Marcel Winatschek

Round Two, Fight!

Well then, are you all already as excited as I am? Of course you are. Because this week my second semester in the Interactive Media degree program at Augsburg University of Applied Sciences is beginning. And ahead of me—and my daring fellow companions—lie a few months full of fun, excitement, and… very… nice… other… things. The main thing is that there’s something with alliteration. Because that always sounds good.

And since you’re surely absolutely dying to know what awaits little Marcel this semester, why don’t we all take a look at exactly that together. Because let’s be honest: you don’t have anything better to do right now anyway. Exactly. So… let the wild ride begin!

In the Introduction to Interactive Design, we’ll get an overview of systems of order, the principles of interaction and interface design, the basics of creative prototyping, cross-media design and creativity techniques, basic analog and digital design tools, and the fundamentals of usability as well as design theory. Presumably it’s also about the fundamental fundamentals of the fundamentals—but that’s obviously just speculative wishful thinking.

In any case, we’ll definitely learn information design, data visualization, mapping, screen design—so typography, grids, and design systems—the basics of usability and human-centered design, as well as generative design. That all sounds very fascinating indeed.

After successfully completing the module, we’ll be able to apply basic design principles and typography appropriately across different digital output media, independently prototype design tasks using analog and digital design tools, apply fundamental design and creativity techniques, solve tasks experimentally and process-oriented through prototypes and design variants, and analyze and visualize processes.

The course Introduction to Audiovisual Design, in turn, spans a wide arc from the elementary forms of expression in animation to methodological design concepts for time-based media. Both conceptual design and artistic experimentation are encouraged. The lectures challenge us to actively participate and to develop our own positions.

The working groups and workshops provide hands-on experience, fostering personal experience and self-organization within teams. Group work is, after all, the very best thing in the world. Everyone loves it. And the teaching methods are oriented toward critical discourse and practical experience.

A major focus here is animation. In lectures, the most important animation cultures are presented exemplarily, and in workshops, simple animation techniques are practiced. In addition, cinematic means of expression are also covered—again introduced in lectures and then applied in workshops. This is where we build the bridge to storyboarding, an essential design technique for audiovisual media. Discussions of current and classic media art, as well as excursions to relevant festivals and exhibitions, round out the program.

In the Introduction to Web Technologies, we learn all about the internet and how it works. We study the functionality of key browser protocols, the technical foundations of websites, and the basics of frontend programming. We acquire knowledge about the practical and correct use of relevant internet protocols and browser interfaces, the implementation of designed websites, navigation and manipulation of the DOM using JavaScript and jQuery, and the creation of interactive websites.

We also learn how to analyze connection problems and browser traffic performance in relation to web applications, as well as how to plan and implement our own websites using various developer tools. In the end, we’ll understand what HTTP, TCP, APIs, WebSockets, WebRTC, XML, HTML, CSS, JavaScript, and jQuery are. Hopefully. Wasn’t CSS a band once?

In the Introduction to Software Development, we learn how to design, implement, document, and test our own applications. These applications also include graphics and user interaction via graphical interfaces. By the end of the module, we’ll be able to transfer the acquired knowledge and skills to a small, self-developed software project and put it into operation.

We learn all about development phases, requirements analysis, design, implementation, testing, deployment, and maintenance of programs, as well as methods of agile software development and advanced concepts of object-oriented programming such as class hierarchies, inheritance, and polymorphism, along with programming graphical user interfaces. The content is made practically tangible through an individually planned and implemented software project carried out during the lab.

On a very personal note, the next part of the Japanese language course is also coming up for me, in which we’ll learn the second Japanese script, Katakana. It’s basically the alternative—and mostly Western-term-used—little brother of Hiragana. During the course, we’ll even all go out for Japanese food together and order our dishes in the East Asian national language. How exciting. Ichi sushi kudasai!

And since I postponed the programming exam from the first to the second semester—because my private fortune teller decided it should be so—I also get to look forward to another round of Processing. Hooray. At least I’m not alone in this, because some of my fellow students were just as incapable and are therefore in the same boat as me. That immediately makes me feel less lonely.

In any case, I’m excited to see what adventurous projects we’ll tackle in the new courses, and after the one-and-a-half-month-long semester break—which seemed to go on forever—I’m actually looking forward to returning to a somewhat structured daily routine that is not self-determined by me. On the other hand, the semester break could of course have lasted another three to eighty-seven months longer. I would certainly have been the last to complain.

By the end of this semester, we’ll also have to decide whether we want to pursue the artistic or the technical track. My choice is already clear. And that’s not only because of the traumatic computer science exam that I still sometimes dream about—only to wake up late at night drenched in sweat, shouting, A, A, B, B, A, A, B, A, B, A, B, B, B, A… C?!

My heart simply beats more for the colorful world of subjectively evaluated art. Objective technology, with all its rules, regulations, and laws invented by some mathematicians that are nearly impossible to argue away, is for me more of a means to an end—and therefore secondary. Yes, dear computer scientists, I know this sentence hurts a lot. But you’ll just have to get over it. Really.

As in the previous semester, I’ll then once again present you with a conclusion of the months behind me, in which I’ll proudly proclaim why I am the best, smartest, and probably also most handsome student Augsburg University of Applied Sciences has ever had. And while you’re still laughing, I’ll already be sailing off into the sunset on my yacht—paid for solely by my high IQ—with a very lightly clothed Selena Gomez in my arms. Or something like that.