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Social & Mobile Computing Course

This course introduces students to social and mobile computing concepts. Students will learn theories and methods related to designing social and mobile systems and apply them in a collaborative design project. They will develop design skills by combining practical experience with applications and theoretical knowledge. The course covers topics like computer-supported cooperative work, ubiquitous computing, mobile interaction design, and embodied interaction. Students will learn to describe issues in social/mobile design, apply lessons to prototypes, and reflect on developments in popular applications.

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Lawrence Njoroge
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0% found this document useful (0 votes)
104 views6 pages

Social & Mobile Computing Course

This course introduces students to social and mobile computing concepts. Students will learn theories and methods related to designing social and mobile systems and apply them in a collaborative design project. They will develop design skills by combining practical experience with applications and theoretical knowledge. The course covers topics like computer-supported cooperative work, ubiquitous computing, mobile interaction design, and embodied interaction. Students will learn to describe issues in social/mobile design, apply lessons to prototypes, and reflect on developments in popular applications.

Uploaded by

Lawrence Njoroge
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

SOCIAL & MOBILE COMPUTING

3 CREDIT HOURS

Purpose:
This course sits at the intersection between information & communications technology
(ICT) and the social and mobile contexts in which they are used. Students taking this
course will be introduced to social and technical concepts related to computer-mediated
communication, ubiquitous computing, and other interaction design issues related to the
understanding of social settings, and development of mobile and social software to
support them. Students will learn theories and methods related to the design of social
and mobile computing systems and combine these with their first hand experience with
a range of current social and mobile applications in the context of a collaborative design
project. Design skills will be developed through the combined application of the practical
and theoretical knowledge gained through the course.
Expected Learning Outcomes:
At the end of the course students should be able to:
I. Describe the people-centered issues underlying the design of successful
technologies in social and mobile settings.
II. Apply lessons learned from theory and practical experience to the design of
prototype social and mobile applications.
III. Reflect on current developments in popular applications supporting social and
mobile networks in various contexts.
IV. Describe the origins of the methods and processes from other disciplines and
why they are useful when designing technologies for use in social and mobile
settings.
V. Explain the social and technical implications for individuals and society of the
spread of ICT from the workplace into everyday lives.
VI. Effectively manage individual work while collaborating on team projects in
multidisciplinary settings.
VII.
Effectively communicate design processes and outcomes to peers and
assessors in a variety of settings.
VIII.
Produce solutions to design problems through the creative application of
design methods and processes that are appropriate for the problem context.
IX. Make justified, critical decisions and reflections on design processes applied to
inform the design of social and mobile technologies.
X. Reflect on the implications of design decisions on people's personal and social
experiences with each other through and around technology
Course Content:
Social & Mobile Computing focuses on the analysis, design and use of
technologies which support social interaction in various contexts. Topics
include methods and technologies within computer supported cooperative
work, ubiquitous computing, mobile interaction design, and embodied
interaction.
Modes of Delivery
Lectures, tutorials, group discussion and group projects operation of applied software
packages, readings, and software demonstrations.

Instructional materials/Equipment:
Handouts, chalkboard, LCD projectors, computers and relevant software packages
Course Assessment:
Student performance
Continuous assessment tests (class assignments, group and individual research,
presentations, practical exercises), and end of trimester examinations. At least one of
the continuous assessment tests will be a research paper.
Academic Staff Performance
Student evaluation, HOD evaluation, self-evaluation, peer evaluation, informal feedback
from students
Textbooks and journals for the course
1. Dourish, P. (2001). Where the Action Is: The Foundations of Embodied
Interaction. Cambridge, MA: MIT Press.
2. Jones, M., & Marsden, G. (2006). Mobile Interaction Design. Chichester, UK:
John Wiley & Sons.
3. Dix, A., Finlay, J., Abowd, G., & Beale, R. (2003). Human-Computer Interaction
(3rd ed.). New York: Prentice Hall.
URL
4. Sharp, H., Rogers, Y., & Preece, J. (2007). Interaction Design: Beyond Human
Computer Interaction (2nd ed.). Chichester, UK: John Wiley & Sons.
URL
5. Greenfield, A. (2006). Everyware : the dawning age of ubiquitous computing.
Berkeley, CA: New Riders. [Link]
6. Benyon, D. (2010). Designing Interactive Systems: A comprehensive guide to
HCI and interaction design (2nd ed.). Harlow, UK: Addison Wesley..

Advanced Computer and Network Security

3 CREDIT HOURS

Purpose:
This course provide students with a solid understanding of a range of
advanced topics in the field of Information Security.
Expected Learning Outcomes:
At the end of the course students should be able to:
I. Understand and apply a wide range of complex security concepts,
algorithms and protocols.
II. Independently research and critically discuss recent research in a wide
range of areas in the field of Information Security.
III. Present and communicate complex concepts in the field of Information
Security.
IV. Design and/or implement solutions for concrete security problems for
distributed applications.
Course Content:
Social & Mobile Computing focuses on the analysis, design and use of
technologies which support social interaction in various contexts. Topics
include methods and technologies within computer supported cooperative
work, ubiquitous computing, mobile interaction design, and embodied
interaction.
Modes of Delivery
Lectures, tutorials, group discussion and group projects operation of applied software
packages, readings, and software demonstrations.
Instructional materials/Equipment:
Handouts, chalkboard, LCD projectors, computers and relevant software packages
Course Assessment:
Student performance
Continuous assessment tests (class assignments, group and individual research,
presentations, practical exercises), and end of trimester examinations. At least one of
the continuous assessment tests will be a research paper.
Academic Staff Performance
Student evaluation, HOD evaluation, self-evaluation, peer evaluation, informal feedback
from students

Textbooks and journals for the course


7. Dourish, P. (2001). Where the Action Is: The Foundations of Embodied
Interaction. Cambridge, MA: MIT Press.
8. Jones, M., & Marsden, G. (2006). Mobile Interaction Design. Chichester, UK:
John Wiley & Sons.
9. Dix, A., Finlay, J., Abowd, G., & Beale, R. (2003). Human-Computer Interaction
(3rd ed.). New York: Prentice Hall.
URL
10. Sharp, H., Rogers, Y., & Preece, J. (2007). Interaction Design: Beyond Human
Computer Interaction (2nd ed.). Chichester, UK: John Wiley & Sons.
URL
11. Greenfield, A. (2006). Everyware : the dawning age of ubiquitous computing.
Berkeley, CA: New Riders. [Link]
12. Benyon, D. (2010). Designing Interactive Systems: A comprehensive guide to
HCI and interaction design (2nd ed.). Harlow, UK: Addison Wesley..

Computer Graphics and Animation

3 CREDIT HOURS

Purpose:
This course provide students with a variety of technical and artistic
applications including web design, HCI and GUI development, games and
simulations, digital photography and cinema, medical and scientific
visualization, etc.
Expected Learning Outcomes:
At the end of the course students should be able to:
I. Describe the basic graphics pipeline and how forward and backward
rendering factor in this.
II.
Explain the concept and applications of texture mapping, sampling,
and anti-aliasing.
III. Represent curves and surfaces using both implicit and parametric
forms.
IV.
Create simple polyhedral models by surface tessellation and using 3D
modeling tools
V.
Describe the tradeoffs in different representations of rotations.
VI. Implement the spline interpolation method for producing in-between
positions and orientations.
VII.
Implement basic physics-based animation algorithms for particle
dynamics using simple Newtonian mechanics with Euler methods
Course Content:
Computer graphics and animation introduces the subject from the
perspective of computing. You will learn about technologies and techniques
for modeling, manipulating, capturing, displaying and storing 2D and 3D
scenes, digital images, animations and video.
Modes of Delivery
Lectures, tutorials, group discussion and group projects operation of applied software
packages, readings, and software demonstrations.
Instructional materials/Equipment:
Handouts, chalkboard, LCD projectors, computers and relevant software packages
Course Assessment:
Student performance
Continuous assessment tests (class assignments, group and individual research,
presentations, practical exercises), and end of trimester examinations. At least one of
the continuous assessment tests will be a research paper.
Academic Staff Performance
Student evaluation, HOD evaluation, self-evaluation, peer evaluation, informal feedback
from students

Textbooks and journals for the course


Computer Animation: Algorithms and Techniques, by Rick Parent, Morgan &
Kaufmann, 2001
Computer Graphics, Multimedia and Animation by Malay K. Pakhira, 2010
Introduction to Computer Graphics: A Practical Learning ApproachBy Fabio
Ganovelli, Massimiliano Corsini, Sumanta Pattanaik, Marco Di Benedetto, 2012

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