After completing Theory & Academic skills, the student can:
- Identify and explain the elements of a design process for Creative Technology.
- Recognise how technology and design influence human behaviour.
- Read and discuss basic academic papers from the domain of Creative Technology.
- Perform background (literature) research on design for behaviour change and report it.
- Students are able to analyse and synthesise electric circuits.
- Students are familiar with the following electrical elements and their symbolic representations, and know how to calculate their values and implement them in electrical schemes (of models of electrical devices and applications): Ideal Voltage Source; Resistance (element) and resistor (component) with value R [Ohm]; Capacitance (element) and capacitor (component) with value C [F].
- Read a simple datasheet of electronic components such as Integrated Circuits (ICs) which is about the understanding and applying pin lay-outing of the IC, the power supply connections, and the signal connections.
After completing Tools & Hackathon Theme Design for Behaviour Change, the student can:
- Apply basic visual communication, web design, and storytelling knowledge and skills.
- Design a solution for behaviour change based on theory.
- Make a video showing an envisioned design for behaviour change.
- Work in a diverse (international) project group.
After completing Tools & Hackathon Theme Sense – Process – Act, the student can:
- Integrate the knowledge learned from the two Smart Technology lectures into a practical, electronic design based on the Sense – Process – Act principle. This design consists of the NE555 timer IC (the process component), at least a single Sensor (the sense component) and at least a single actuator (the act component). This electronic design should be complemented with necessary peripherical electronic components to create a functional design.
- Make a design for 3D printing and laser cutting.
- Combine the points mentioned at 1. and 2. and turn these into a tangible prototype.
- Write specifications of their project.
- Work in a diverse (international) project group.
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In this study unit, students will get familiarized with the field of Creative Technology. They will learn and practice a first set of academic skills regarding academic integrity, IP, design method, working in groups, and read academic papers reporting on Creative Technology research from Interactive Media and Smart Technology.
Introduction to CreaTe is organised by two themes:
Theme 1: Design for Behaviour Change during which students will learn Interactive Media tools such as visual communication and videography.
Theme 2: Sense-Process-Act (Smart Technology) during which students will learn prototyping using 3D printing, laser cutting, and working with basic electronics. They will learn to analyse and synthesise electric circuits and get familiar with basic electrical elements.
Each of the themes will end with a hackathon which is a creative group project in a pressure-cooker setting aimed at integrating and grounding the content from the themes in one design. For Theme 1 it will be a video presenting the envisioned design of a behaviour change intervention. For Theme 2, a (technical) challenge must be solved, and a demonstrator has to be built with a limited set of materials in a limited amount of time, requiring the knowledge gained throughout the module on theme 2.
Manual enrollment via Osiris is only for Creative Technology students. If you want to enroll, please contact K. Zalewska (k.zalewska-kurek@utwente.nl).
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