Students develop a concept for the Bachelor Study module – either a creative or technical design, depending on their study focus – then make a so-called pitch (project presentation). In light of feedback, they then refine the concept in preparation for its execution.
Depending on their study focus, students have presented and demonstrated either a creative design or a technical Bachelor project – the form of which had to be appropriate to its content – to a jury composed of the School's lecturers and/or guest experts.
COMGRAPX Computer Graphics Extended
Computer graphics skills with a focus on motion graphics. Competences with technical and design aspects of current 3D tools: study of advanced algorithms on light, textures and polygon, modelling, deformation and generation of 3D objects. Special disciplines of visual effects such as sculpting, hair, fabrics, dynamics, simulation. Knowledge is deepened and presented on the basis of individual project work. Comprehensive 3D projects planned and realised in a team.
Computational Perception Extended
Different techniques of Machine Learning / AI and their application for design and art. Create neural networks and experiment with simple code examples. Methods used in Computer Vision (image classification, objects detection, pose estimation) and Generative Deep Learning (DL). Explorative module with a final project (solo or in group) based on one of the main DL-models. Of particular interest to developers, but suitable for anyone with basic programming knowledge.
Carrying out a longer coherent and independent project, according to a theme that changes every semester, choosing the appropriate approach from a wide range of methods. Individual or group work. Written reflection and contextualization of own project work in relevant discourses. Project presentation and submission of a report in an appropriate form.
Game Design & Engineering
Terms associated with gaming and computer gaming are explained and distinguished from other forms. The relevance of gaming in society is reflected upon. The students immerse themselves in the history of gaming. On the basis of material research, they analyze various genres and their conventions. A special focal point here is the emotions that games evoke in us. The students learn more about simple game mechanisms and how to implement them.
Studio Emerging Technologies
History of the co-emergence/dependency of technology, design and interface. Design scenarios and storyboards based on literature research, interviews and creative techniques. Development of simple experience prototypes (devices, applications and contents) for a selection of emerging technologies. Application concepts and user experience, with any further development. Social and ethical issues, assessing the opportunities and risks, and forecasts for possible futures.
Studio Game 1
Students go through a game development process. As a team, students develop a game idea and improve it through iterative testing. The result is a pitchable vertical slice of a game with functional and complete controls and UI. The process and the result are documented.
Studio Game Design & Engineering 2
Students use their tools of choice to independently develop a game with several levels and explore their distinctive developer profile. They first get together in teams to brainstorm several game concepts then present these to a panel of lecturers (stage 1). Then each team designs one game concept in full including a game design document, and defends the results in face of a panel of lecturers (stage 2). Finally, each team plans and executes the tasks necessary to make the game a reality (stage 3).
Studio Information Aesthetics & Engineering
Data visualization and information graphics help to read, interpret and utilize complex information. Comprehensible communication, facilitating pattern recognition, technical and aesthetic issues in connection with large quantities of data. Research, preparation, visual design and technical implementation in terms of programming as visualization tools.
Studio Physical Prototyping
Physical prototyping is defined by the project-specific fabrication of physical objects and their control via programmable microcontrollers and electronic circuits. As part of project-based tasks, the students learn how to design, build and program interactive objects.
Studio Physical Prototyping extended
Students fabricate actual objects along with the means to control them, i.e. programmable microcontrollers and electronic circuits. Project-based inquiry and experimentation builds on the “Studio Physical Prototyping” module: fabrication-led design, algorithmic design. The iterative design process focuses on form, product language, ergonomics and safety.
Studio User Experience 1
Students learn how to apply a user-centered design and development process for an entire project, thereby building a digital prototype with a user interface. They analyse the target group’s needs, identify their pain points and problems, and document them in appropriate deliverables (personas, empathy maps, etc.). They then come up with possible solutions. After trialling/ testing the solutions with their target group, they iterate on their ideas and bring it to life in a high-fidelity prototype.
Studio User Experience 2
In this module, students once again run through the user-oriented design process, focussing in particular on a highly specific use concept and problem definition. The proposed solutions are subjected to several rounds of rigorous qualitative and quantitative usability testing. An analytics and tracking concept supplements the standard project documentation.
Studio Web & Mobile 1
The students develop a product on the web platform in three sprints up to the MVP. They use frameworks to reach their goal quickly, but deliberately break the rules where unique selling points arise. They develop an interdisciplinary content concept, look & feel and data model to credibly communicate the benefits of the product. In the process, they learn the methods to create everyday web projects in a team or to develop them confidently and continuously.
Studio Web & Mobile Design & Engineering 2
The students work on a complex web & mobile project. The web is used as an open platform for interactive systems. The students work with clients as well as the server and gain experience in a complex system. The students experiment with animations and use the properties of different devices for user interaction.
User Experience Design & Engineering
User Experience takes into account the needs, desires and well-being of the users and also considers aspects of comprehensibility and operability of interactive systems. This module teaches methodological knowledge and art-related skills for the development of graphical user interfaces (GUIs). Students apply user-centered design methods for analysis, modeling, ideation and testing using a concrete example.