Course overview
- Study period
- Semester 2, 2024 (22/07/2024 - 18/11/2024)
- Study level
- Undergraduate
- Location
- St Lucia
- Attendance mode
- In Person
- Units
- 2
- Administrative campus
- St Lucia
- Coordinating unit
- Elec Engineering & Comp Science School
Topics in social computing - groupware, social software, computer supported cooperative work. Considerations in the design of mobile and ubiquitous computing systems: mobility research; distributed user research; multi-player environments; tangible; physical and wearable computing.
DECO3500 Social and Mobile Computing is concerned with the design of technologies that operate within dynamic social and physical contexts. Social and mobile technologies are those that understand and support the complexities of human interaction whilst adapting to the changing social and environmental contexts in which users find themselves. The diverse manifestations of these technologies encompass a range of applications such as collaborative software, the 'Internet of Things', some types of mobile apps, embodied interaction, wearable computing devices, and other emerging technologies.
The course considers the following:ᅠ
- concepts of human interaction that underpin interaction design and computer-supported cooperative workᅠ
- issues that affect the design of interactive technologies that operate in and supportᅠ social contexts
- common and context-specific methods and techniques for supporting the effective designᅠ of social and contextual computing applications
The major project for the course will involve the exploration and design of technologies that demonstrate an understanding of the varied social and physical contexts in which technologies are used. Students will work in teams and focus on applying design theory and methods to address specific challenges posed by particular problem domains. An example might be the design of technologies to support community engagement in local government.
Disclaimer: This is not a mobile application development course, nor a social media development course. Whilst the outcomes of the projects might be in the form of a mobile application or social platform, the focus is on the design implications for technologies in changing (social and mobile) context of use. If you wish to learn about mobile application development, we recommend the course COMP2140 Web/Mobile Programming.
Course requirements
Assumed background
This course is part of the people-centred design stream within the Bachelor of Multimedia Design and the Bachelor of Information Technology (User Experience Design major). It therefore assumes that students have already taken DECO2500 (or DECO7250) Human-Computer Interaction as per the prerequisites. If you have not taken this course do not enrol in DECO3500.
It is also recommended that students have taken DECO1400 (or DECO7140) Introduction to Web Design, DECO1800 (or DECO7180) Design Computing Studio 1 and DECO2300 (or DECO7230) Digital Prototyping. Students are expected to be familiar with the design process adopted in the studio stream courses.
Prerequisites
You'll need to complete the following courses before enrolling in this one:
(DECO2500 or DECO7250) and (CSSE1001 or ENGG1001 or CSSE7030)
Incompatible
You can't enrol in this course if you've already completed the following:
COMP3505 or COMP7705 or DECO7350
Course contact
Course staff
Lecturer
Timetable
The timetable for this course is available on the UQ Public Timetable.
Additional timetable information
- Contacts start in Week 1
- Project Tradeshow - during contacts in Week 12
Students are expected to be active learners in this course, making use of opportunities for work to be critiqued, as well as offering constructive criticism to others. Active participation across all sessions is required in this course, and will be a component of the assessment.
Aims and outcomes
This course sits at the intersection between information and communications technologyᅠ(ICT) and the social and mobile contexts in which they are used. Students taking this course will be introduced to social and technical concepts related to computer-mediated communication, ubiquitous computing, and other interaction design issues related to the understanding of social settings, and development of mobile and social software to support them. Students willᅠlearn theories and methods related to the design of social and mobile computing systems and combine these with their first hand experience with a range of current social and mobile applications in the context of a collaborative design project. Design skills will be developed through the combined application of the practical and theoretical knowledge gained through the course.
Learning outcomes
After successfully completing this course you should be able to:
LO1.
Identify and appreciate the people-centred issues underlying the design of successful technologies in social and mobile settings.
LO2.
Apply lessons learned from theory and practical experience to the design and prototyping of social and mobile applications.
LO3.
Analyse the social implications of design decisions on people's experiences with each other through and around technology in order to articulate contributions to research and/or technology design.
LO4.
Organise and carry out a human-centred design process for social and mobile contexts of use.
LO5.
Produce justified, critical solutions to design problems through the creative application of design methods and processes that are appropriate for the problem context.
LO6.
Collaborate meaningfully and effectively in a multidisciplinary environment, working towards shared project goals while managing individual work.
LO7.
Effectively communicate design processes, decision-making and project outcomes in oral and written forms.
Assessment
Assessment summary
Category | Assessment task | Weight | Due date |
---|---|---|---|
Paper/ Report/ Annotation, Participation/ Student contribution, Tutorial/ Problem Set |
1. Social & Mobile Activity Tasks
|
x3 INDIVIDUAL |
22/07/2024 - 21/10/2024
Activities will be released and completed during the contact sessions. Activity outcomes will include worksheets, discussion records, responses to questions/prompts and will be related directly to the weeks theory content and project progress. |
Paper/ Report/ Annotation, Product/ Design | 2: Design Implications & Opportunities | x1 INDIVIDUAL + x1 PAIR |
16/08/2024 3:00 pm |
Creative Production/ Exhibition, Presentation, Project |
3: Design Proposal
|
x1 TEAM |
26/08/2024 - 28/08/2024
Presentations in-class Week 6. |
Presentation |
4.a Design Prototype: Stand-up One
|
Formative |
Week 8 Mon - Week 8 Wed
During Week 8 Contact Sessions |
Presentation |
4.b Design Prototype: Stand-up Two
|
Formative |
30/09/2024 - 2/10/2024
During Week 10 Contact Sessions |
Performance, Project |
4.c Design Prototype: Tradeshow
|
x4 TEAM (combined across 4a, 4b, 4c & 4d) |
14/10/2024 - 16/10/2024
Tradeshow in Week 12 contacts |
Practical/ Demonstration, Project | 4.d Design Prototype: Artefacts | Summative |
21/10/2024 5:00 pm |
A hurdle is an assessment requirement that must be satisfied in order to receive a specific grade for the course. Check the assessment details for more information about hurdle requirements.
Assessment details
1. Social & Mobile Activity Tasks
- Hurdle
- Identity Verified
- In-person
- Mode
- Product/ Artefact/ Multimedia
- Category
- Paper/ Report/ Annotation, Participation/ Student contribution, Tutorial/ Problem Set
- Weight
- x3 INDIVIDUAL
- Due date
22/07/2024 - 21/10/2024
Activities will be released and completed during the contact sessions. Activity outcomes will include worksheets, discussion records, responses to questions/prompts and will be related directly to the weeks theory content and project progress.
- Other conditions
- Student specific.
Task description
This item is identity verified and students must achieve a passing grade on this assessment to meet the pass hurdle for the course.
Contact sessions provide students with the theoretical and methodological underpinnings required to understand the realm of social and mobile computing and further to successfully complete the project. Students are expected to not only attend but actively participate in all of the course contact sessions. Students are expected to:
- be punctual in attending scheduled sessions (lecture and contacts)
- complete preparatory work required for contact sessions
- participate in and contribute to in-class activities and discussions critically and meaningfully
- contribute to presentation/report-back feedback critically and meaningfully
- actively progress project work with their team when specific activities are not scheduled in class
- contribute to and participate in online activities, critiques and discussions
Students will complete tasks as a record of the outcomes of in-class exercises, connecting exercises with project progress and underlying theory. This record, along with Blackboard/Echo360 analytics and teaching staff observations in class will be used to formulate grades. Activities will include exercises undertaken during contacts, observations completed outside of class time, preparatory work (ie. collecting data, reading papers, sourcing examples) and will be identified as 'loggable' during the relevant session and via course communication channels. In finalising the grade for this assessment item, the best nine (9) of twelve (12) weeks of activities will be taken in consideration. Permission may be granted for alternative arrangements; however, such permission will not be granted unless exceptional personal circumstances prevent attendance (documented medical reason or family emergency). Alternative arrangements due to ongoing, external commitments will not be considered. Approval must be sought in advance from the course coordinator.
The Assessment brief will be released on Blackboard.
Hurdle requirements
This item is identity verified and students must achieve a passing grade on this assessment to meet the pass hurdle for the course.Submission guidelines
Submission format will either digital (e.g. photograph or EdDiscussion post) or physical (completed worksheet) and will be explained with the activity.
Deferral or extension
You cannot defer or apply for an extension for this assessment.
No extensions are possible for weekly activities. In finalising the grade for this assessment item, the best nine (9) of twelve (12) weeks of activities will be taken in consideration. Permission may be granted for alternative arrangements, however such permission will not be granted unless exceptional personal circumstances prevent attendance (documented medical reason or family emergency). Alternative arrangements due to ongoing, external commitments will not be considered. Approval must be sought in advance from the course coordinator.
Late submission
You will receive a mark of 0 if this assessment is submitted late.
In finalising the grade for this assessment item, the best nine (9) of twelve (12) weeks of activities will be taken in consideration. Permission may be granted for alternative arrangements, however such permission will not be granted unless exceptional personal circumstances prevent attendance (documented medical reason or family emergency). Alternative arrangements due to ongoing, external commitments will not be considered. Approval must be sought in advance from the course coordinator.
2: Design Implications & Opportunities
- Mode
- Product/ Artefact/ Multimedia, Written
- Category
- Paper/ Report/ Annotation, Product/ Design
- Weight
- x1 INDIVIDUAL + x1 PAIR
- Due date
16/08/2024 3:00 pm
Task description
In pairs, students will explore a particular domain or problem space through observation, literature review and discovery. Research should focus on an area/issue/concern/opportunity that students want to explore to provide a basis from which to generate more specific and targeted ideas. Students will collate this research into domain description that identifies design implications and critiques:
- general academic literature that covers seminal concepts and theories in social and mobile computing
- the literature that best describes the design space / domain
- previous attempts to design into/for that space
If students cannot find a pair, they may choose to submit this component as an individual.
Individual students will then each produce a single-page document 'pitch', describing a design opportunity with potential for further investigation that is inspired and informed by the research. In the pitch, individuals will describe the concept/problem to focus on, and propose methods for how to further explore and refine that particular area of the researched domain.
Submission guidelines
Blackboard submission
Deferral or extension
You may be able to apply for an extension.
The maximum extension allowed is 7 days. Extensions are given in multiples of 24 hours.
Late submission
Late submissions will incur a One Grade Band Per Day (or part thereof) penalty.
3: Design Proposal
- Identity Verified
- Team or group-based
- Mode
- Activity/ Performance, Product/ Artefact/ Multimedia
- Category
- Creative Production/ Exhibition, Presentation, Project
- Weight
- x1 TEAM
- Due date
26/08/2024 - 28/08/2024
Presentations in-class Week 6.
Task description
In your project teams, you are to prepare and deliver a presentation that outlines the problem space and how prototypes will help you better understand the problem space. The presentation should:
- identify the target users/audience and what makes your idea different from other offerings,
- link the concept back to the domain research that informed it and introduce any new literature related to your specific proposal.
- briefly outline the work to be done, what methods you will use and what will be produced as a result.
- briefly identify areas of strength within the team itself, along with opportunities to be leveraged and mitigating strategies for any risks.
The Assessment Task Sheet on Blackboard will provide further detail regarding content and structure of the presentation.
Submission guidelines
Submit presentation slides with script to Blackboard.
Deferral or extension
You cannot defer or apply for an extension for this assessment.
Late submission
This is an in-class team presentation and an identity-verified assessment. No late submission, extension or deferral is possible.
4.a Design Prototype: Stand-up One
- Identity Verified
- Team or group-based
- Mode
- Oral
- Category
- Presentation
- Weight
- Formative
- Due date
Week 8 Mon - Week 8 Wed
During Week 8 Contact Sessions
Task description
This is the first of 2 stand-ups that the team will conduct. These meetings aim to be intentionally short, to the point, and focus on getting things done; and will focus on current work completed and reviewing future milestones against project progress. Stand-ups are now common-place within industry, and graduates are expected to be proficient at the process.
In Stand-up One (Week 9), we expect to see:
- outcomes of user research
- experience requirements derived from user research
- designs for your domain
- one or more non-functioning prototypes
- (or where this work has not been done, the reasons why)
Stand-up outcomes should be captured in the project documentation as a snapshot of the state of the project and next stages of work. Stand-ups are formative (for feedback) but a compulsory pass/fail component of the project that all team members must attend.
The requirements for this stand-up are outlined in the 4. Design Project Assessment brief will be released on Blackboard.
Submission guidelines
In class, team stand-up.
Deferral or extension
You cannot defer or apply for an extension for this assessment.
This is a formative team presentation; neither late submissions nor extensions will be permitted.
Late submission
This is a formative team presentation; neither late submissions nor extensions will be permitted.
4.b Design Prototype: Stand-up Two
- Identity Verified
- Team or group-based
- Mode
- Oral
- Category
- Presentation
- Weight
- Formative
- Due date
30/09/2024 - 2/10/2024
During Week 10 Contact Sessions
Task description
This is the second of 2 stand-ups that the team will conduct. These meetings aim to be intentionally short, to the point, and focus on getting things done; and will focus on current work completed and reviewing future milestones against project progress. Stand-ups are now common-place within industry, and graduates are expected to be proficient at the process.
In Stand-up Two (Week 11), we expect to see:
- outcomes of prototype evaluations conducted with users (or suitable proxies)
- refined requirements for your concept
- progress on the functional aspects of your prototype
- (or where this work has not been done, the reasons why)
Stand-up outcomes should be captured in the project documentation as a snapshot of the state of the project and next stages of work. Stand-ups are formative (for feedback) but a compulsory pass/fail component of the project that all team members must attend.
The requirements for this stand-up are outlined in the 4. Design Prototype Assessment brief will be released on Blackboard.
Submission guidelines
Deferral or extension
You cannot defer or apply for an extension for this assessment.
This is a formative team presentation; neither late submissions nor extensions will be permitted.
Late submission
This is a formative team presentation; neither late submissions nor extensions will be permitted.
4.c Design Prototype: Tradeshow
- Identity Verified
- Team or group-based
- Mode
- Oral
- Category
- Performance, Project
- Weight
- x4 TEAM (combined across 4a, 4b, 4c & 4d)
- Due date
14/10/2024 - 16/10/2024
Tradeshow in Week 12 contacts
Task description
Teams of 4 (maximum 5) will develop (a) prototypes and (b) promotional material to communicate your concept and the process you followed to inform and refine your outcomes. As these are to be displayed in a tradeshow at the end of the semester, the prototype and material should standalone to communicate your work. Multi-user prototoypes will be necessary in order to demonstrate how your project successfully delivers a social and mobile experience for different users.
Prototypes will demonstrate an appropriate use of technology to provide insight into the social/mobile problem space that you established in the proposal. Prototypes should demonstrate how the prototyped system succesfully delivers a social and mobile experience to multiple users, on e.g. different platforms or in different contexts of use. The goal is to create something innovative for the purposes of discovering something about the problem space that may help inform future designs, yet high-fidelity and robust enough to be successfully evaluated by users external to the course, and something that delivers an authentic social and mobile experience.
Promotional material. A poster should describe the prototype pair and the larger problem space that you are exploring. You may choose, or need, to produce additional promotional material - video, website, Github pages or other form of media - to further explain and support your prototype at the exhibit. Promotional material should feature all members of the team. Links should be provided to both the promotional material and the Github repository for your project.
During the course of the project, teams will conduct 2 stand-up meetings to present project progress. These meetings aim to be intentionally short, to the point, and focus on getting things done; and will focus on current work completed and reviewing future milestones against project progress. Stand-ups are now common-place within industry, and graduates are expected to be proficient at the process.
Final prototypes, promotional material and documentation are to be submitted to Blackboard following the tradeshow.
Teams are assessed as a unit; all team members receive the same grade for the team deliverable and exhibition.
The 4. Design Prototype Assessment Task Sheet will be released on Blackboard and will provide further details of required content, structure, tradeshow requirements and stand-up milestone expectations.
Submission guidelines
Deferral or extension
You cannot defer or apply for an extension for this assessment.
This is a summative team presentation; neither late submissions nor extensions will be permitted.
Late submission
This is a summative team presentation; neither late submissions nor extensions will be permitted.
4.d Design Prototype: Artefacts
- Mode
- Product/ Artefact/ Multimedia
- Category
- Practical/ Demonstration, Project
- Weight
- Summative
- Due date
21/10/2024 5:00 pm
Task description
Teams will submit their final prototypes, promotional material and documentation to Blackboard following the tradeshow for final grading of the 4. Design Prototype assessment.
The 4. Design Prototype Assessment Task Sheet will be released on Blackboard and will provide further details of required content, structure, tradeshow requirements and stand-up milestone expectations.
Submission guidelines
Deferral or extension
You cannot defer or apply for an extension for this assessment.
This is a summative team deliverable; extensions will not be permitted, except in cases where the majority of the team have medical or emergency documentation.
Late submission
A penalty of 1 grade for each 24 hour period from time submission is due will apply for up to 7 days. After 7 days you will receive a mark of 0.
Course grading
Full criteria for each grade is available in the Assessment Procedure.
Grade | Description |
---|---|
1 (Low Fail) |
Absence of evidence of achievement of course learning outcomes. Course grade description: Students who achieve this grade will have failed to demonstrate most of the learning objectives of this course in most of the major items of assessment, and/or failed to achieve a passing grade in team project. This grade is achieved by combining the grades received in each of the assessments, according to their relative weightings. |
2 (Fail) |
Minimal evidence of achievement of course learning outcomes. Course grade description: Students who achieve this grade will have not sufficiently demonstrated a number of the learning objectives of this course, and/or failed to achieve a passing grade in team project. This grade is achieved by combining the grades received in each of the assessments, according to their relative weightings. |
3 (Marginal Fail) |
Demonstrated evidence of developing achievement of course learning outcomes Course grade description: Students who achieve this grade fall short of sufficient understanding of the concepts and skills in the field; fail to communicate ideas clearly; fall short of basic requirements in the design, evolution and discussion of social & mobile computing solutions; and/or failure to achieve a passing grade across the team-based assessment (3. Design Proposal, 4. Design Prototype) and/or failure to achieve a passing grade in 1. Social & Mobile Activity Tasks. This grade is achieved by combining the grades received in each of the assessments, according to their relative weightings. Note that supplementary assessment is not available for the team project components of assessment (approved by the EAIT Associate Dean, Academic). |
4 (Pass) |
Demonstrated evidence of functional achievement of course learning outcomes. Course grade description: Students who achieve this grade demonstrate satisfactory understanding of basic concepts and skills of the field; ability to communicate ideas clearly; ability to design and propose social & mobile computing solutions that demonstrate a functional application of theory; analysis of existing research/theory and ability to link it to one's own design work through reflection. Pass hurdle: Achieves at least a passing grade across the team-based assessments (3. Design Proposal, 4. Design Prototype) and at least a passing grade in 1. Social & Mobile Activity Tasks. This grade is achieved by combining the grades received in each of the assessments, according to their relative weightings. |
5 (Credit) |
Demonstrated evidence of proficient achievement of course learning outcomes. Course grade description: Students who achieve this grade demonstrate a proficient understanding of basic concepts and skills of the field; ability to communicate ideas clearly; ability to design, propose and iterate social & mobile computing solutions that demonstrate considered application of theory; critical analysis of existing work and ability to link it to one's own design work through reflection; ability to identify critical issues and suggest solutions to problems. Engagement with course material through active participation; effective collaboration and cooperation in team work. Pass hurdle: Achieves at least a passing grade across the team-based assessments (3. Design Proposal, 4. Design Prototype) and at least a passing grade in 1. Social & Mobile Activity Tasks. This grade is achieved by combining the grades received in each of the assessments, according to their relative weightings. |
6 (Distinction) |
Demonstrated evidence of advanced achievement of course learning outcomes. Course grade description: Students who achieve this grade demonstrate an advanced understanding of the field and ability to draw links between critical issues; effective communication of ideas; ability to design, propose & iterate social & mobile computing solutions that demonstrate critical application of theory; ability to identify critical issues and suggest effective solutions to problems; critical analysis of existing works, literature and ability to evaluate new challenges; ability to document and critically reflect on contemporary research and own design work. Engagement with course material through active participation; effective collaboration and cooperation in team work. Pass hurdle: Achieves at least a passing grade across the team-based assessments (3. Design Proposal, 4. Design Prototype) and at least a passing grade in 1. Social & Mobile Activity Tasks. This grade is achieved by combining the grades received in each of the assessments, according to their relative weightings. |
7 (High Distinction) |
Demonstrated evidence of exceptional achievement of course learning outcomes. Course grade description: Students who achieve this grade demonstrate an exceptional understanding of the field at a deeper level and ability to draw links between fields and theories; effective communication of ideas; originality in research design and ability to resolve problems effectively and innovatively; critical analysis and synthesis of existing works and literature and ability to point out new challenges. Ability to critically reflect on and refine own practice and process. Engagement with course material through active participation; effective collaboration and cooperation in team work. Achieves at least a passing grade across the team-based assessments (3. Design Proposal, 4. Design Prototype) and at least a passing grade in 1. Social & Mobile Activity Tasks. This grade is achieved by combining the grades received in each of the assessments, according to their relative weightings. |
Additional course grading information
Identify Verified Assessment:
The assessments 1. Social & Mobile Activity Tasks (in-person activities); 3. Design Proposal; 4.a Design Protoype: Stand-up One (in-person presentation), 4.b Design Prototype: Stand-up Two (in-person presentation), 4.c Design Protoype: Tradeshow ᅠ(in-person presentation) are all identity-verified.
Pass conditions for the course:
In order to pass the course, students will need to:
- Achieve at least aᅠ Pass (4) grade ᅠfor the team project (as the combination of 3: Design Proposal and 4: Design Prototype).ᅠ In the case of unresolvable team dysfunction, individual scaled marks will be used.
- And at least a Pass (4) grade for the 1. Social & Mobile Activity Tasks assessment
Failure to meet these requirements will result in the final grade being capped at ᅠFail (3) regardless of performance in other assessment items.
Supplementary assessment will not be available to students who fail to meet the above pass conditions (Approved by EAIT AD(A)).
Qualitative Grading:
Grades for assessment during the semester will identify your work as being of a particular standard from the following list:
- No assessable work received (X) - applies to late or non-submission of assessment items.
- Low Fail (1)
- Fail (2)
- Marginal Fail (3)
- Pass (4)
- Credit (5)
- Distinction (6)
- High Distinction (7)
Within each grade band, there may be a further qualifier of + or - to indicated that the work is respectively at the upper or lower bounds of the grade band. These grades map directly to the standard UQ Grade descriptors. It is recommended that you read the descriptors and example criteria that are associated with each of the UQ grade standards. Note, that percentages or numerical marksᅠ are not requiredᅠ in grading assessment or for calculatingᅠ grade cutoffs. Percentage cutoffs ᅠare primarily employed in courses that utilise quantitative (numerical based) methods for marking.ᅠ
The final grade for the course will be initially constructed from the individual grades according to assessment weightings. It will then be reviewed & moderated based on overall performance across the course and pass hurdle requirements.
Calculation of Final Grade:
Your final grade will be calculated as a weighted average of your assessment grades, using the same formula as used for calculating your GPA (https://my.uq.edu.au/information-and-services/manage-my-program/exams-and-assessment/final-grades-and-gpas). In this case, U equals the weighting for that particular assessment item; and G equal to the grade for the assessment item.
Example:
If you receive the following grades:
- Social & Mobile Activity Tasks - Pass (4), Weighting x 3
- Design Implications & Opportunities - High Distinction (7), (Pair x1, Individual x1) Total Weighting x 2
- Design Proposal - Pass (4), Weighting x 1
- Design Prototype - Distinction (6), Weighting x 4
Your final grade will be calculated as:
ᅠᅠᅠ (4x3) + (7x2) + (4x1) + (6x4)ᅠ / 3 + 2 + 1 + 4
ᅠᅠᅠ 54 / 10 = 5.4 = Credit
Supplementary assessment
Supplementary assessment is not available for some items in this course.
Supplementary assessment will not be available to students who fail to meet the pass conditions for the course as outlined above (Approved by EAIT AD(A)).
Additional assessment information
Team Work / Group work
In recognition of the fact that teamwork might not always run smoothly, there is a process students can follow if their team experiences conflict.
In the case of team conflict or non-contact from a team member, you must inform the Course Coordinator as soon as possible so that they can be made aware of the situation and can assist you in addressing any issues within the team.ᅠ
Formative team performance reviews will be conducted during the project with check ins by the teaching team to identify areas of conflict, concern and opportunity. These performance reviews will not impact on individual marks but may be used in cases of severe team dysfunction to inform course coordinator action.
It will be the first priority of teaching staff to ensure that all efforts have been made within the team/group to resolve the conflict or communication issues within the team. In the event that conflicts cannot be resolved to the satisfaction of the team, the Course Coordinator reserves the right to vary marks for each team member.ᅠ Please note, this is considered to be a final resort in the case that conflict cannot be resolved.
Use of Generative AI Tools
The assessment in this course has been designed to be challenging, creative and complex. Whilst you may use generative AI technologies, successful completion of assessment in this course requires you to critically engage in specific contexts and tasks for which generative artificial intelligence tools will provide limited support and guidance.
So Artificial Intelligence (AI) and Machine Translation (MT) are not forbidden for students to use in completing assessment tasks. Students must clearly reference any use of generative AI in each instance and you will be asked to provide statements for relevant assessment items as to how those tools have been used, along with a copy of the prompts you have submitted to the tool.
For any of the assessments (presentations, reports etc.) you must indicate any text or diagrams that were produced with the assistance of generative AI tools. In presentations, footnotes should indicate which AI system was used. In the project documentation, an appendix should be included indicating which specific sections or diagrams were AI-supported, and by which system, along with a copy of the prompts submitted to the tool.
For any programming or implementation assessment components in the project, you may use generative AI tools (e.g. copilot) to assist you in writing code to implement your solutions. You may also use generative AI tools to help you test your implementations. You must clearly indicate any and all generative AI tools that you used and the extent of their use. (e.g. All code was written by providing copilot with class descriptions and then revising the generated code).
Failure to reference use of generative AI tools constitutes student misconduct under the Student Code of Conduct. Furthermore, work submitted that is substantially or entirely the product of generative AI, even where cited appropriately, and while not misconduct, may still be considered as without academic merit, resulting in a student failing the assignment. This is because assessment criteria is designed to assess a student's own understanding, creativity, and ability.
Having Troubles?
If you are having difficulties with any aspect of the course material you should seek help. Speak to the course teaching staff.
If external circumstances are affecting your ability to work on the course, you should seek help as soon as possible. The University and UQ Union have organisations and staff who are able to help, for example, UQ Student Services are able to help with study and exam skills, tertiary learning skills, writing skills, financial assistance, personal issues, and disability services (among other things).
Complaints and criticisms should be directed in the first instance to the course coordinator. If you are not satisfied with the outcome, you may bring the matter to the attention of the School of EECS Director of Teaching and Learning.
Learning resources
You'll need the following resources to successfully complete the course. We've indicated below if you need a personal copy of the reading materials or your own item.
Library resources
Library resources are available on the UQ Library website.
Additional learning resources information
Basic course coordination will take place via the course Blackboard site - available by logging in to ᅠhttps://learn.uq.edu.au.
Students are expected to regularly check Blackboard, or configure it to receive important announcements with regard to this course. As per the Student Charter, students are expected to check their university email daily. It is expected that students keep up to date and informed regarding activities in the course.
As a course which focuses on understanding the design and use of social software, we will also use social software platforms for course communication and online collaboration.
This semester, we plan to use:
- Slack for team collaboration and course communication. Students will need to sign up for an account using a UQ email address to access the course team, which will be posted in Blackboard.
- Miro is another online social collaboration tool we plan to use for the course (accessible via miro.com).
- For academic resources and citation management, we will have a shared group library at Zotero (accessible via https://www.zotero.org/ which will be provided on Blackboard). Zotero is an online, open source, collaborative citation management system (similar to EndNote but with collaborative features).
Learning activities
The learning activities for this course are outlined below. Learn more about the learning outcomes that apply to this course.
Filter activity type by
Please select
Learning period | Activity type | Topic |
---|---|---|
Multiple weeks |
Studio |
Social & Mobile Computing Contact Twice weekly contact sessions will deliver and explore theoretical and methodological aspects of the course. |
Policies and procedures
University policies and procedures apply to all aspects of student life. As a UQ student, you must comply with University-wide and program-specific requirements, including the:
- Student Code of Conduct Policy
- Student Integrity and Misconduct Policy and Procedure
- Assessment Procedure
- Examinations Procedure
- Reasonable Adjustments - Students Policy and Procedure
Learn more about UQ policies on my.UQ and the Policy and Procedure Library.