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Caterpillar and
Emerging
Technology
5.13.16
Jay Margalus
Game Design,
Designing for Emerging Technology
LeAnne Wagner
Experience Design, Education,
and Research
“The new kids we’re bringing in are smart,
academically, but can’t build anything.”
“They can make a nice digital mockup,
but don’t know how to make it come to life.”
-Ozinga
$4.3 billion
Making STEM a priority in more of the Administration’s education efforts.
The first round of the Department of Education’s $4.3 billion Race to the
Top competition offered states a competitive preference priority on
developing comprehensive strategies to improve achievement and provide
rigorous curricula in STEM subjects; partner with local STEM institutions,
businesses, and museums; and broaden participation of women and girls
and other groups underrepresented in STEM fields.
Creativity + Innovation
Why Physical
Technology at Caterpillar?
Physical Technology
Best Practices
Creativity
Through
Making
Job
Readiness
$
Key
Goals
Constructionist
Learning
learning by making
Alex the Intern
Hated programming until we taught
him using Arduino.
Design students learn by making
(and this is not unique to design
students). Learning through play!
Digital artifacts can be less
interesting than physical ones.
Teaching
STEM Skills
science, technology,
engineering, and math
Creating Creative
Community
Spaces
maker spaces, labs, libraries
ChickTech, Libraries, Schools
SpaceLab
Chicago Southland Mini Maker Faire
Physical Computing Lab
Robotics Club
Leading by
Example
making things & taking risks
Big Data Outbreak
Project Libity
NSF Urban Game Design + Creative IT
https://vimeo.com/32457801
OFFF Installation
Designing for Physical
Technology
SCHOOL OF DESIGN MINOR
Requirements
28 credits : 8 courses (note: two of the courses are 2 credits)
INTRO:
EXP 2XX: Hardware Design Basics
Workshop(2 credit)
EXP 2XX: Design for Physical
Space Workshop (2 credit)
ISM 210: Introduction to Human
Computer Interaction
GAM 240: Playgramming
ADVANCED (choose two):
EXP 3XX: Designing for the
Internet of Things
EXP 3XX: Designing for Autonomy
EXP 3XX: Physical Art &
Interactive Exhibits
GAM 3XX: Games and Play in
Physical Space
GAM 368: Augmented Reality
Game Design and
COLLABORATIVE:
EXP 3XX: Physical Technology
Collaborative Studio I
EXP 3XX: Physical Technology
Collaborative Studio II
Hardware Design Basics Workshop
This workshop applies problem solving and programming skills toward building
physical systems using an array of fundamental skills. The course will cover basic
electronics and hardware skills like soldering, circuit building, and basic
programming for an electronic prototyping platform to interface with digital and
analog inputs (sensors), control motors, and use displays. Throughout the workshop
you will work in groups to build basic physical systems (e.g., controlling LEDs) to
moderately sophisticated ones (e.g., developing remote controls).
Designing for the Internet of Things
From everyday household items like thermostats and locks to cities developing
arrays of climate and traffic sensors, the world is increasingly becoming an
interconnected system of aware and responsive devices. This course will cover the
development and evolution of our connected world, and the possibilities for
designing future products. Students will be introduced to ambient intelligence
through exercises, collaborative projects, in-depth discussions, and instructor-led
tutorials. The course will cover ambient sensing, communication, embedded
systems, and designing experiences for the Internet of Things. Students will be
familiar with the considerations involved in designing an interconnected system,
and work in groups to prototype an “IoT” product.
Why in the School of Design?
Questions?

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