CM6321: Emerging Technologies

School Cardiff School of Computer Science and Informatics
Department Code COMSC
Module Code CM6321
External Subject Code I100
Number of Credits 20
Level L6
Language of Delivery English
Module Leader Dr Daniel Finnegan
Semester Autumn Semester
Academic Year 2019/0

Outline Description of Module

This module aims to provide the students with a wider understanding of a few emerging technologies (mega trends) that are expected to be adopted in Commercial Software and End Users in the future. Students will focus on designing and developing applications of the technology which meets potential clients’ and end users’ needs. We will work with industry to determine projects over the summer recess.
 

On completion of the module a student should be able to

  1. Understand Emerging Technologies and their impact on Commercial Software and End Users
  2. Design and develop a prototype product or service to exploit the commercial opportunities identified.
  3. Critically evaluate the emerging technologies with clients and potential users and what their adoption would mean from user experience point of view.
  4. Make informed decisions regarding the selection of appropriate frameworks, languages, and tools related to Emerging Technologies according to stakeholders requirements.

How the module will be delivered

The module will be delivered within class software development sessions for the projects during the semester, comprising a mixture of instructor-led class discussion, coding demonstration, tutorial and hands-on practice -- inspired by a problem-based learning (PBL) approach. Otherwise, existing online documentation will be one of the sources of learning resources and technical reference, as it would be in the workplace.
 

Skills that will be practised and developed

Using non-commercial and commercial design and development tools for Emerging Technologies.

Using third-party and/or open-source frameworks, languages, and tools for Emerging Technologies.

Planning/managing the workload of the team and own workload.

Study skills (reading, writing, listening and note taking).

Individually meeting the learning outcomes while working on projects.

Group working on projects.

Contributing effectively and conscientiously to the work of a group.

Communicating ideas and solutions to others.

Communicating with Industrial Mentors.
 

How the module will be assessed

100% coursework: The coursework will allow the student to demonstrate their knowledge and practical skills and to apply the principles taught in lectures.
There will be three points of assessment in the coursework:

(1) There will be a group project report (20%) based on designing and developing a prototype product service to exploit the identified commercial opportunities. (LO1, LO2, LO4).

(2) There will be a group project demo (30%) to present the final developed prototype (LO1, LO2, LO3).

(3) There will be an individual project report (30%) that will assess the knowledge and understanding of team members of emerging technologies, designing and developing a prototype product or service to exploit the commercial opportunities, evaluating the emerging technologies used in the group project and what their adoption would mean, evaluating user experience goals (needs) met in the design and development and making informed decisions regarding the selection of appropriate frameworks, languages, and tools related to emerging technologies. (LO2, LO4).

(4) There will be a self-evaluation form (20%) that will assess individual’s self-perception of contribution to designing and development of a prototype product or service to exploit the commercial opportunities, evaluate the emerging technologies used in the group project and what their adoption would mean, evaluate user experience goals (needs) met in the design and development and making informed decisions regarding the selection of appropriate frameworks, languages, and tools related to emerging technologies.

Students will be provided with reassessment opportunities in line with University regulations.

Assessment Breakdown

Type % Title Duration(hrs)
Portfolio 50 Product Portfolio - Group N/A
Practical-Based Assessment 50 Demo - Group N/A

Syllabus content

We will work with industry to determine the projects over the summer recess.  Industry experience of the academic team informs both the emerging technologies and their adoption by stakeholders covered. Examples of technologies may include: Internet of Things, Virtual Reality, Big Data, Artificial Intelligence, Machine Learning and so on. Examples of stakeholders may include: Large commercial software companies, charities, people with disabilities and or special needs, younger and or older people and so on.

Essential Reading and Resource List

Blum, J. 2013. Exploring Arduino : tools and techniques for engineering wizardy. Indianapolis, IN: John Wiley & Sons

Linowes, J. 2018. Unity Virtual Reality Projects: Learn Virtual Reality by developing more than10 engaging projects with Unity 2018, Packt Publishing; 2nd Revised edition

Glover, J. 2018. Unity 2018 Augmented Reality Projects: Build four immersive and fun AR applications using ARKit, ARCore, and Vuforia.

Follett, J. ed. 2015. Designing for emerging technologies : UX for genomics, robotics, and the internet of things. Beijing : O'Reilly. 
 

Background Reading and Resource List

Desirable
Preece, J. et al. 2015. Interaction Design: Beyond Human-Computer Interaction. 4th ed.Hoboken : John Wiley & Sons.

Winograd, T. 1996. Bringing Design to Software. New York, N.Y. : ACM Press.

Redmond, E. 2014. Programming Google Glass : the mirror API.  Dallas, TX : Pragmatic Bookshelf.

Ariel, Galit. 2015. Augmenting Alice : the future of identity, experience and reality

Cooper, A. 2004. The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity. Indianapolis, IN : Sams. 

Goodwin, K. 2009. Designing for the Digital Age: How to Create Human-Centered Products and Services. Indianapolis, IN : Wiley. 

Johnson , J. 2014. Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules. 2nd ed. Amsterdam ; London : Elsevier/Morgan Kaufmann.

Norman, D.A. 2013. The Design of Everyday Things. Cambridge, MA : MIT Press.

Saffer, D. 2010. Designing for Interaction: Creating Innovative Applications and Devices. 2nd ed. Berkeley, CA : New Riders ; London : Pearson Education distributor. 

Sandler, R.L. (Ed). 2014. Ethics and Emerging Technologies. Basingstoke : Palgrave Macmillan.

Background
Kelly, K. 2017. The Inevitable: Understanding the 12 Technological Forces That Will Shape Our Future. Penguin Books. 

Norman, D.A. 2005. Emotional Design: Why We Love (or Hate) Everyday Things. New York : BasicBooks.

Reiss , E.L. 2012. Usable Usability: Simple Steps for Making Stuff Better. Indianapolis, IN : John Wiley & Sons.

Riley, M. 2013. Developing Android on Android : automate your device with scripts and tasks.  Dallas, TX : Pragmatic Bookshelf.

Sauter, D, 2013. Rapid Android development : build rich, sensor-based applications with processing. Lewisville, Tex. : Pragmatic Bookshelf
 


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