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PSYCGI16 - 15 Credits: Physical Computing and Prototyping

This module provides an introduction to advanced prototyping methods for designing physical user interfaces and devices. Students will learn how to use digital fabrication methods, sensors, actuators, and physical computing toolkits to rapidly prototype interactive physical designs. The module will be delivered through lectures and practical labs, where students will gain experience using tools like Arduino, 3D printing, and laser cutting. Students will complete individual mini-projects and a major term project to design and demonstrate a fully working interactive physical computing prototype. Assessment will be based solely on a presentation and demonstration of the term project prototype.
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0% found this document useful (0 votes)
47 views2 pages

PSYCGI16 - 15 Credits: Physical Computing and Prototyping

This module provides an introduction to advanced prototyping methods for designing physical user interfaces and devices. Students will learn how to use digital fabrication methods, sensors, actuators, and physical computing toolkits to rapidly prototype interactive physical designs. The module will be delivered through lectures and practical labs, where students will gain experience using tools like Arduino, 3D printing, and laser cutting. Students will complete individual mini-projects and a major term project to design and demonstrate a fully working interactive physical computing prototype. Assessment will be based solely on a presentation and demonstration of the term project prototype.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Physical Computing and Prototyping PSYCGI16 – 15 Credits

Academic Session Date Description Last Updated


2017/18 19 June 2017

Module Convenor:
Name Office Phone Email
Nicolai Marquardt 66GS 2.08 020 3108 7065 [email protected]

Module aims and objectives:


The aims of the module are: (1) to make students familiar with physical computing and digital
fabrication methods, toolkits, and theory; (2) to allow them to critically choose and apply
appropriate prototyping methods while considering design constraints; and (3) to give them
the practical skills for designing and prototyping novel interactive physical and tangible user
interfaces.

Module description:
This module provides an introduction to advanced prototyping methods for designing
physical user interfaces and devices. Students will explore techniques of extending
computation beyond the graphical user interface on a screen into the physical world – for
example with a new wearable activity tracking device, interactive tangible blocks for children
learning math, or a sensor-based audible installation in the home for communicating with
remote relatives.

Inspired by seminal work in ubiquitous computing, tangible user interfaces, and wearable
computing, students will learn (1) how to use digital fabrication methods to rapidly prototype
physical designs; and (2) how to use sensors, actuators, and physical computing toolkits to
make devices interactive and react to sensed properties. Topics covered include the
background in electronics, sensing, actuation, prototyping, and digital fabrication, and the
process for selecting suitable prototyping techniques. The course will follow user centered
design practice, where students apply methods learned in the first term to observe users and
sketch ideas, to then build a series of low- to high-fidelity prototypes by means of the learned
techniques towards interactive physical and tangible computing experiences.

The course is delivered through a mix of lectures and practical physical computing labs.
During lectures students learn the methods and techniques, and are encouraged to think
critically about physical user interface problems. During the lab sessions students will gain
practical experience in using tools and techniques, such as programming micro controllers
(e.g., Arduino, Raspberry pie, .NET Gadgeteer), introduction to electronics, using sensors
(e.g., light, motion, temperature, oxygen) and actuators (e.g., motors and servos), and
prototype building (e.g., foam core mockups, 3D printing, laser cutting). Throughout the
module students will work on both individual coursework (with a series of applied mini-
projects) and a major course project (solving a given design challenge). With its substantial
focus on the prototyping of novel interfaces, the module directly complements the learning
about design practice methods gained in term 1 of the HCI-E MSc.

Module learning outcomes:


Knowledge and understanding of: Background, history, and seminal work in physical and
tangible user interfaces; Techniques and methods for producing physical interface
prototypes; Use of prototypes and physical prototyping methodology in design and human-
computer interaction.

UCL Postgraduate Programme in Human-Computer Interaction


PSYCGI16 - Module Description - 2017-18 - v1
Intellectual (thinking skills) – able to: Critically choose between design and prototyping
methods; Apply physical computing and prototyping techniques to address human-computer
interaction design challenges.

Practical skills: Learning to use various toolkits and techniques in physical computing,
electronics, and digital fabrication; develop several interactive prototypes using electronics,
sensors, actuators, and other materials.

Transferable skills: Prototyping skills; applying physical computing methods in different


contexts; Presentation skills; Portfolio skills.

Tentative module schedule:


Term 2. Tuesday afternoons (tbc)

Tuesday

Week 1 Introduction to Physical Computing

Week 2 Electronics, Input and Output

Week 3 Advanced Electronics and Digital Fabrication I

Week 4 Digital Fabrication II: Laser cutting

Week 5 Electronics: Wireless Communication

Reading week

Week 6 Digital Fabrication III: 3D printing

Week 7 Advanced Prototyping I

Week 8 Advanced Prototyping II

Week 9 Further Digital Fabrication Techniques

Week 10 Final project demo showcase

Limited number of students:


Due to space constraints and available prototyping and electronics hardware, the number of
students participating in the module will be capped. Details about the process to apply for
enrollment in this module will be made available at the beginning of term.

Assessment:
Assessment method:
100% Individual Physical Computing Term Project (video, poster, and live demonstration
of the prototype). For this module, students will work on their own physical computing project
during term time (e.g., wearable-computing, technology in the home, tangible interfaces for
learning). Students have the opportunity to propose their own project ideas, or follow given
project challenge. Video and live demo will show a fully working prototype of an interactive
physical computing prototype, and the poster will explain the application and adaption of
physical computing and digital fabrication methods and techniques, and the iterative design
process for the individual term project.

Pass conditions: Pass must be above 50% in the assessment listed above.
Note: Module descriptions may be subject to minor alterations due to lecturer availability &
changes to regulations.

UCL Postgraduate Programme in Human-Computer Interaction


PSYCGI16 - Module Description - 2017-18 - v1

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