NM3228
INTERACTIVE SEQUENTIAL ART (2014/2015, Semester 1) 

 MODULE OUTLINE Created: 21-May-2014, Updated: 21-May-2014
 
Module Code NM3228
Module Title INTERACTIVE SEQUENTIAL ART
Semester Semester 1, 2014/2015
Modular Credits 4
Faculty Arts & Social Sciences
Department Communications And New Media
Timetable Timetable/Teaching Staff
Module Facilitators
MS Chiang Jing Ying Lecturer
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Learning Outcomes | Learning outcomes | Teaching Modes | Syllabus | Practical Work | Assessment | Preclusions | Workload | References


 LEARNING OUTCOMES Top
Interactive sequential art aims to expand the notion of sequential art, such as comics, friezes, sequential sculptures and tapestries, and explore the unique aesthetics and opportunities for creative expression which arise when telling stories through interactive sequences of images and/or text. The module discusses the concepts of visual storytelling, spatial and temporal relationships, gestalt principles and the issues that arise when dealing with various forms of interactive sequential art. Students will gain hands-on experience in conceptualizing, drafting, prototyping and analyzing digital and interactive sequential art pieces.


 LEARNING OUTCOMES Top
Students will learn:
  • to understand the theories and language of sequential art
  • to prototype both non-interactive and interactive sequential art in various new media formats
  • to develop critical and analytical skills in assessing the aesthetics, functionality and usability of interactive sequential art
  • to situate the practice of interactive sequential art in relation to the traditions of the visual arts, literature, and interactive media art and design


 TEACHING MODES Top
LECTURE: 2 hours/week 
Monday 2-4pm (COM1-0202)


Weekly lectures include the exploration of major concepts on the relevant topics related to sequential art, class exercises and quiz.

TUTORIAL: 2 hours/week
Wednesday 
6-8pm & Thursday 12-2pm (COM1-0202)

Weekly tutorials comprise informal critique sessions, hands-on exploration on specific techniques, tools and the design process to aid students doing their practical assignments.


 SYLLABUS Top
View Lesson Plan for detailed syllabus for the module.


 PRACTICAL WORK Top
Students who are errolled to this module are required to have the following tools available to support their practical work. Students may find some equipment support and facilities with the department. See the Notes below.

Software

Adobe Photoshop
Adobe Illustrator
Adobe Dreamweaver
or
Adobe Creative Cloud Subscription (https://creative.adobe.com/plans?store_code=sg)

Computer

A fully functional laptop with required software installed.

Note: CNM Lab (AS6/0215) & HCI Design Studio (COM1/0202) have computers that are equiped with the required software. Please check the lab availability for after class access with Jennifer Lau, (cnmln@nus.edu.sg or 65168409 or find her in the CNM Lab)

Storage device (> 4GB)

Thumb drive
External hard drive
Online storage such as Dropbox or Google Drive (for Final Group Project)
(Students should back up their data on a regular basis.)

Camera and accessories (optional)

Digital SLR
Prosumer Camera
Point & Shoot Camera (>5MP)
Phone Camera (>5MP)

Note: CNM has limited sets of DSLR and camera accessories for loan. Please contact Ms Jennifer Lau (cnmln@nus.edu.sg or 65168409 or find her in the CNM Lab) for loan details and equipment availability.


 ASSESSMENT Top
This module is 100% CA (Continuous Assessment)

Assessment details:

Individual Assessment (70%)
Group Assessment (30%)

Assessment components breakdown:

Individual (70%)
  • 10% Participation (IVLE forum contribution and in class/tutorial participation)
  • 10% Developmental Process (Blog entries) and Reflection 
  • 50% Assignments (altogether 4 assignments)
Group (30%)
  • 20% Final prototype
  • 10% Written document (research, developmental process & reflection)

An individual grade means that each individual will be evaluated separately for that component.
A group grade means that every individual in the team receives the same marks for that component.

Final Submission

Unless there are exceptional circumstances, late delivery is marked down by 10% for every half day (4 hours).

Group Assignment Model

Please note that in this module students do not self-select the members of their groups – students will be assigned to teams by their instructor. The group size for final project is between 3-4 students.

Other Requirement

Unless otherwise stated, all graded works must be produced within the duration of the module.

Students may not use a project they have created (or are creating) for another module as a project submission for this module. If students want to build upon a project they have created earlier, they need to:

* seek approval from the module instructor before starting to work on the project
* provide information about other modules where the project has been submitted, and
* clearly describe what is new about the project for this module (note that "what is new'' must be significant – and must be equivalent in scope to other module projects that are not based on pre-existing projects)


 PRECLUSIONS Top
Nil


 WORKLOAD Top
2-2-0-5-1

Workload Components : A-B-C-D-E
A: no. of lecture hours per week
B: no. of tutorial hours per week
C: no. of lab hours per week
D: no. of hours for projects, assignments, fieldwork etc per week
E: no. of hours for preparatory work by a student per week


 
 2. TEXT & READINGS Top
 
Readings
  • McCloud, S. Understanding comics: The invisible art. HarperPerennial, 2007.
  • Eisner, W. Graphic storytelling and visual narrative: principles and practices from the legendary cartoonist. WW Norton, 2008.
  • Able, Jessica. Drawing words & writing pictures: making comics: Manga, Graphic Novels, and Beyond. New York: First Second, 2008.
  • Carrier, D. The aesthetics of comics. Pennsylvania State Univ Pr, 2002.
  • Duncan, R., and Smith, M. The power of comics: history, form and culture. Continuum Intl Pub Group, 2009.
  • Groensteen, T., Beaty, B., and Nguyen, N. The system of comics. Univ Pr of Mississippi, 2009.
  • Magnussen, A., and Christiansen, H. Comics & culture: analytical and theoretical approaches to comics. Museum Tusculanum, University of Copenhagen, 2000.
  • Meadows, M. Pause & effect: the art of interactive narrative. Pearson Education, 2002.
  • Wolk, D. Reading comics: How graphic novels work and what they mean. Da Capo Pr, 2007 (chapter 5).


Learning Outcomes | Learning outcomes | Teaching Modes | Syllabus | Practical Work | Assessment | Preclusions | Workload | References