creative technology
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design in creative technology
from a new media perspective
Anton Eliëns
abstract
In this report we look at how the design track may complement
the new media track, not only in the
area of skills, such as hand drawing, but also, perhaps more
importantly, in the area of human factors.
Additional benefots may come, more over from modelling,
that is building VR models inspired by drawing using
appropriate digital content/modeling tools.
status: 11/2/08 -- for discussion
introduction
Although there are by tradition significant differences
between the computing disciplines (from which the intitiative
for
creative technology was taken) and
industrial design, joining efforts in establishing
the new curriculum
creative technology may
be worthwhile, not only because of potential overlap and
shared interests, but also because of the fact that the
tow approaches may complement eachother in a fruitful way.
For a brief summary of educational targets for creative technology, we may somewhat tentatively present a list as below:
from a new media perspective: track(s)
- skill(s) -- computing, mathematics, simulation, technology
- knowledge --computer & software architecture, human factors
- theory -- systems engineering, media & communication
- experience(s) -- project(s), deployment in social context
- attitude -- initiative, creative, involved

Although this summary gives no information wrt. the
educational approach, many of the topics
would alos be included in a curriculum industrial design.
As a matter of fact, the curriculum industrial design
already has experience with an educational approach
that me be characterized as project-based and just-in-time
(theoretical) learning [1].
new media -- targets and learning goals
No doubt, the level of technical expertise, that is computing skills,
required of students creative technology, and in particular
students of the new media track, will be more demanding
than for industrial design students.
In summary, educational targets for new media may be listed
as below:
- skill(s) -- scripting, programming, interaction design
- knowledge -- web, multimedia & game technology
- theory -- understanding of media & communication
- experience(s) -- concept development & realization of (playful) application(s)
- attitude -- explorative, with an eye for the rethorics of the material

Actual learning goals, or topics of study in the
new media track encompass:
target(s)

Apart from virtual reality, which also has a place
in industrial design, these topics are of subsidiary
relevance for industrial design students, but may become
more important when the context of deployment
of design artefacts is taken into account.
smart technology -- additional requirements
An essential part/track of creative technology
is constitued by what may be called ubiquitous computing,
or smart technology.
The educational targets related to this track may be summarized as:
target(s) -- smart technology
from a new media perspective: track(s)
- skill(s) -- modeling, construction
- knowledge -- mechatronics, ubiquitous computing, dynamic systems
- theory -- human perception, privacy, security
- experience(s) -- deployment of smart (multi sensor) systems
- attitude -- inventive, with a playful mind

Nevertheless, as the focus of creative technology
may be characterized as the creation of
computer augmented (entertainment) artefacts [2],
smart technology should also clearly be positioned in
a design context.
the design curriculum -- focus on human factors
Looking at educational targets for design,
admittedly from a creative technology and new media
perspective, we may arrive at:
target(s) -- design
from a new media perspective: track(s)
- skill(s) -- drawing, modelling
- knowledge -- design methodology
- theory -- human factors
- experience(s) -- design & prototyping
- attitude -- sensitive, with an eye for human experience

Elements in the curriculum design would typically encompass:
target(s)
- sketch, drawing
- vr & cad modeling
- physical prototypes
- concept development

We may observe that in addition to elementary skills
of drawing and modeling, an important contribution may come from
the attention to human factors that is essential
in the design of artefacts related to human experience.
conclusions -- creating computer-augmented artefact(s)
Looking at
the curriculim as a whole,
we may safely conclude that
design should be an intrinsic element of creative technology,
and, taking into account the observations made above, that
additional benefits may come from
- experience with a project-based educational approach
- clear attention to human factors in a design context
- practical experience with teaching drawing and modelling skills
- training in visual presentation skills
reference(s)
- Create the Future --
An environment for excellence in teaching future-oriented Industrial
Design Engineering,
available in online version
- Facets of Fun -- On the Design of Computer Augmented Entertainment Artefacts,
available in online version
[]
readme
new(s)
masterclass
workshop(s)
CA1
CA2
CA3
CA4
CA5
project(s)
NM1
NM2
NM3
NM4
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resource(s)
_
/ .
(C) Æiens
09/09/09
creativetechnology.eu