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Class Media and Interactive Technologies

  • Presentation

    Presentation

    With this curricular unit it is intended that students have the opportunity to start from the history of the media to reflect on its impact on society and the different paradigms of interaction. Reflect on the role / responsibility of the designer as a creator of interactive products. As well as knowing and experiencing the process of creating an interactive product through user-centered design processes.
  • Code

    Code

    ULP2343-16480
  • Syllabus

    Syllabus

    I. History and trends of new media The history of digital culture, from the beginning to the vanguard; The impact of multimedia in time and space; The impact of new media in society and culture. II. Interaction paradigms Interactivity; The evolution of interaction paradigms; Current and emerging interaction paradigms III. Human-computer interaction History and introduction to the HCI discipline The role of the interface IV. User centered design methodologies  Analysis, prototyping (low and high fidelity) and usability evaluation techniques V.  User interface design guidelines and patterns
  • Objectives

    Objectives

    Recognize the impact of media in society and culture; Identify trends in digital media and its influence in today's society; Understand and apply different paradigms in the design of an interactive product; Understand the role of interface in human computer interaction; Properly apply methods of analysis, design, prototyping and evaluation in interactive products; Properly use usability guidelines and design patterns; Recognize the importance of Human-Computer Interaction in media and interactive technologies.
  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    As this is a 2nd cycle context, active learning methodologies will be applied, promoting individual research activities combined with collaborative moments between students, promoting the interdisciplinarity of knowledge in the execution of practical work of designing a digital artefact where students are expected to understand, not only the process of conceptualizing, developing and evaluating an artefact but also to reflect on the impact it could have on society.
  • References

    References

    Cooper, A., Reimann, R., Cronnin, D., Noessel, C., Csizmadi, J., & LeMoine, D. (2014). About Face (4th Editio). John Wiley & Sons. Inc. Gere, C. (2009). Digital Culture (Second.). Reaktion Books. Gere, C. (2012). Community without Community in Digital Culture. Palgrave Macmillan. Harrison, S., Tatar, D., & Sengers, P. (2007). The three paradigms of HCI. Alt. Chi. Session at the SIGCHI ¿, 1¿18. doi:10.1234/12345678 Jenkins, H., Ito, M., & Boyd, D. (2016). Participatory Culture in a Networked Era. Polity. https://doi.org/10.1080/1369118x.2017.1417462 Kelly, K. (2016). The Inevitable. Understanding the 12 Technological Forces that will shape our Future. Viking. Lowdermilk, T. (2013). User-Centered Design. (M. Treseler, Ed.)Vasa (First Edit.). United States of America: O¿Reilly Media, Inc. Lowgren, J. (2013). Interaction Design. The Encyclopedia of Human-Computer Interaction, 2nd Ed. Manovich, L. (2013). Media After Software. Journal of Visual Culture, 12(1), 30¿37.
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