The Bachelor of Information is a new degree program that can feel quite abstract. Here are some samples of the coursework that we've worked on.
INF351: How to Make a Computer & Why
Design and build a "counting computer". This computer should accomplish a specific task or address a specific problem. It should also be designed with a specific user in mind.
A digital dice with a pushbutton as input, and LED lights as output, with the number of lights indicating the random number generated for each "throw".
Google Maps: Platform Analysis
INF301: Introduction to Information & Power
A critical analysis of Google Maps as a social media platform.
Through a web scan for relevant media articles, and a scholarly search for research grounded in social science theories, the paper results in the following trajectory:
Diagram showing outline of the critical analysis
Why Google Glass Failed: A Postmortem
INF302: Integrative Approaches to Technology & Society
Reflecting on and critically analyzing the technological development of Google Glass as an artefact.
Based on Pinch & Bijker's theory outlined in their 1984 landmark essay "The Social Construction of Facts and Artifacts".
According to the social constructivist view of technology, different social groups have radically different interpretations of one technological artefact. By outlining the relationship between an artefact and relevant social groups, multidirectional alternative pathways can be discovered, demonstrating the interpretative flexibility of technological artefacts. In other words, the trajectory of any product is not linear, but result from intentional decisions made by their creators, influenced by social factors. The following diagrams illustrates the multidirectional development of the Google Glass, and the relevant social groups.
Diagram illustrating Google Glass' multidirectional development
Diagram illustrating Google Glass' relevant social groups
Identity in the
Age of Information
INF311: Information in the Cultural Imagination
The representation of information technologies in animated worlds, and their roles in one's sense of self and reality.
Alita: Battle Angel (2019)
Information culture had been closely intertwined with creative works that feature scientific prototypes due to their ability to capture collective imaginations that current technological realities are unable to produce. This ability is amplified in animated works, where the medium’s intrinsic potential to create entirely new and overtly fantastical worlds suits perfectly the needs for uncovering cultural attitudes towards emerging technologies within specific social contexts and time periods. The following diagram shows the main arguments derived from a comparative analysis of the two feature films.