A distinctive feature of contemporary life is mobile, wearable and ubiquitous computing devices with their strongly interactive character that have become an integral part of our lives. These devices have a diversity of interfaces and functions that we use in our personal, social and public life. Fundamental knowledge and skills in not only the use of new technology but also the seamless integration of it with people’s current devices and lifestyles is essential for interactive media and games design students. This subject will deliver an agile curriculum designed to accommodate the fast pace of changing technology and embed independent learning principles to allow students to critically evaluate new technologies as they become available and incorporate them throughout their vocations.
|Academic unit:||Faculty of Society & Design|
|Subject title:||Designing for Emerging Technology|
Delivery & attendance
|Prescribed resources:||No Prescribed resources. After enrolment, students can check the Books and Tools area in iLearn for the full Resource List.|
|[email protected] & Email:||[email protected] is the online learning environment at Bond University and is used to provide access to subject materials, lecture recordings and detailed subject information regarding the subject curriculum, assessment and timing. Both iLearn and the Student Email facility are used to provide important subject notifications. Additionally, official correspondence from the University will be forwarded to students’ Bond email account and must be monitored by the student.|
To access these services, log on to the Student Portal from the Bond University website as www.bond.edu.au
Assurance of learning
Assurance of Learning means that universities take responsibility for creating, monitoring and updating curriculum, teaching and assessment so that students graduate with the knowledge, skills and attributes they need for employability and/or further study.
At Bond University, we carefully develop subject and program outcomes to ensure that student learning in each subject contributes to the whole student experience. Students are encouraged to carefully read and consider subject and program outcomes as combined elements.
Program Learning Outcomes (PLOs)
Program Learning Outcomes provide a broad and measurable set of standards that incorporate a range of knowledge and skills that will be achieved on completion of the program. If you are undertaking this subject as part of a degree program, you should refer to the relevant degree program outcomes and graduate attributes as they relate to this subject.
Subject Learning Outcomes (SLOs)
On successful completion of this subject the learner will be able to:
- Students will gain practical experience in the design, development and use of emerging technologies through analysis and creative approaches to tasks and activities.
- Students will further their critical thinking skills in algorithmic thinking and creativity with digital media through the design and development of emerging technology experiences.
- Upon successful completion of this subject, students will demonstrate leadership, teamwork and the ability to communicate as professionals with the goal of completing a complex project. By working in small agile teams, students will learn to communicate across technical and artistic domains and be required to create comprehensive documentation, reports and presentations.
|Class Participation §||Students are required to research & experiment with Emerging Technologies by working in small teams to design, assess & present (two) brief interactive experience(s) highlighting the affordances & use of the technology (Percentage weighting 2X20%)||40%||Progressive||1, 2, 3.|
|Oral Pitch §||Students will be required to present and demonstrate the interactive experience (game) developed in Assignment 1||30%||Week 13||1, 2, 3.|
|Creative Piece §||Assignment One: Students will be required to work in a small team to design an interactive experience (or game) integrating one or more of the emerging technologies explored during the semester||30%||Week 13||1, 2, 3.|
- § Indicates group/teamwork-based assessment
- * Assessment timing is indicative of the week that the assessment is due or begins (where conducted over multiple weeks), and is based on the standard University academic calendar
- C = Students must reach a level of competency to successfully complete this assessment.
|High Distinction||85-100||Outstanding or exemplary performance in the following areas: interpretative ability; intellectual initiative in response to questions; mastery of the skills required by the subject, general levels of knowledge and analytic ability or clear thinking.|
|Distinction||75-84||Usually awarded to students whose performance goes well beyond the minimum requirements set for tasks required in assessment, and who perform well in most of the above areas.|
|Credit||65-74||Usually awarded to students whose performance is considered to go beyond the minimum requirements for work set for assessment. Assessable work is typically characterised by a strong performance in some of the capacities listed above.|
|Pass||50-64||Usually awarded to students whose performance meets the requirements set for work provided for assessment.|
|Fail||0-49||Usually awarded to students whose performance is not considered to meet the minimum requirements set for particular tasks. The fail grade may be a result of insufficient preparation, of inattention to assignment guidelines or lack of academic ability. A frequent cause of failure is lack of attention to subject or assignment guidelines.|
For the purposes of quality assurance, Bond University conducts an evaluation process to measure and document student assessment as evidence of the extent to which program and subject learning outcomes are achieved. Some examples of student work will be retained for potential research and quality auditing purposes only. Any student work used will be treated confidentially and no student grades will be affected.
Students must check the [email protected] subject site for detailed assessment information and submission procedures.
Policy on late submission and extensions
A late penalty will be applied to all overdue assessment tasks unless an extension is granted by the subject coordinator. The standard penalty will be 10% of marks awarded to that assessment per day late with no assessment to be accepted seven days after the due date. Where a student is granted an extension, the penalty of 10% per day late starts from the new due date.
Policy on plagiarism
University’s Academic Integrity Policy defines plagiarism as the act of misrepresenting as one’s own original work: another’s ideas, interpretations, words, or creative works; and/or one’s own previous ideas, interpretations, words, or creative work without acknowledging that it was used previously (i.e., self-plagiarism). The University considers the act of plagiarising to be a breach of the Student Conduct Code and, therefore, subject to the Discipline Regulations which provide for a range of penalties including the reduction of marks or grades, fines and suspension from the University.
Feedback on assessment
Feedback on assessment will be provided to students within two weeks of the assessment submission due date, as per the Assessment Policy.
If you have a disability, illness, injury or health condition that impacts your capacity to complete studies, exams or assessment tasks, it is important you let us know your special requirements, early in the semester. Students will need to make an application for support and submit it with recent, comprehensive documentation at an appointment with a Disability Officer. Students with a disability are encouraged to contact the Disability Office at the earliest possible time, to meet staff and learn about the services available to meet your specific needs. Please note that late notification or failure to disclose your disability can be to your disadvantage as the University cannot guarantee support under such circumstances.
Students are introduced to the course content, assessment requirements and emerging technologies they will be exploring during the semester. Students will be introduced to methods and tools to support agile cooperation and project management
Students will explore virtual reality and the technical and design requirements for designing virtual experiences including cognitive, physical, perceptual and functional affordance in virtual environments
Students will explore UX design patterns focusing on emerging technology and games
Students will explore augmented reality and the technical and design requirements for designing augmented real world experiences
Students will explore UCD patterns and methods to evaluate and assess usability
Students will be introduced to the theories of tangible, embedded and embodied interaction with a focus on emerging interaction interfaces
Students will be introduced to UI design patterns focusing on emerging technology interfaces
Students are required to work with their lecturer and team members to formulate a design experience incorporating one or more emerging technology devices. Weekly students are required to present work reports and SWOT analysis at the lecture and a plan of action for the week.
Student teams are required to present and demonstrate their assignment prototype and design process to an invited audience