Course Title Inter and Multimedia Design - 2203 - GRAP 4435 - 01      
         
Course Description
Introduction to multimedia authoring. Students will design and publish interactive content employing a variety of native file formats. PR: GRAP 3336.
     
Course Outcomes (Instructor) Standards for Course Outcomes      
1 Discuss contemporary issues of interactive design PR: GRAP 3336      
2 Design and produce interactive experiences        
3 Institutional Assessment of this Course
(Scale: M= Minor or no importance, I = Important, E= Essential)
     
No Categories Administered using IDEA Educational Assessment Format Scale      
M I E      
1 Gaining factual knowledge (terminology, classifications, methods, trends)     x      
2 Learning fundamental principles, generalizations, or theories   x        
3 Learning to apply course material (to improve thinking, problem solving, and decisions)     x      
4 Developing specific skills, competencies, and points of view needed by professionals in the field most closely related to this course     x      
5 Acquiring skills in working with others as a member of a team     x      
6 Developing creative capacities (writing, inverting, designing, performing in art, music, drama, etc.)     x      
7 Gaining a broader understanding and appreciation of intellectual/cultural activity (music, science, literature, etc.)   x        
8 Developing skill in expressing oneself orally and in writing   x        
9 Learning how to find and use resources for answering questions or solving problems     x      
10 Developing a clearer understanding, and commitment to personal values   x        
11 Learning to analyze and critically evaluate ideas, arguments and points of view     x      
12 Acquiring an interest in learning more by asking questions and seeking answers   x     Syllabus 2014  
Recommended
Supplies
 
Recommended Book
http://sketchbook.cpsc.ucalgary.ca

Required Book
Author: Buxton
Edition: N/A
ISBN: 9780123740373

"Sketching User Experiences:
Getting the Design Right and the Right Design"
A Sketchbook, Scissors, Technical Pencils and Markers- thin and thick line are common place in the field of Graphics Technology. A Jump drive is required.    
               
            Roster Spring 2014  
Unit # Estimated
# of Days
Unit Concept
or Question
Unit Goal Unit Rationale Unit Assessment Standards for Units Total Assess Value
1 2 wk Pre-Design Research

Project Goals
Target Audience
Competition
Value
Class introduction, Motivate students to recognize and investigate user experiences and resolutions to problems that cause users' anxiety. Moving towards outcome #s- 1, 2 ,4, 6, 7 and Unit Two IDEA #s- 1, 2, 5, 6, 7, 8, 10: Project Assessments, Labs, Response Journal, Videos, Notes, Discussion Substandard<70%-90%>=Professional 200.00
2 1-2 wk Project Design

Concept
Essential Features
Investigate animation and motion applications, encourage proactive behavior, initiate and encourage creativity/innovativeness, Encourage students to recognize user interactions. Challenge students to sketch interaction. Outcomes #s- 1, 2, 4, 5, 7 and moving towards outcome #s- 3 and 6 IDEA #s- 1-12: Project Assessments, Labs, Sketchbook, Videos, Notes, Discussion Substandard<70%-90%>=Professional 100.00
3 2 wk Project Development

Project flowchart
Mockups
Phase of Implementation
Revisions
Establish and apply knowledge to relevant material by using current practices in this field,ie proposals, light boxes, white boards, post-it notes, bulletins, tech boxes and visual boards. Outcomes #s- 1, 2, 4, 5 and moving towards 3, 6 and 7 IDEA #s- 1-12: Project Assessments, Labs, Videos, Sketchbook, Notes, Discussion Substandard<70%-90%>=Professional 200.00
4 16 -20 dys Production

Budget
Timeline
Testing and revisions
Expand on the Concepts of sketching as a process for user experience design. Learn to give and accept critiques of design ideas in a constructive manner. Demonstrate skills for low-fidelity prototyping and describe the strengths and weaknesses of a variety of prototyping methods. Appreciate the process of user experience design as a cyclical, iterative process Outcomes #s- 1,3,4,5 moving towards 6 IDEA #s- 1-12: Project Assessments, Labs, Response Journal, Sketchbook, Videos, Notes, Discussion Substandard<70%-90%>=Professional 100.00
5 1wk Post-Production

On-going testing and revisions
Support, Maintenance andUpdating
Concentration- Pitching an idea through a formal written proposal. Selling the Concept, From sketchbook to application. Investigate through research what necessary elements need to be in place to see the proposal through. Map the Proposal for Presentation. Outcome #s- 1-5 moving towards 6 and 7 IDEA #s- 1-12: Project Assessments, Labs, Videos, Sketchbook, Notes, Discussion Substandard<70%-90%>=Professional 100.00
6 2wks Designing and Redesigning
Visual Elements
Develop skills to demonstrate animation and movement for user interaction and experience. Test Human Experience, Adjust or Change the Applications where they do not meet the market's standards. Outcomes #s- 1, 3, 4, 5, 6 and 7 IDEA #s- 1-12: Project Assessments, Labs, Videos, Sketchbook, Notes, Discussion Substandard<70%-90%>=Professional 100.00
7 3wks Production After Group Focusing and Market Research

Reproduction
Testing and revisions
Implement story boards, animation and motion paths, video and project maps into a design proposal. Outcomes #s- 1, 3, 4, 5, 6 and 7 IDEA #s- 1-12: Project Assessments, Labs, Videos, Sketchbook, Notes, Discussion Substandard<70%-90%>=Professional 100.00
8 2wks Project Proposal Improve individual and collaborative skills in design problem solving Outcomes #s- 1, 3, 4, 5, 6 and 7 IDEA #s- 1-12: Project Assessments, Labs, Videos, Sketchbook, Notes, Discussion Substandard<70%-90%>=Professional 100.00
              1000.00