28: Interactivity

Interactivity (DESMA 28)
Winter 2016
UCLA Department of Design Media Arts

Professor: Casey Reas (Office Hour: Monday, Broad 3224, noon to 1pm)
TA: Hsinyu Lin (Office Hour: Thursday, Broad 3246, noon to 1pm)

Monday & Wednesday
2:00–4:50 PM
Broad Art Center Room 4220


This course is an introduction to writing code within the context of the visual arts. It promotes conditional and systemic thinking. The concepts and skills taught in this course set a foundation for future Design Media Arts courses about the internet (161), game design (157), and media arts (159A, 171).


This course asks a few questions:

How has software affected the visual arts?
What is the potential of software within the visual arts?
As a designer or artist, why would I want (or need) to write software?

Software influences all aspects of contemporary visual culture. Many established artists have integrated software into their process. Prominent architects and designers not only use software, they commission custom software to help them realize their unique ideas. The creators of every innovative video game and Hollywood animated film write custom software to enhance their work.

While these exciting developments are taking place at the highest levels of their respective professions, integrating them into education is a challenge. For even the most motivated student, the technical boundaries are difficult to overcome and getting beyond them requires tremendous dedication. As a comprehensive first introduction to the potential of software development within a broad range of the arts, this course aspires to encourage the enthusiasm.

In reference to the emerging media of his time, the eminent media theorist Marshall McLuhan wrote: "Today we're beginning to realize that the new media aren't just mechanical gimmicks for creating worlds of illusion, but new languages with new and unique powers of expression." Writing code is one gateway into these "new and unique powers of expression." Learning to program and to engage the computer more directly with code opens the possibility to create not only tools, but systems, environments, and new modes of expression. It is here that the computer ceases to be a tool and becomes a medium.


There are four projects and twelve in-class workshops. Each workshop introduces new ideas, while each project is a mix of visual and technical challenges.


The % breakdown follows:
25% 30% Project 1
25% 30% Project 2
15% Project 3
25% 30% Project 4
10% Participation

All projects are evaluated on how well they demonstrate an understanding of the material, as well as their originality and aesthetic qualities. Feedback will be primarily qualitative and numeric scores will also be given for all work. Participation means punctuality, focus, articulation of your ideas, and contribution to class discussions.

More than two unexcused absences will lower your final grade by one unit (i.e. an A will become an B). With each additional unexcused absence, the grade will drop an additional unit.

Class starts at 2:00. If you are over 10 minutes late, you will receive a tardy. Three tardies is equivalent to one absence.

If there is an emergency and you will be late or absent from the class, please email me to discuss the situation.

No cellphones in class. No checking personal e-mails, Facebook, IM, etc. during class.

Ask questions, make comments, contribute to discussions.
Learn from your peers; the class is a collaboration.

If you feel frustrated or you come across other problems please communicate with me directly and immediately.



  • Getting Started with Processing, 2nd Edition, by Casey Reas and Ben Fry. Maker Media, 2015
  • Form+Code in Design, Art, and Architecture by Casey Reas and Chandler McWilliams. Princeton Architectural Press, 2010