involved in designing for mobile interaction
Apply core methodologies and vocabulary relevant to mobile interaction
Plan and design a mobile application
Build a mobile application prototype
Scale the final mobile application design to fit a tablet device (such as the iPad)
General method of instruction
Class time will be divided between lectures, work sessions, formal critiques and individual meetings. For class critiques you will be split into two groups.
Class assignments and grading
Class participation, individual effort and process (30%) Sketches and Userflow (15%) Prototypes (20%) Look + Feel (20%) Documentation (15%)