This page lists courses held in Jacobs Hall during spring 2020. To see Jacobs Hall course listings from other semesters, please visit our primary course listings page.
The emergence of robotics in creative sectors has sparked an entirely new movement of collective making that is inextricably open and future-oriented. Challenged by increasingly complex technological and environmental problems, architects, designers, and engineers are seeking novel practices of collaboration that go far beyond traditional disciplinary boundaries. This collective approach to working with robots is not only revolutionizing how things are designed and made, but is fundamentally transforming the culture, politics, and economics of the creative industries as a whole. Unlike most other CNC devices, today’s robotic arms are not restricted to any particular application but can readily be customized and programmed to suit a wide range of specific intentions, both at the material and conceptual level. This versatility has shifted the perception of robots as mechanistic, utilitarian devices suited to standard serial production, towards understanding them as creative tools for exploring, designing, and realizing physical objects and the built environment. The goal of this class is to investigate the unique possibilities of robotic manufacturing and combining it with emerging technologies such as AR/VR, 3D scanning, and data-driven 3D printing for the development of new and creative building processes. Working together as one team, the students in the class are given the task to envision a novel workflow for smart fabrication and human-robot interaction that could fundamentally change how we are going to produce, assemble, and operate our built environment in the future.
This course is open to graduate students from the fields of architecture, electrical engineering, and computer science. Prior experience in robot programming, AR/VR, 3D printing, 3D scanning, and design programs such as Rhinoceros and Grasshopper would be beneficial.
In this hands-on, project-based class, students will experience group creativity and team-based design by using techniques from across the disciplines of business, theatre, design, and art practice. They will leverage problem framing and solving techniques derived from critical thinking, systems thinking, and creative problem solving (popularly known today as design thinking). The course is grounded in a brief weekly lecture that sets out the theoretical, historical, and cultural contexts for particular innovation practices, but the majority of the class involves hands-on studio-based learning guided by an interdisciplinary team of teachers leading small group collaborative projects.
The purpose of Web Design and Development at Berkeley is to provide students with educational resources for creating materials for the web. This includes both (1) web design — user experiences and interfaces, graphic design, and prototyping, as well as (2) web development — front and back-end engineering, databases, etc., both of which are for programs that are not provided by the university. We solely focus on web-related design and development, and work towards building a strong foundation in our members, who often lack programming experience.
CS 160 is the introductory course to the field of Human Computer Interaction (HCI). In this class, students will learn to design, prototype and evaluate user interfaces. Unlike most classes, CS 160 will not focus on any particular set of algorithmic techniques, instead students will learn techniques for user-centered interface design (e.g., prototyping, contextual inquiry, heuristic evaluation etc).
This course will teach students to use Unity and the Oculus Rift to construct their own VR applications. Students will get exposure to different kinds of VR apps and work in teams to build their own from scratch. After completion of the course, we welcome interested students to join an existing project team with XR@Berkeley or pitch their own project.
The iOS DeCal teaches the brainstorming, design, and development of iOS mobile applications. As one of the oldest running DeCals on campus, we’ve taught thousands of students how to take a strong idea and build it into a finished product ready for the App Store. Our class uses the language Swift and the Xcode IDE, which are also used in developing software for any other device in the Apple ecosystem (Mac, Watch, etc). UC Berkeley’s theoretical approach to Computer Science has made our CS program one of the most respected research departments in the country, however we’ve found that undergraduates also benefit from practical applications of their work. The iOS DeCal seeks to provide a hands-on, project based experience to add an essential component to CS education at Berkeley. “
This is a course for aspiring teachers or those who want to instruct with expertise from evidence-based research and proven equity-oriented practices. It provides pedagogical training by introducing the big ideas of teaching and learning, and illustrating how to put them into practice. The course is divided into three sections—instructing the individual; a group; and psycho-social factors that affect learning at any level. These sections are designed to enhance any intern’s, tutor’s, or TA’s teaching skillset. Class is discussion based, and covers theoretical and practical pedagogical aspects to teaching in STEM. An integral feature of the course involves providing weekly tutoring sessions.
This introductory course aims to expose you to the mindset, skillset, and toolset associated with design. It does so through guided applications to framing and solving problems in design, business, and engineering. Specifically, you will learn approaches to noticing and observing, framing and reframing, imagining and designing, and experimenting and testing as well as for critique and reflection. You will also have a chance to apply those approaches in various sectors.
Good ideas alone are not the key to being a great designer or innovator. Rather, it is the strong process and communication skills that will make you stand out as a design practitioner and leader. In today’s landscape of product design and innovation, great visual communicators must know how to 1) effectively and confidently sketch by hand, 2) understand and utilize the basics of visual design, and 3) tell captivating and compelling stories. This course, offered in a project-based learning format, will give participants practice and confidence in their ability to communicate visually.
This course teaches concepts, skills, and methods required to design, prototype, and fabricate physical objects. Each week relevant techniques in 2D and 3D modeling and fabrication are presented, along with basic electronics. Topics include a range of prototyping and fabrication techniques including laser-cutting, 3D modeling and 3D printing, soldering, and basic circuits.
This course teaches techniques to conceptualize, design and prototype interactive objects. Students will learn core interaction design principles and learn how to program devices with and without screens, basic circuit design and construction for sensing and actuation, and debugging. Students work individually on fundamental concepts and skills, then form teams to work on an open-ended design project that requires a synthesis of the different techniques covered.
In this one-semester, P/NP course, students will attend the weekly Design Field Notes speaker series, which features local design practitioners who share real-world stories about their projects, practices, and perspectives. Talks are scheduled most weeks during the semester; during any off weeks, students will engage in facilitated discussions.
In this class, students will be introduced to the history, art, and practices of photography in the modern world. Students will learn how to manually operate a digital SLR camera, how to use lighting in conjunction with posing to create compositions, and how to post-process RAW photos. Different disciplines will also be taught and include portraiture, landscape, architecture, product, studio and more. Over the semester, students will learn critiques of photos and develop a more artistic eye for photos.
This 1-unit DeCal teaches technical skills important to the design of assistive technology. Students will be walked through the design process and taught technical skills (such as 3D modelling, 3D printing, laser cutting, Arduino, and electronics) through the perspective of assistive technology design.
The human-centered design decal is a Berkeley Innovation-hosted, introductory class to design theory and practice, with a focus on human-centered design. Students learn about the design process and industry, practice using industry-standard tools, engage in hands-on activities during class and in homework assignments, and complete a midterm and a final design project solving problems that they care about. The 2-unit P/NP course meets once a week for 2 hours. There are no prerequisites – this class is for anyone interested in learning about human-centered design.
DES INV 98 Slide Design Decal Slide Design DeCal (WDD) is a 1-unit, student-run course at the University of California, Berkeley that will teach students how to build visually compelling, clear, and beautiful presentations for all sorts of contexts and use cases.
In Reimagining Mobility, offered in a project-based learning format, students will envision meaningful interactions between people and different transportation modalities. Looking 10-15 years into the future, they will address elements such as car sharing, public transportation, autonomous driving, and more. The core objectives of this course are to 1) equip students with tools, techniques, and practice to master the design thinking process and 2) facilitate the creation of portfolio-grade design solutions, to be pitched to real-world customers and investors.
This course is a fast-paced introduction to a suite of foundational design, prototyping, communication, and technical skills that are essential to a successful career within the design of emerging technologies. It introduces students to design thinking and the basic practices of interaction design. It follows a human-centered design process that includes research, concept generation, prototyping, and refinement. Students will become familiar with design methodologies such as sketching, storyboarding, wireframing, prototyping, etc. It also develops fluency across a range of core technologies and how to operationalize them within a design context. Students must work effectively as individuals and in small teams to design a range of interactive experiences using various technologies.
The video game design and development DeCal is a deep dive into the creation of games, from beginning to end. Over the course of the semester, students will pitch a game, form small teams, and build a project from start to finish with help from the instructors. Students are not required to have any prior game development experience but it is required that a student taking the course either has basic art, music or programming abilities. They will also learn about the different roles that exist within the industry, how to apply their skills to them, and form an understanding about how to best prepare themselves to find their way into these roles.
This DeCal is an in-depth exploration of what branding is through the eyes of a designer. Each student will come up with a brand concept for a company/ business that’s imaginary or real. Students will cultivate skills of conceptualizing and visualizing and learn the basic skills of graphic design as a means to make those ideas a reality. The course focuses on design as a tool to communicate. Students will learn about the conceptual elements of branding, and how to use graphic design tools like Adobe Illustrator and Photoshop as a valuable skill set that will help them in the future.
An introduction to 3D modeling with Autodesk Fusion 360 and 3D printing technology. Labs and projects will teach how to use 3D modeling software and how to design with printing in mind. Students will turn their ideas into real objects and get hands-on experience with 3D printers. Open to any students interested in 3D modeling and printing, no prior experience required.
This DeCal is designed for students who are technically proficient and are looking to learn design principles in order to apply their technical skills to projects. This DeCal is not meant to give you all the tools and knowledge to become a professional designer. However, we will provide an essential foundation to start your career in design by covering topics including Typography, Color Theory, and UI / UX Design.
This course teaches graphic design through the use of Photoshop and Illustrator. Adobe Photoshop and Illustrator CC will be taught in a series of tutorials complemented with exercises to perform during class and at home. These exercises give students the opportunity to practice the tools, create designs, and exercise their creativity. We will also explore graphic design trends and their applications, and learn to receive and give critiques in order to improve your design work. We hope to make this a fun and rewarding class.
The UC Berkeley IEEE Student Branch’s Micromouse DeCal is a hands-on course aimed at undergraduates with an interest in robotics. In the class, teams of 2~3 students are formed to build and program autonomous, maze-solving cars that follow the standards set in IEEE’s Micromouse competition. The course assumes no experience and will be based around a series of labs and project milestones that cover a wide range of robotics concepts. The course will expose students to Arduino programming, autonomous navigation, sensors, PID, and basic electrical engineering, while preparing them for an in-class competition at the end of each semester. Teams are also provided with the opportunity to qualify for funding to attend competitions among other schools in California and neighboring states.
Pioneers in Engineering (PiE) promotes science, technology, engineering, and mathematics (STEM) education through an exciting, mentorship-based process. PiE is a student outreach organization based in UC Berkeley and was founded in 2008 by members of Tau Beta Pi. We strongly believe that no student should be denied a quality STEM education experience. Two or three college students are assigned to mentor each high school team, guiding them through the engineering process of building a competition robot. This course is designed to provide mentors with the hands-on training, technical skills, and mentoring experience they will need to guide their team through the competition season. Classes will mainly consist of hands-on activities and group discussions, with some short presentations mixed in as well. Office hours can be scheduled with facilitators for additional assistance.
Geometric dimensioning and tolerancing (GD&T), tolerance analysis for fabrication, fundamentals of manufacturing processes (metal cutting, welding, joining, casting, molding, and layered manufacturing).
How should engineers analyze and resolve the ethical issues inherent in engineering? This seminar-style course provides an introduction to how theories, concepts, and methods from the humanities and social science can be applied to ethical problems in engineering. Assignments incorporate group and independent research designed to provide students an opportunity to contribute novel findings to the emerging field of engineering ethics while building their analytical and communication skills.
This course surveys topics related to the design of products and interfaces ranging from alarm clocks, cell phones, and dashboards to logos, presentations, and web sites. Design of such systems requires familiarity with human factors and ergonomics, including the physics and perception of color, sound, and touch, as well as familiarity with case studies and contemporary practices in interface design and usability testing. Students will solve a series of design problems individually and in teams.
Bioinspired design views the process of how we learn from Nature as an innovation strategy translating principles of function, performance and aesthetics from biology to human technology. The creative design process is driven by interdisciplinary exchange among engineering, biology, art, architecture and business. Diverse teams of students will collaborate on, create, and present original bioinspired design projects. Lectures discuss biomimicry, challenges of extracting principles from Nature, scaling, robustness, and entrepreneurship through case studies highlighting robots that run, fly, and swim, materials like gecko-inspired adhesives, artificial muscles, medical prosthetic devices, and translation to start-ups.
This is an advanced course that dives into the process of using biological research to inform design with a major focus on a bio-inspired project. Projects will be interdisciplinary in nature, spanning fields– from medicine to robotics to architecture. This course will connect the knowledge learned in the classroom to the professional world through the development of project deliverables, meeting with professionals in the field, equipping students as biodesign consultants, and field trips to expose students to the design and engineering world.
The course provides project-based learning experience in innovative new product development, with a focus on mechanical engineering systems. Design concepts and techniques are introduced, and the student’s design ability is developed in a design or feasibility study chosen to emphasize ingenuity and provide wide coverage of engineering topics. Relevant software will be integrated into studio sessions, including solid modeling and environmental life cycle analysis. Design optimization and social, economic, and political implications are included.
Fundamentals of manufacturing processes (metal forming, forging, metal cutting, welding, joining, and casting); selection of metals, plastics, and other materials relative to the design and choice of manufacturing processes; geometric dimensioning and tolerancing of all processes.
This course provides hands-on experience in designing prostheses and assistive technologies using user-centered design. Students will develop a fundamental understanding of the state-of-the-art, design processes and product realization. Teams will prototype a novel solution to a disabilities-related challenge, focusing on upper-limb mobility or dexterity. Lessons will cover biomechanics of human manipulation, tactile sensing and haptics, actuation and mechanism robustness, and control interfaces. Readings will be selected from texts and academic journals available through the UCB online library system and course notes. Guest speakers will be invited to address cutting edge breakthroughs relevant to assistive technology and design.
Critical Making will operationalize and critique the practice of “making” through both foundational literature and hands on studio culture. As hybrid practitioners, students will develop fluency in readily collaging and incorporating a variety of physical materials and protocols into their practice. Students will envision and create future computational experiences that critically explore social and culturally relevant technological themes. No previous technical knowledge is required to take this course. Class projects involve basic programming, electronic circuitry, and digital fabrication design. Tutorials and instruction will be provided, but students will be expected to develop basic skills in these areas to complete course projects.
Throughout the Fung Fellowship program, a diverse cohort of undergraduate students participate in a cross-disciplinary, experience-based curriculum that integrates design thinking and an immersive community experience. Fellows work in teams to develop technology solutions to address the real-world public health challenges facing at-risk populations. This course provides a space for teamwork and project-based learning.
Design for Performance introduces students to the creative/collaborative process of design for theater, dance, and performance production. The course covers an overview of the history of design for the stage and an overview of basic theater design theory. The class then delves deeper into specific theater design fields, including: scenic design, costume design, and lighting design. The course objectives are to create a vocabulary for the discussion, appreciation, participation and evaluation of theatrical design, and to develop an understanding of the collaborative processes involved in designing for performance. The goal is to have students experience the basic elements of design through a series of lectures, exercises, performance viewings, and readings. Students will apply the course material to a final set of projects and exercises. Students will be exposed to digital design tools and learn some fundamental physical prototyping.