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IML 499 Integrative Design for Mobile Devices Spring 2013 4 units Wednesdays, 6:00 – 8:50 PM IML Blue Lab (EGG A) Professor: TBA Email: Office: Office Hours : COURSE DESCRIPTION IML 499: Special Topics: Integrative Design for Mobile Devices is a four-unit course designed to explore the exciting array of design opportunities – and challenges – offered by mobile interaction. As the number of people with access to networked information through mobile devices continues to expand exponentially, mobile interaction constitutes one of the most significant and compelling spaces for considering new forms of communication and interaction. Through readings that mix the practical and the theoretical, discussions, and several design exercises, students will develop insights into both a contemporary cultural context characterized by ubiquitous networked interactions and the designer’s challenges in the mobile arena. Like all IML courses, Integrative Design for Mobile Devices is concerned with theory, practice, tools and platforms. We will explore tablet-based devices, mobile phones, and responsive websites designed for mobile browsers in tandem with their cultural, political and ideological contexts. The class will also give as much attention to prototyping and documentation as to the final completed project created by design teams. Students will learn how to create a design document, and they will endeavor to gain skills in project description and presentation through visual documentation and working prototypes. The final project will unite students in design teams to execute a mobile project using the ideas, methods and principles discussed throughout the semester. This course presumes no prior experience in designing for mobile devices, and is geared to newcomers to mobile interactions. COURSE GOALS Students will leave the course with the following: The ability to critically assess and interpret contemporary mobile interactions An understanding of key design principles of mobile interaction An understanding of the theory and history of networked culture The ability to effectively propose, develop and document a mobile project REQUIRED TEXTS AND MATERIALS Designing Media, Bill Moggridge, MIT Press, 2010 (author book site: www.designing-media.com) Responsive Web Design, Ethan Marcotte, A Book Apart, 2012 Further Readings available on course wiki.
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IML 499 Integrative Design for Mobile Devicesweb-app.usc.edu/soc/syllabus/20131/37439.pdf · Like all IML courses, Integrative Design for Mobile Devices is concerned with theory,

May 24, 2020

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Page 1: IML 499 Integrative Design for Mobile Devicesweb-app.usc.edu/soc/syllabus/20131/37439.pdf · Like all IML courses, Integrative Design for Mobile Devices is concerned with theory,

IML 499 Integrative Design for Mobile Devices

Spring 2013 4 units Wednesdays, 6:00 – 8:50 PM IML Blue Lab (EGG A)

Professor: TBA Email: Office: Office Hours :

COURSE DESCRIPTION IML 499: Special Topics: Integrative Design for Mobile Devices is a four-unit course designed to explore the exciting array of design opportunities – and challenges – offered by mobile interaction. As the number of people with access to networked information through mobile devices continues to expand exponentially, mobile interaction constitutes one of the most significant and compelling spaces for considering new forms of communication and interaction. Through readings that mix the practical and the theoretical, discussions, and several design exercises, students will develop insights into both a contemporary cultural context characterized by ubiquitous networked interactions and the designer’s challenges in the mobile arena.

Like all IML courses, Integrative Design for Mobile Devices is concerned with theory, practice, tools and platforms. We will explore tablet-based devices, mobile phones, and responsive websites designed for mobile browsers in tandem with their cultural, political and ideological contexts.

The class will also give as much attention to prototyping and documentation as to the final completed project created by design teams. Students will learn how to create a design document, and they will endeavor to gain skills in project description and presentation through visual documentation and working prototypes.

The final project will unite students in design teams to execute a mobile project using the ideas, methods and principles discussed throughout the semester. This course presumes no prior experience in designing for mobile devices, and is geared to newcomers to mobile interactions. COURSE GOALS Students will leave the course with the following:

• The ability to critically assess and interpret contemporary mobile interactions • An understanding of key design principles of mobile interaction • An understanding of the theory and history of networked culture

The ability to effectively propose, develop and document a mobile project REQUIRED TEXTS AND MATERIALS

• Designing Media, Bill Moggridge, MIT Press, 2010 (author book site: www.designing-media.com) • Responsive Web Design, Ethan Marcotte, A Book Apart, 2012 • Further Readings available on course wiki.

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IML 499: Digital Cinema / Digital Culture

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RECOMMENDED TEXTS AND MATERIALS • Programming the Mobile Web, Maximliano Firtman, O'Reilly Press • Building iPhone Apps with HTML, CSS, and Javascript, Jonathan Stark, O'Reilly Press

COMMUNICATION

Please check your email and the class wiki regularly. Emails and wiki posts will include follow-ups to in-class discussions, schedule updates, and meeting management. The wiki may be found by following the IML Portal link at http://iml.usc.edu. Feel free to use the wiki and its included blog area to contribute to the class’ ongoing discussions. GRADING BREAKDOWN

• 3 Design Exercises 30% (10% each) • Design Journal 20% • Playable Prototype (may be paper or digital) 10% • Final Project 40%

Design Exercises are short-form engagements with concepts in mobile design and critique. Each assignment will include a written component such as a motivation statement, design document, wireframes, or software review. You will be required to complete and document three small-scale assignments over the course of the semester.

Assignment #1: Demobilize Yourself! Assignment #2: Virtual Walking Tour Assignment #3: Unscripting Spaces

The Design Journal acknowledges the key role played in ideation, and creates an online space for storing ideas and reflections related to the design process. The Midterm Prototype is a critical response to a mobile experience in the form of a speculative mobile experience. Details for the Midterm Prototype will be distributed prior to the due date. The Final Project will unite students in teams to create a mobile interactive experience. EVALUATION In general, you will be graded using these criteria: Conceptual Core

• The project’s controlling idea must be apparent. • The project must be productively aligned with one or more multimedia genres. • The project must effectively engage with the primary issue/s of the subject area into which it is

intervening. Research Component

• The project must display evidence of substantive research and thoughtful engagement with its subject matter.

• The project must use a variety of credible sources and cite them appropriately. • The project ought to deploy more than one approach to an issue.

Form and Content

• The project’s structural or formal elements must serve the conceptual core. • The project’s design decisions must be deliberate, controlled, and defensible. • The project’s efficacy must be unencumbered by technical problems.

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IML 499: Digital Cinema / Digital Culture

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Creative Realization

• The project must approach the subject in a creative or innovative manner. • The project must use media and design principles effectively. • The project must achieve significant goals that could not be realized on paper.

POLICIES Fair Use and Citation Guidelines

We assert that all of our course work is covered under the Doctrine of Fair Use. In order to make this claim, however, all projects will need to include academically appropriate citations in the form of a Works Cited section, which covers all sources, in order to receive a passing grade. The Works Cited is either included in the project or as a separate document, as appropriate to your project. The style we use is APA 5th edition and you may refer to these guidelines: http://owl.english.purdue.edu/owl/resource/560/01/ Statement on Academic Integrity

USC seeks to maintain an optimal learning environment. General principles of academic honesty include the concept of respect for the intellectual property of others, the expectation that individual work will be submitted unless otherwise allowed by an instructor, and the obligations both to protect one’s own academic work from misuse by others as well as to avoid using another’s work as one’s own. All students are expected to understand and abide by these principles. SCampus, the Student Guidebook, contains the Student Conduct Code in Section 11.00, while the recommended sanctions are located in Appendix A: http://www.usc.edu/dept/publications/SCAMPUS/gov/. Students will be referred to the Office of Student Judicial Affairs and Community Standards for further review, should there be any suspicion of academic dishonesty. The Review process can be found at: http://www.usc.edu/student-affairs/SJACS/. Statement for Students with Disabilities

Any student requesting academic accommodations based on a disability is required to register with Disability Services and Programs (DSP) each semester. A letter of verification for approved accommodations can be obtained from DSP. Please be sure the letter is delivered to me (or to TA) as early in the semester as possible. DSP is located in STU 301 and is open 8:30 a.m.–5:00 p.m., Monday through Friday. Emergency Plan

In the event that classes cannot convene at the university, all IML courses will continue via distance education. Specifically, the IML portal and course wikis will be deployed to enable faculty-student interaction (asynchronously and also via virtual office hours), complete syllabi, course readings and assignments, software tutorials, project assets, parameters and upload instructions, peer review processes and open source alternatives to professional-level software used in the IML curriculum. Further details are available on the course wiki. WEEKLY SCHEDULE The following weekly schedule is subject to change. Please consult the course wiki for the most current information, assignments and due dates. Week 1

Framing Mobility: historical, social, technological

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Week 2 Defining the Mobile Experience in a Networked Culture

For next week: Read “The Principles of Mobile Interface Design,” Jonathan Stark. .net Magazine, April 16, 2012, Read “Introduction” to Personal, Portable, Pedestrian, Mizuko Ito, MIT Press, 2005 View “Networks, Power and Democracy,” a talk by Sakia Sassen”

Week 3 – ASSIGNMENT #1: DEMOBILIZE YOURSELF! DUE.

The User Experience For next week:

View “Simplicity Sells: David Pogue’s Ted Talk” Read “Place: Networked Place,” Kazys Varnelis and Anne Friedberg, Networked Publics

Week 4

Mobile Design Principles For next week:

Read “Re-Spacing Place: ‘Place’ and ‘Space,’” Paul Dourish Read "The Design Challenge of Pervasive Computing," John Thackara in Interactions (2001) Read “The Mobile Design Process,” Jen Gordon, Mobile Tuts+, November 24, 2010

Week 5 – ASSIGNMENT #2: VIRTUAL WALKING TOUR DUE

Space and Place For next week:

Read “Space of Flows, Space of Places: Materials for a Theory of Urbanism in the Information Age” Manuel Castells (2004) Read "From Absolute Space to Abstract Space," Henri Lefebvre in The Production of Space. (1991)

Week 6

Mobile Ubiquity: Always On For next week:

Read Situated Technologies Pamphlet 1: Urban Computing and its Discontents, Adam Greenfield and Mark Shepard Read "The Rise of the Sensor Citizen: Comunity Mapping Projects and Locative Media," Alex Galloway in Vodaphone Receiver #21 (2008)

Week 7 – ASSIGNMENT #3: UNSCRIPTING SPACES DUE

Location, Location, Location For next week:

Read “Floating Points: Locative Media, Perspective, Flight and the International Space Station,” Jeremy Hight with Alexander van Dijk

Week 8

Locative Media Art Projects to consider:

A Machine to See With | Blast Theory | 2010 Call Cutta Mobile Phone Theater | Rimini Protokol | 2005 Amsterdam REALTIME | 2002 Urban Tapestries | Proboscis | 2002-2004.

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Week 9 – FINAL PROJECT PROPOSALS DUE. Project Pitches and Group Formation

Week 10 - PLAYABLE PROTOTYPE DUE.

Mobile Social Activism For next week:

Read “Mobile Media and Political Collective Action,” Howard Rheingold from Handbook of Mobile Communication Studies (MIT Press, 2008) Read “Smart Mobs: The Power of the Mobile Many,” Howard Rheingold, in Smart Mobs: The

Next Social Revolution (2002) Projects to consider:

Mobile Voices | Barr, IDEPSCA, et al | 2010 Septris | Stanford University | 2011

Week 11

Mobile Interactivity and Play For next week:

Read "4d Social: Interactive Design Environments," Lucy Bullivant (2007) Read "Ubiquitous Gaming: A Vision for the Future of Enchanted Spaces," Jane McGonigal (2007)

Projects to consider: PacManhattan | Frank Lantz, et al | 2004 Cruel 2B Kind | McGonigal & Bogost | 2006 Johann Sebastian Joust | Doug Wilson | 2011

Week 12 Mobile Experience and the Design of Space

For next week: Read “Mobile Feelings,” Sommerer and Mignonneau, in Code: The Language of Our Time, Ars

Electronica 2003, edited by G. Stocker and C. Schopf: Hatje Cantz Verlag. Read Shahram Izadi, et al,"Citywide: Supporting Interactive Digital Experiences Across Physical Space" in Personal and Ubiquitous Computing, Volume 6, Issue 4 (2002)

Week 13

Interaction and Connectivity in Urban Environments For next week:

Read "Experience Taxonomies," Nathan Shedroff in Experience Design: A Manifesto for the Creation of Experience (2001) Read “More Than the Sum of its Parts” Chapter 1 of The Urban Spectator, Eric Gordon, University Press of New England, 2010

Week 14

User Testing and Iteration Week Fifteen

User Testing and Iteration Final Exam Time

Final Project Presentations and Critique