Project work on your own goal 2
Degree programme | InterMedia |
Subject area | Design |
Type of degree | Bachelor Full-time Summer Semester 2025 |
Course unit title | Project work on your own goal 2 |
Course unit code | 025218047011 |
Language of instruction | German, English |
Type of course unit (compulsory, optional) | Compulsory |
Teaching hours per week | 4 |
Year of study | 2025 |
Level of the course / module according to the curriculum | |
Number of ECTS credits allocated | 5 |
Name of lecturer(s) | David ALTWEGER, Nino BRUGGER, Petra ECKELMANN, Philipp EHMANN, Edmont GRUBER, Stefan KAINBACHER, Robert LANG, Sarah SCHLATTER |
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There is a discussion of various forms of experiment.
Based on the exemplary presentation of the approaches of designers, scientists and artists who work at the interface between the artistic, social and / or natural sciences, an introduction to different methods and techniques of experimentation takes place.
The students use different tools collaboratively and individually to generate new knowledge and develop innovative solutions.
Based on the findings of the previous steps, a concept is developed that outlines the development process and the necessary implementation steps.
The following points are also considered:
- Corporate design, the development of a consistent world of experience and visual language
- Production preparation for print, web, photo and video production: photo processing, print data preparation, data handling, etc.
The students are able to
- experiment with different perspectives, approaches and media (technologies) and to draw conclusions for the further development of your own project.
- develop experimental arrangements that make it possible to generate knowledge.
The students have the openness to deviate from routines and conventions in order to arrive at innovative and novel design solutions.
They understand what transformation, mutation, intervention, order / disorder mean in the design perspective.
The students are able to
- to translate an idea into a concrete implementation.
- define and record the basic design concept in such a way that future further development is possible.
- define all elements that contribute to a successful implementation of a task.
- to implement a prototype that illustrates the central principles of the concept and enables full implementation.
They can develop the templates that are necessary for implementation in production teams: print templates, storyboards, wireframes, sitemaps, etc.
Lectures, presentations, exercises, individual and team coaching
Presentation, continual assessment
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- Lindauer, Armin; Müller, Betina (2015): Experimentelle Gestaltung. Visuelle Methode und systematisches Spiel. Sulgen: Niggli.
- Ridgway, Emma (2009): Experiment Marathon: Hans Ulrich Obrist & Olafur Eliasson. Reykjavík : Reykjavík Art Museum.
- Kemp, Martin (2006): Leonardo Da Vinci. Experience, Experiment and Design. 1. Publ.. ed. London: V&A Publications.
- Schmidgall, Friedrich u.a. (2019): Experimentieren. Einblicke in Praktiken und Versuchsaufbauten zwischen Wissenschaft und Gestaltung. Bielefeld: Transcript Verlag, 2019. Science Studies. Web.
- Gurtner, Birgit; Kaineder, Karin; Sperling, Heike (2006): Reduktion, Interaktion, Bewegtbild. Aspekte gestalterischer Grundlagen im Kontext von Multimedialität. Berlin: Pro Business Verlag.
- Spies, Marco (2014): Branded Interactions. Digitale Markenerlebnisse planen & gestalten. Mainz: Verlag Hermann Schmidt.
Face-to-face instruction with mandatory attendance, individual and team coaching