sketches from

Interactivity (DMA 28), Spring 2010, UCLA

This course is a ten week introduction to the concepts and principles of interactivity. We will discuss what constitutes interactive work and how aesthetic and conceptual concerns can impact interactive design while developing computer programming skills required for creating interactivity.


classroom created by Chandler McWilliams
includes sketches by 

submit a sketch from your portfolio


or you can enter the visualID of the sketch below
http://openprocessing.org/sketch/

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Select a crop of Zaha Hadid‘s “Malevich's Tektonik” and draw it within Processing as a 640 x 480 pixel program. First select an interesting/ambitious crop, then load it into a program such as Photoshop or Illustrator to read the color and coordinate data. Use integer values for coordinates and only use the following functions for drawing: line(), triangle(), quad(), rect(), ellipse(), and arc().
Create a pair of expressive eyes that respond to the cursor as a 640 x 480 pixel Processing program. Develop an original and unique set of eyes with an engaging relationship to the cursor.
Set a theme then develop a collage system in Processing based on that theme. Every time your 640 x 480 program is run, a new collage will be generated.
Write a program that tells a non-linear story based on A Grimm’s fairy tale. Use the original illustrations by Gustave Dore to illustrate the story. You can choose one of the following stories: Donkey-Skin, The Sleeping Beauty in the Woods, Little Red Riding-Hood, Bluebeard, Puss in Boots, Cinderella, Hop o’ my Thumb. You may modify the illustrations by coloring, cropping, animating, collaging, etc. The program should show some introductory material to create a background for the story, and require the user to type or click to control how the story unfolds. Your story should have at least three points asking for, and responding to, user input.
This project focuses on motion and interaction. To place the focus on those two components exclusively, the visual elements will be minimal. The visual components of the game are restricted to two lines and two circles on the screen at a time, but you may use any motion or interaction technique that you can imagine. You many also employ simple typography to keep score or show other basic data. These restrictions have been made to minimize the complexity of the project (you have sixteen days to produce it), to encourage you to be creative within contraints, and to place the emphasis on the qualities of the interaction.