The course is open to master students of design and architecture. A mix of students from each discipline will be promoted.
Prerequisite prior knowledge
Completed foundation education (180 ECTS) in design and architecture.
Recommended prior knowledge
The course is focused on giving an introduction to how technologies can be explored as materials and tools for creative processes. Prior experience with, and an interest in technology tools and platforms, is recommended.
The course has two objectives. Firstly, it aims at informing students of the various tools and techniques involved with technologies that are currently becoming increasingly relevant for design, architecture and urbanism; such as game technologies, mixed reality (AR, VR, etc), machine learning, 3D scanning, sensors, data and creative code. Secondly, it seeks to engage with these technologies and themes in a critical fashion, through open-ended exploration, play and error. The course aims to expose students to emerging technologies, tools and methodologies, and the content of the course will therefore be updated each year. Through these objectives, the course seeks to teach master students at AHO the various possibilities that lay in emerging technologies that are available for design-processes and which might guide their studio work. As such, the course has a theoretical and practical approach to technology. It involves a series of lectures, as well as individual case work among students.
The themes and exercises of the course will cover:
Each year the course will explore a new technological theme or topic. In 2023 the course will focus on games and game-technologies. The course will be led by Nadja Lipsyc, a game-designer working with virtual reality and immersive experiences. The course will look at games and game-technologies and -techniques broadly to uncover what designers and architects can learn from gamedesign.
Teacher: Nadja Lipsyc
Knowledge
With the completed studies the student will have a broader understanding of how emerging technologies effect design-processes, as well as be able to explore a set of technologies for creative purposes.
Skills
With the completed studies the student will be better equipped in utilizing the latent potentials of emerging technology in the setting of product/interaction, architectural, urban or landscape design.
General competence
The student should be able to explain the choice of methods and technologies for realizing their chosen projects, and why. The student should be able to critically reflect on the role of technology in their creative processes.
As with other elective courses the course will consist of weekly learning activities, lectures, material exploration and use of available technology resources. Each course day will focus on a student's project work with new assignments given on a bi-weekly basis.
During the elective course week at the end of the semester, a larger project is to be conducted and presented for the rest of the group. There are several goals for the one-week projects.
Students are expected to work in groups and individually.
Teacher: Nadja Lipsyc
The reading-list will be updated for each year’s themes.
Form of assessment | Grouping | Grading scale | Comment |
---|---|---|---|
Portfolio assessment (Vurderingsmappe) | Individual | Pass / fail | The deliverances from each module and a final exhibition makes up the basis for assessment. |
Workload activity | Comment |
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Lectures | There will be a lecture on creative technologies and other related subjects each Tuesday. |
Individual problem solving | Individually tasks will be given between ordinary course days. |
Workshops | There will be a larger workshop in elective course week. |
Attendance | 100 % attendance is expected for the whole course. |