School/Faculty/Institute Faculty of Arts, Design and Architecture
Course Code INT 456
Course Title in English Creative Coding
Course Title in Turkish Yaratıcı Kodlama
Language of Instruction EN
Type of Course Lecture
Level of Course İleri
Semester Spring
Contact Hours per Week
Lecture: 3 Recitation: - Lab: - Other: -
Estimated Student Workload 126 hours per semester
Number of Credits 5 ECTS
Grading Mode Standard Letter Grade
Pre-requisites ARC 202 - Architectural Design IV | INT 202 - Interior Design II
ARC 202 - Architectural Design IV | INT 202 - Interior Design II
Co-requisites None
Expected Prior Knowledge 4 semesters of design studio
Registration Restrictions Only Undergraduate Students
Overall Educational Objective To learn to understand the concept of interactive spaces​ and ​programming​ ​as​ ​a​ ​creative medium and to explore the computer environment as a tool capable of powerful creative possibility, not via pre-built software, but instead by writing code.
Course Description This course is an introduction to computer programming within the context of interactive environments, visual arts and image. Students will look at the basic structures and affordances of code as inspiration for designing interaction between user and space, making artworks, and as a tool capable of creating things that would be hard by hand. It promotes conditional and systematic thinking.

Course Learning Outcomes and Competences

Upon successful completion of the course, the learner is expected to be able to:
1) tasarımda matematiksel düşünme kavramını anlamak;
2) koşullu ve sistematik düşünme becerilerini anlamak;
3) temel programlama kavramlarını bilmek;
4) çeşitli görsel ve etkileşimli projeler tasarlamak;
5) tasarım sürecini ve iş akışını nesnel olarak sunmak;
6) çeşitli medya öğelerini kendi projelerine entegre etmek;
7) araştırma yapmak ve aşina olunmayan teknik konuları öğrenmek;
8) kodu yaratıcı bir şekilde kullanan projeler tasarlamak;
9) çalışmalarını bağlamsallaştırmak için tarihi ve güncel tasarım örneklerini araştırmak.
Program Learning Outcomes/Course Learning Outcomes 1 2 3 4 5 6 7 8 9

Relation to Program Outcomes and Competences

N None S Supportive H Highly Related
     
Program Outcomes and Competences Level Assessed by
Prepared by and Date , February 2020
Course Coordinator AKTS1
Semester Spring
Name of Instructor Öğr. Gör. TURAN ALTINTAŞ

Course Contents

Hafta Konu
1) Giriş ve Genel Bakış + Müfredat İncelemesi Yaratıcı kodlama nedir? Etkileşimli Alanlara Giriş
2) Bilgisayarlar nasıl çalışır? Davranışı tanımlamak. Pseudocode
3) Bilgisayarlarla Çizim İşleme Ortamına Giriş Temel Şekiller, Şekil Özellikleri, Renk, Özel Şekiller, Yorumlar
4) Değişkenleri Oluşturma ve İşleme, Biraz Matematik
5) Döngüler için, iç içe döngüler, döngülerle parametreleri yönlendirme, Matrix()'i itme/çıkarma, fonksiyon oluşturma, tarihsel yorgan araştırması
6) Özyinelemeli fonksiyonlar oluşturma, Pisagor Ağacı, Koch Kar Tanesi, piksel dizisi
7) Takip Et, Haritala, Tıkla, Konum
8) Rastgele ve diğer jeneratörler
9) Sınıflar ve Nesneler, Dizi Listeleri, Hareketi simüle etme
10) Bir Dizi Oluştur Tekrarlama ve Diziler Nesne Dizileri
11) Resimler, Yazı Tipleri, Şekiller
12) Video İşleme, Video Oluşturma, Kare Hızları ve Ekran Boyutları
13) Kavramlar, Kinect, Arduino
14) Son Belgeler ve Eleştiriler, Sunumlar
15) Final Değerlendirme Dönemi
16) Final Değerlendirme Dönemi
Required/Recommended ReadingsBurry, M. (2011). Scripting cultures: Architectural design and programming. John Wiley & Sons. Pearson, M. (2011). Generative Art. Manning Publications Co.. Reas, C., & Fry, B. (2006). Processing: programming for the media arts. AI & SOCIETY, 20(4), 526-538. Reas, C., & Fry, B. (2007). Processing: a programming handbook for visual designers and artists. Mit Press. Reas, C., & McWilliams, C. (2011). Form+ Code: in design, art, and architecture. Princeton Architecturel Press. Reas, C., & Fry, B. (2015). Getting Started with Processing: A Hands-On Introduction to Making Interactive Graphics. Maker Media, Inc.. Shiffman, D. (2009). Learning Processing: a beginner's guide to programming images, animation, and interaction. Morgan Kaufmann. Shiffman, D., Fry, S., & Marsh, Z. (2012). The nature of code (pp. 323-330). D. Shiffman.
Teaching MethodsThe course will have presentations by the instructor as well as extensive discussion by the class. The course follows the ‘Flipped classroom’ model, with all readings available to the students prior to class.
Homework and Projects1 Individual Project, weekly reflection papers & assignments
Laboratory Work-
Computer UseYes
Other Activities-
Assessment Methods
Assessment Tools Count Weight
Devam 1 % 10
Ödev 1 % 20
Ara Sınavlar 1 % 30
Final 1 % 40
TOTAL % 100
Course Administration ozgans@mef.edu.tr

Email: ozgans@mef.edu.tr Students are required to attend % 70 of the classes in theoretical courses. Consequently, absenteeism exceeding 4 weeks (classes) will result in failure. %70 Attendance is essential for this course. Most of the class time will be allocated to discussion of weekly topics. Students have to be prepared and upload their weekly assignments before coming to class late submissions take points off. All students are responsible for behaving personally and academically in a way that is expected from a university student. That behavior includes but is not limited to respecting views and ideas of peers; not being involved in a discriminating behavior concerning race, religious beliefs, sexual orientation; always using one’s own ideas in their projects. Academic Dishonesty and Plagiarism: YOK Disciplinary Regulation

ECTS Student Workload Estimation

Activity No/Weeks Hours Calculation
No/Weeks per Semester Preparing for the Activity Spent in the Activity Itself Completing the Activity Requirements
Ders Saati 14 1 3 1 70
Ödevler 14 4 56
Total Workload 126
Total Workload/25 5.0
ECTS 5