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Caterpillar and
Emerging Technology
5.13.16
Jay MargalusGame Design, Designing for Emerging Technology
LeAnne WagnerExperience Design, Education,and Research
“The new kids we’re bringing in are smart, academically, but can’t build
anything.”“They can make a nice digital
mockup, but don’t know how to make it
come to life.”-Ozinga
$4.3 billionMaking STEM a priority in more of the Administration’s
education efforts. The first round of the Department of Education’s $4.3 billion Race to the Top competition offered
states a competitive preference priority on developing comprehensive strategies to improve achievement and provide
rigorous curricula in STEM subjects; partner with local STEM institutions, businesses, and museums; and broaden participation of women and girls and other groups
underrepresented in STEM fields.
Creativity + Innovation
Why Physical Technology at Caterpillar?
Physical TechnologyBest Practices
Creativity Through Making
Job Readiness
$
Key Goals
ConstructionistLearning
learning by making
Alex the InternHated programming until we
taught him using Arduino.
Design students learn by making (and this is not unique to design students). Learning through play!
Digital artifacts can be less interesting than physical ones.
Teaching STEM Skills
science, technology, engineering, and math
Creating Creative Community Spaces
maker spaces, labs, libraries
ChickTech, Libraries, Schools
SpaceLab
Chicago Southland Mini Maker Faire
Physical Computing Lab
Robotics Club
Leading by Example
making things & taking risks
Big Data Outbreak
Project Libity
NSF Urban Game Design + Creative IT
Designing for Physical Technology
SCHOOL OF DESIGN MINOR
Requirements28 credits : 8 courses (note: two of the courses are 2 credits)
INTRO:
EXP 2XX: Hardware Design Basics Workshop(2 credit)
EXP 2XX: Design for Physical Space Workshop (2 credit)
ISM 210: Introduction to Human Computer Interaction
GAM 240: Playgramming
ADVANCED (choose two):
EXP 3XX: Designing for the Internet of Things
EXP 3XX: Designing for Autonomy
EXP 3XX: Physical Art & Interactive Exhibits
GAM 3XX: Games and Play in Physical Space
GAM 368: Augmented Reality Game Design and Development
COLLABORATIVE:
EXP 3XX: Physical Technology Collaborative Studio I
EXP 3XX: Physical Technology Collaborative Studio II
Hardware Design Basics Workshop
This workshop applies problem solving and programming skills toward building physical systems using an array of fundamental skills. The course will cover basic electronics and hardware skills like soldering, circuit building, and basic programming for an electronic prototyping platform to interface with digital and analog inputs (sensors), control motors, and use displays. Throughout the workshop you will work in groups to build basic physical systems (e.g., controlling LEDs) to moderately sophisticated ones (e.g., developing remote controls).
Designing for the Internet of Things
From everyday household items like thermostats and locks to cities developing arrays of climate and traffic sensors, the world is increasingly becoming an interconnected system of aware and responsive devices. This course will cover the development and evolution of our connected world, and the possibilities for designing future products. Students will be introduced to ambient intelligence through exercises, collaborative projects, in-depth discussions, and instructor-led tutorials. The course will cover ambient sensing, communication, embedded systems, and designing experiences for the Internet of Things. Students will be familiar with the considerations involved in designing an interconnected system, and work in groups to prototype an “IoT” product.
Why in the School of Design?
Questions?