Summer 2023 Courses
These sections are open to all NYU students and visiting students, except Freshman and Sophomore UGs. NYU Students may self-register in Albert, no permission required.
Visiting students, please email email@example.com for steps on how to register for summer courses.
Pass/Fail Disclaimer: Please be advised, ITP courses are graded pass/fail. It is your responsibility as a non-ITP student to check with your home program to be sure a pass/fail ITP course may be credited toward your degree requirements.
ITP / IMA Media Fee Disclaimer: Please be advised, ITP / IMA courses are assigned a $274.00 Media Fee, which applies to ITP / IMA students as well as non-departmental students. For Summer term, the Media Fee is charged on a per-class basis. This fee grants students Equipment Room check-out privileges, as well as access to the physical computing shop and machines in our departmental space in 370 Jay / 4th floor. The Media Fee is non-refundable.
Intro to Fabrication
ITPG-GT 2637 - 001 (5604)
Mo 12:00pm - 3:00pm (05/22 - 07/03) - 6W1
Time to get your hands dirty. Prototypes need to be created, motors have to be mounted, enclosures must be built. Understanding how things are fabricated makes you a better maker. But hardware is hard. You can’t simply copy and paste an object or working device (not yet anyway), fabrication skills and techniques need to be developed and practiced in order to create quality work. You learn to make by doing. In this class, you will become familiar and comfortable with all the ITP shop has to offer. We will cover everything from basic hand tools to the beginnings of digital fabrication. You will learn to use the right tool for the job. There will be weekly assignments created to develop your fabrication techniques. There will be in class lectures, demos, and building assignments. Emphasis will be put on good design practices, material choice, and craftsmanship.
Project Development Studio
ITPG-GT 2378 – 2 (6299)
Tu/Th 12:00pm – 3:00pm (07/06 – 08/15) – 6W2
Project Development Studio provides students an environment to develop existing project ideas that may fall outside the scope of currently offered classes. The course offers the necessary structure and timeline to complete a self-directed project as well as the opportunity for peer learning. This particular studio is appropriate for projects in the areas of interactive art installations, creative coding, web-based applications, physical computing, and digital fabrication. Technical skills in these areas will not be taught. Rather, the philosophy of the course is learning through doing, and the majority of student work time will be spent in actual design and production, which will be structured and guided by the instructor.
Class meets twice a week for 3 hours each session. Each week students will devise and complete their own assignments and post their progress online. Class meetings mix time to work on assignments (individually or in groups on related projects), to share skills and resources, to share project development, to user test and exchange feedback, and to conference with the instructor. The course will culminate with a final project presentation.
Topics in ITP: Design for Responsible Tech
ITPG-GT 2378 - 1 (5611)
Art Kleiner / Juliette Powell
Tu/Th 12:00pm - 3:00pm (05/23 - 06/29) - 6W1
Digital media creators need to learn how to raise issues and design solutions to ethical problems. Belief systems and harmful consequences are coded into every piece of software. This is a course in the skills of responsible design and development: Looking critically at your own work and others’ work, recognizing the unintended implications and consequences of that work, creating personal and group processes to bring these issues safely to the surface, adjusting the work to be less harmful, and participating in the evolution of standards and guardrails. ITP students will need all of these skills as they progress through their careers. In the course, we’ll look at cases showing how companies handled ethical dilemmas, including Google, Snapchat, and Tiktok – and an emerging theory of what makes digital media responsible. But the course doesn’t just cover the theory in an academic sense; it gives students practice in putting the theory to use and helping to test and refine it. This course mixes academic research and project work. It is structured around three comprehensive group assignments and a final project.
ITPG-GT 2177 - 001 (5614)
Tu/Th 3:00pm - 6:00pm (07/06 - 08/15) - 6W2
For better or worse humanity is heading down the virtual rabbit hole. We’re trading an increasingly hostile natural environment for a socially networked and commercially driven artificial one. Whether it's the bedrooms of YouTube streaming stars, the augmented Pokestops of Pokemon Go, the breakout rooms of a Zoom meeting, or even the "airspace" of Airbnb; we are witnessing a dramatic transformation of what occupying space means. The socially distanced measures as a result of the COVID-19 pandemic have only accelerated this societal embrace of the virtual.
So where are these dramatic spatial paradigm shifts occurring? Who owns and occupies these spaces? Who are the architects and what historical and ethical foundations are they working from? What world do they want to build for humanity and where does the creative individual fit into it? Will it be a walled garden, a role-playing adventure or a tool for creating more worlds?
The course will ask students to embrace the role of virtual architect, not in the traditional brick-and-mortar sense of constructing shelter, but in terms of the engagement with the raw concept of space. However this virtual space must be considered and evaluated as a “site,” that is activated and occupied by real people and all the limitations of physical space that they bring with them from the real world. This is the foundation of synthetic architecture; simulated space met with biological perception.
This conceptual architecture is free from the confines of physics but host to a whole new set of questions: How do we embrace the human factors of a dimensionless environment? How do we make or encourage meaningful interactions within the limits of current technology? New models of interaction must inform and shape the architecture of virtual space - what does that look like? How can architecture and aesthetics inform the creation of virtual environments and immersive narratives? How do we acutely consider the psychological and social impacts of the worlds we design and what is the metaphorical ground plane to make sense of this virtual world, unbound by physics?