ARTM1022 4D Studio

Course Description

Students will explore concepts of time, sequence, performance and interactivity, expressed through traditional and time-based media. As the symbiotic relationship between sound and image is investigated, students interact with the temporal nature of visualization, and storytelling in multiple genres. In doing so, students will accurately describe, analyze and interpret solutions to visual problems with the appropriate combined media to address our digital culture.

Course Goals

  1. Understand the temporal nature of visualization and storytelling
  2. Understand basic concepts of time-based work using a variety of processes and media
  3. Explore concepts of human interaction and human experience to develop and modify solutions
  4. Become familiar with the roles of digital culture producers and consumers
  5. Begin to critically analyze, use and manage digital culture products and tools with a focus on 4D work
  6. Use research tools to understand how to design for a specific audience and to present in the appropriate time-based media and genres
  7. Recognize the role of rules and/or parameters and how they can affect an interactive experience
  8. Strive for the highest levels of craft


This course has a one-hour lab attached to every course meeting. The labs are technical in nature and are designed to enhance your skills with a variety of techniques, procedures and equipment in the department that will aid in your assignments in this course and in projects for future courses. For a complete list of labs in this course, refer to the course calendar.

Required Materials

  • Sketchbook – This course requires that you maintain a sketchbook in order to keep a coherent documentation of written descriptions of ideas, preparatory drawings, exercises and copies of source material. At the end of each class, make entries in your sketchbook recording problems, questions, progress and short-term goals. Keep your project evaluations and handouts as well. In summary, you should maintain reflective and analytical text, as well as several small drawings in your sketchbook.
  • Graphite Pencils and Erasers
  • Ruler, Triangles and French Curves
  • Tracing Paper

Recommended Materials

  • Thumb drive
  • Access to the Adobe Creative Suite or similar software
  • Smartphone / Tablet


Classes will generally begin with a lecture or demonstration, then transition into studio time.

Projects 80%

  • Animation / Stop Motion
  • Game Design
  • Light Display
  • Video / Performance / Audio
  • Final Project

Project Evaluation

The following criteria will be the basis for your evaluation for all creative assignments in the course: 

  1. Fulfillment of assignment objectives
  2. Technical execution/craftsmanship
  3. Conceptual sophistication and physical investment of time
  4. Aesthetics, pacing and conceptual quality of your finished work