In this technical module you will continue to develop your programming skills in p5.js, turning your ideas into prototypes. You will learn how to solve problems with computers using a range of algorithmic abstractions, computational models and programming paradigms. This includes thinking about how to effectively model systems using data structures, event-based programming, and object oriented design. These principles will develop your understanding of approaches used in contemporary development platforms and how to use your skills in implementing increasingly complex interactive and creative media applications such as games, interactive stories, data visualisation projects, and more.
Module will run
Occurrence
Teaching period
A
Semester 2 2024-25
Module aims
The module aims:
To continue to develop your understanding of computer programming and your skills in applying this knowledge in the context of creative
applications and interactive media.
To advance your skills to include an understanding of and ability to apply contemporary programming concepts and paradigms (e.g. abstraction, object-orientation, data structures and algorithms, event-based programming) to model problems and programming solutions.
To develop your understanding of code as creative and interactive media, creative coding algorithms and techniques.
To consolidate an understanding of the programming skills and workflows involved in software development in creative and interactive media contexts
Module learning outcomes
By the end of this module you will be able to:
Perform computational thinking, relating to abstraction and automation as a way of solving problems, designing systems and linking them to human behaviour.
Transform such designs in working programmes implemented in programming languages focusing on digital media (e.g. p5.js).
Understand the nature of software design, engineering, and practices for creative and interactive media contexts.
Solve unseen problems and deliver tested working solutions.
Abstract from detail and design solutions using programming abstractions.
Effectively communicate technical information and programming solutions.
Indicative assessment
Task
% of module mark
Essay/coursework
100
Special assessment rules
None
Additional assessment information
There will be 2 formative exercises based on the work done in the practicals.
Indicative reassessment
Task
% of module mark
Essay/coursework
100
Module feedback
You will receive written feedback in line with standard University turnaround times.
Indicative reading
Shiffman, D. (2024). The nature of code (second edition).
Haverbeke, M. (2024). Eloquent Javascript.
Levin, G. and Brain, T. (2021). Code as creative medium. The MIT Press.
Nystrom, R. (2014). Game programming patterns.
High quality online material is available to support learning of module content: