Yale School of Art
1156 Chapel Street, POB 208339
New Haven, Connecticut, 06520-8339
(203) 432-2600
ART 752 MOBILE COMPUTING

GRAPHIC DESIGN, Art 752, Mobile Computing

For second-year graphic design students. This course explores the unique opportunities and qualities available to technology-based design when it is placed in the hands and ears of pedestrians, drivers, aviators, tourists, and other mobile agents. From Paul Virilio’s observation that the Walkman provided pedestrians the syncretic construction of their own outdoor realities “in kit form,” to the 25 billion iPhone applications that have now been downloaded, from “glass cockpits” and GPS systems to handheld museum guides, graphic designers now commonly shift the very interface between people and the environments they explore. But how should we? With reference to avant-gardes that have contributed to and predicted today’s state of the art, including Fluxus, outdoor communication through fashion, and science fiction, the class asks students to design their own applications for the iPhone and other mobile devices. We focus in particular on interaction design for public and private contexts, and user experiences that include users, device, and environment. Applications are Web-based so that advanced programming is not required. Students need not own a smartphone. ART 742b or similar experience is strongly recommended.

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FIRST PROJECT: MAKE A MAP

Choose a space that you can see and traverse. It could be microscopic, or the largest space that you can completely traverse on your own, or nearly completely.

Create a map that shows us a perspective on that space that is only yours, and that advances the world of your developing thesis.

Your map may be printed; an on-screen or projected image or series of images; or video. It should not be particularly interactive. Focus on content and design, not interaction apparatus.

2 weeks.

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SECOND PROJECT: AUGMENTED REALITY

Advance your thesis through an augmented reality application. For example, imagine a phone which shows an additional 2D or 3D graphical layer overtop of live camera imagery, when the phone is lifted to point at the world.

You may wish to consider designing in-real-life markers or graphics to help synchronize the display, or to provide context in the real world.

The schedule is divided into several UX process milestones. You are encouraged to interpret these milestones in innovative ways or to develop novel, specific, evocative, poetic, or experimental formats for each step.

Week 1. User research / contextual interviews / personas / scenarios

Week 2–3. Journey map

Week 4–5. Wireframes / wireframe prototype

Week 6–9. Visual design / completed prototype

Last edited by: Dan Michaelson
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Denise Scott Brown and Robert Venturi, “What We Learned: The Yale Las Vegas Studio”

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Robert Smithson, “Monuments of Passaic”

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Rosalind Krauss, “Grids”

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Dan Michaelson, “On Exactitude in Science”

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Steven Johnson, “Street Level”

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Wim Cuyvers, “Planks and Bricks”

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Bill Viola, “The Sound of One Line Scanning”

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Thomas Pynchon, from The Crying of Lot 49

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Paul Elliman, “Token Resistance”


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Fred Smeijers, from Counterpunch

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Paul Virilio, from War and Cinema

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James R. Grossman, from Land of Hope: Chicago, Black Southerners, and the Great Migration