Visual Anthropology is the concept of engaging communities and cultures in their context using photography and videography. It stems from needfinding and ethnographic approaches found in the applied social sciences, and is used by designers and social scientists to understand cultures’ implicit attitudes and beliefs in order to better create solutions (e.g., products, services, businesses, policies, community programs, etc.). This big idea looks at two specific methods, digital storytelling through documentary media (photography and videography) and participatory research (engaging communities in context) in order to explore community engagement.
In this section of English 1102, students will read and analyze novels, short stories, and movies grouped together under the genre of American literary regionalism. These texts, created between 1880 and 1950, are concerned with American small towns and rural areas, agriculture and farming science, and community health and development. We will investigate how an earlier generation of writers represented concepts of sustainability and equitability, and how these representations compare to modern-day writing on the same topics.
In this first year writing and communication course you will consider how your work at Tech and after Tech may interact with and affect urban communities and the people who live in them. We will begin by examining our own backgrounds--whether you're a life long city dweller or whether you grew up in a rural or suburban area--and how they have shaped our attitudes toward Atlanta and toward cities generally. These backgrounds, we will see, may condition our attitudes toward the development of urban space.
In the exuberant Lin-Manuel Miranda Hamilton musical, the American Revolution is re-imagined as a modern hip-hop rebellion against the stodgy, Beatles-esque musical stylings of the British Empire. Led by “young, scrappy, and hungry” Alexander Hamilton, the upstart crew of young friends – Hamilton, John Laurens, Hercules Mulligan, and the Marquis de Lafayette – lead a revolution against the confused and vain King George. The victory is presented as a joyful one – “We won! We won! We won!
After completing the first course module on personal branding, students will turn their attention to climate-related issues. Working in conjunction with several programs and initiatives both on and off campus, students will consider how climate-related issues affect us both as individuals and employees. For the second course module, students will select a Georgia-based company within the industry they hope to enter, or within which they are already working.
Students will have the opportunity to share research about mental health issues by creating digital comics that reduce the stigma surrounding mental illness and that educate the Georgia Tech community about mental health resources on campus.
This project-based course covers the process of designing high-quality user interfaces to computing systems. It walks teams step-by-step through the user-centered design process, resulting in novel UI designs that meet users' needs and even delight them. The class covers theories informing UI design and evaluation, reviews the state of the art in interaction and presentation techniques, including user input techniques and the state of the art in graphical, audio, and haptic feedback.
In this course we will study and explore the principles and practices of interaction design. You will be introduced to a number of different techniques and tools for understanding particular interaction design challenges, you will develop scenarios and storyboards, create low-fidelity prototypes, and iterate on those prototypes to create a final design project.
How have contemporary media, such as comics, film, literature, video games, data visualization, and architecture, been used to shape popular conceptions of the environment, to challenge those conceptions and to propose radical alternatives? In this class, students will learn to analyze media representations of the earth, nature, sustainability, wildlife and wilderness in creative work across domains: a film by Hayao Miyazaki, a short story by Ursula K.