This page lists Jacobs-affiliated courses taught during Spring 2023. To see Jacobs Hall course listings from other semesters, please visit our primary course listings page.
Hands-on engineering design experience for creating future infrastructure systems. Intelligent infrastructure systems leverage data and computational to enhance sustainability and resilience for smart cities of the future. Student teams identify a challenge with current transportation, energy, water, waste, and/or the built infrastructure. Student teams design and prototype an innovation that solves this problem using maker resources, e.g. 3D printing, laser cutters, and open-source electronics. The project will be executing via the “Design Sprint” process, which is popular in agile development and Silicon Valley. Students present projects to guest judges from industry. Course is an introductory design experience for first-year students.
This course introduces students to conceptual structural design, fabrication, and testing. The course aims to provide a hands-on structural engineering design experience and to inspire creativity. Students will learn the design process as well as fundamental principles of structural analysis. Student teams will be given a design challenge with performance objectives and practical constraints that emphasize sustainable design practices. Student teams will use maker space resources (e.g. 3D printing, laser cutting, CNC router, woodshop) to fabricate their structures, which will be tested to failure in the Structural Engineering Lab in Davis Hall.
Hands-on engineering design experience for creating cyber-physical systems, or more colloquially, “internet-of-things (IoT) systems” for smart cities. Projects overlay a software layer onto physical infrastructure to produce one integrated system. Student teams will identify a challenge with current urban systems, e.g. mobility, energy & environment, water, waste, health, security, and the built environment. Student teams design and prototype an innovation that addresses this challenge using maker resources, e.g. 3D printing, laser cutters, and open-source electronics. The project will be executing via the “Design Sprint” process, which is popular in agile development and Silicon Valley. Students present projects to industry judges.
The design, implementation, and evaluation of user interfaces. User-centered design and task analysis. Conceptual models and interface metaphors. Usability inspection and evaluation methods. Analysis of user study data. Input methods (keyboard, pointing, touch, tangible) and input models. Visual design principles. Interface prototyping and implementation methodologies and tools. Students will develop a user interface for a specific task and target user group in teams.
This course, ideal for students who are looking for an introduction to the broad world of design, covers design careers, design fields, histories of design and ethics in design. Students will gain language for analyzing and characterizing designs. In this course you will be learning design both from theoretical and historical perspectives, and from studio-based design exercises and projects. The weekly assignments and final projects will emphasize foundational design skills in observation, ideation, problem finding and problem solving, formgiving, communication, and critique.
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 studio course introduces students to design thinking and the basic practices of interaction design. Following a human-centered design process that includes research, concept generation, prototyping, and refinement, students work as individuals and in small teams to design mobile information systems and other interactive experiences. Becoming familiar with design methodologies such as sketching, storyboarding, wire […]
In this one unit 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.
“Virtual Reality and Augmented Reality represent, respectively, visions of “being” somewhere else or augmenting your present environment. These visions are not new, but new technologies have made it possible to produce experiences unlike anything before, particularly through the use of headsets, spatial audio, touch sensors, and custom location-based installations. These new technologies are becoming small, powerful, and inexpensive, and as a result we are witnessing the birth of a powerful new medium, new art form, and new industry – all very quickly. The speed of VR and AR growth has created both opportunity and confusion.
“Designing XR Experiences” takes a long, deep perspective. We will overview such basic elements as audiovisual resolution and fidelity; spatiality and immersion; other senses such as touch, smell, taste (and even mind); input and interactivity; and live and social. We’ll look at distinctions such as cinema versus games, movies versus models, public versus personal, real world versus fantasy worlds, linear versus interactive, and narrative versus ambient. These elements and distinctions will be presented partially as technical but in an understandable way for general liberal arts students, and will rely heavily on experiencing content and keeping up with current events. This course has no prerequisites.
That’s the first half semester. The second half semester we’ll concentrate on collectively producing a series of timely and relevant projects, all short, entertaining, and useful to others exploring the world of VR / AR.”
This course exposes students to the mindset, skillset and toolset associated with design, and interweaves practical design methods with readings and lectures on the history of design and technology.
This course is an intensive, project-based course that focuses on design of interactive artifacts that use emerging technologies. Students are led through a sequence of projects of varying lengths (from one week to three weeks). This serves as the first in a two part sequence of courses (with DES INV 212) intended to develop student skills in designing with technology as a material. Projects include both individual and team activities, with teams frequently changing in size and composition.
An introduction to manufacturing process technologies and the ways in which dimensional requirements for manufactured objects are precisely communicated, especially through graphical means. Fundamentals of cutting, casting, molding, additive manufacturing, and joining processes are introduced. Geometric dimensioning and tolerancing (GD&T), tolerance analysis for fabrication, concepts of process variability, and metrology techniques are introduced and practiced. 3-D visualization skills for engineering design are developed via sketching and presentation of 3-D geometries with 2-D engineering drawings. Computer-aided design software is used. Teamwork and effective communication are emphasized through lab activities and a design project.
The world is drowning in plastic that we’ve created, most of which takes hundreds of years to decompose. It is a disaster choking our oceans, poisoning our food chains and clogging our landfills. To solve this problem, we must find ways to replace or at least reduce plastic in manufacturing, to reuse, recycle or re-purpose plastic currently in use, to rescue discarded plastic from oceans or landfills, and to dispose of plastic responsibly.
For this course, we find companies that want to achieve the same and will partner with SCET and Schoolab around this problem. Each company prepares a “deplastify challenge” based on their own business, and will be given student teams that work together to develop an entrepreneurial solution. Supported by representatives from their partner companies, students will work to understand the industry and challenge, then design prototypes and pitch their final solutions. Each student will be working with an industry partner, mostly large corporations as well as startups. Past company sponsors include Whole Foods, Faurecia Automotive, Microsoft, Allbirds, Nestle, Recology SF, Method, Bank of the West, Surfrider Foundation, Samsung and more!
We explore the fundamentals of the plastic problem and broaden the discussion on sustainability and what it takes to improve practices across industries. The course will cover ethnographic interviewing, design thinking, ideation tools, designing and prototyping products, validation with customer feedback, and business modeling. This will offer a real life experience as well as placing the student in a consulting mode, helping her to develop skills and learn how to work efficiently in a pluri disciplinary team.
This class is open to anyone who wants to gain understanding and experience about sustainability, plastic and what it takes to create change in established industries. Students from all majors, both undergraduate and graduate are welcome and encouraged. Preference will be given to masters-level students, seniors and juniors with experience or demonstrated interest in corporate innovation, intrapreneurship, startups, product & process design and sustainability. In order to form the class with the appropriate mix of students, all students must fill out an application.
Too often we are enamored in our brilliant ideas, we skip the most important part: building products consumers will want and use. Precious time and effort is wasted on engineering perfect products only to launch to no users. This course teaches product management skills such as attributes of great product managers, reducing risk and cost while accelerating time to market, product life cycle, stakeholder management and effective development processes.
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 conservation and biodiversity challenges facing our plant and animal species and their ecosystems. This course provides a space for teamwork, project-based learning, and working with industry & community partners.
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.
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.
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.
Recent developments in creative technologies (such as augmented/virtual reality and artificial intelligence programs) have allowed artists to experiment in their studios in novel ways. How do we tell stories, question the status quo, envision alternative futures, or push boundaries using new programs, forms, or spatial understandings? How can new mediums inform the way we understand and produce works of art? How do we critically engage, subvert, and challenge the commercial industry model of new media production?
By utilizing research and experimentation with new tools and software programs, we will consider art making in relation to other more traditional media. This is not a technology class with a dash of art on the side. In this class, developing your artistic voice will be just as important as honing your technical skills. We will have a historical approach and we will look at new media art in an ongoing dialogue with sculpture, installation, film, video, sound art, and performance art. Students will be introduced to contemporary art projects by artists working in socially engaged forms, raising awareness and creating opportunities for conversation about our political and ecological realities.
While it is not necessary to have proficiency in specific software programs before taking this course, having some familiarity with creative tools is beneficial. Merging new and traditional mediums will be encouraged. Assignments include: using artificial intelligence programs to iterate on collaborative drawings, using Adobe Illustrator and a laser cutter to design and install an art intervention, and exploring spatial immersion and critical worldbuilding using virtual reality.
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.