Cellphonia
H79.2472
Fall 2004

Instructor: Steve Bull
Tuesday 3:30 - 6 PM
Office Hours: Tuesday 2:30 - 3:30 PM or by appointment
Email: steve.bull@nyu.edu

Week 1. Cell phones: tiny, cheap, multimedia computers with subscription economic models.

Week 2. User Experience

Week 3. Pick Your Poison: Tools and Their Limitations

Week 4. Cell Phones as a Networked Computer

Week 5. Recording User Input

Week 6. Critique 1st half of midterm projects

Week 7. Critique 2nd half of midterm projects

Week 8. User studies

Week 9. We're all somewhere: Location-based applications.

Week 10. Real community and virtual community meet on the cell phone.

Week 11. Slow down! Network speeds and downloading

Week 12. Business, Branding, and Breaking Even

Week 13. Present 1st half of final projects

Week 14. Present 2nd half of final projects


Midterm and Final: Every student will complete a midterm project and a final project, an original application of some of the principles covered in class. Students may work alone or with one other person. If you work together then each of you will be expected to know how the whole project works and be able to explain what each of you has done on the project. It's possible that your final project may be an expansion of your midterm project. That's great, as long as there's significant refinement of the project from midterm to final. Midterm and final projects will be shown in class.

Journal & Documentation: You will be expected to keep an online journal of your work in this class. Think of it as a letter to the next group to take this class: the tricks you found that work, the pitfalls you hit, ways around them, code samples that you find useful, sources for materials, reference material, etc. It can be no-frills HTML Pictures are helpful, but not strictly necessary. Blogs and wikis are fine. A Moveable Type installation is available for all students to use on the ITP server.. Feel free to use it to set up a blog if you don't have much experience making websites. No flash, shockwave, or other sites that are not text-searchable, please. Ideally, it will give you a head start on documenting your projects for future portfolio reference, and those who come after you a place to look for advice. A journal entry is part of the assignment for each project you do, at the least. Feel free to do more entries as you see fit. These will be added as links to the class site. Work on this as you go, don't put it off until the end. Your fellow classmates will find your notes as useful too. You should document your projects thoroughly. Plan in advance, and perhaps as a group, to have what you need to document at least your midterms and finals. Photos, video, flow diagrams, and notes are all valuable forms of documentation.

Grading: Participation & Attendance Showing up on time, engaging in the class discussion, and offering advice and critique on other projects in the class is a major part of your grade. Please be present and prompt. Lateness will hurt your grade, as I use Tom's "ghost rule." Show up late, and you can stay, but you can't talk or ask questions. Late attendance affects your grade adversely. If you're going to be late or absent, please email me in advance. If you have an emergency, please let me know. Turn in assignments on time as well. For every week an assignment is late, it loses a letter grade, e.g. 1 week late means a maximum possible grade of A-, 2 weeks is a maximum B+, and so forth.

Laptops I'm all for people taking notes on laptops in class, and there will be occasions when it'll be useful to connect to the net in class for classwork, but please don't check email, or IM, or surf the net on unrelated topics, or do your work for other classes in class. That's rude to everyone else in the class.

Cellphones Cellphones in class are for viewing of classwork only. You can not take phone calls in class.

Books:
Mobile and Wireless Design Essnetials Martyn Mallick ©2004, Wiley; ISBN: 0-471-21419-1
Persuasive Technology: Using Computers to Change What We Think and Do B.J. Fogg ©2003, Morgan published by Kaufmann; ISBN:

Recommended texts:
Physical Computing: Sensing and Controlling the Physical World with Computers, Dan O'Sullivan and Tom Igoe ©2004, Thomson Course Technology PTR; ISBN: 159200346X

Course Description: How many parts does the cell phone play in the symphony of your day? Sports announcer, smart mobs, beacons at parties, museum guides--it can offer a lot more than just ring tones. Cell phones are the new portable computers. The challenge is to identify useful applications--beyond games and SMS--that can leverage this technology and the servers powering it. Students will explore the social, technological, and creative possibilities of cell phones to make new applications for cultural growth. They will identify, build and test projects individually or in teams. User interaction design will focus on the dilemma of a device with so much possibility but with so many limitations. Discussions will also include the developer's dilemma of promoting unbranded applications to markets controlled by telecom giants.