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SECOND YR.GRAD STUDIO CERAMICS
SECTION DESCRIPTION
Continued exploration begun during the first year leads to the presentation of a thesis project. Students work during class hours to ensure daily contact with faculty.
Students are pre-registered for this course by the department; registration is not available in Workday. Enrollment is limited to Graduate Ceramics Students.
Major Requirement | MFA Ceramics
FIGURE MODELING
SECTION DESCRIPTION
A posed model will serve as the visual base from which students will compose and articulate 3-dimensional form in clay. Class projects include a series of small standing figures, a portrait, and a series of larger figures or large fragments of figures. Students will learn to build armatures and use clay modeling tools effectively. Outside assignments include skull study, a hand study and drawings from figurative sculpture found in and around Providence. Strong emphasis is given both to whole sight and to abstraction of essentials - proportion, spatial relationship, and axial orientation.
Major Requirement | BFA Ceramics
GRADUATE THESIS, CERAMICS
SECTION DESCRIPTION
Continued exploration begun during the first year leads to the presentation of a thesis project. Students work during class hours to ensure daily contact with faculty.
Major Requirement | MFA Ceramics
TOPICS IN CERAMIC MATERIAL SCIENCE: GRADUATE
SECTION DESCRIPTION
A seminar exploring ceramic method and expression from technical perspectives. A study of raw materials including clay, clay bodies, and glaze calculation. The focus is the connection between technical development, and aesthetic expression. In-depth independent research required. A materials diary kept.
Major Requirement | MFA Ceramics
ADVANCED POTTERY & CERAMIC PRODUCTION
SECTION DESCRIPTION
Students in this class will learn to use a variety of ceramic production methods techniques including; molding, pressing, extruding, and giggering, to design and make small pottery editions. The focus is the design and perfection of the objects made and methods used. This class will also serve as a platform for inviting visiting artists to make small editions using our production facilities.
Major Requirement | BFA Ceramics
CERAMICS: GLOBAL PERSPECTIVES
SECTION DESCRIPTION
A seminar exploring ceramic method and expression from historical and contemporary perspectives. The focus is the connection between historical awareness, and aesthetic expression in the student's work. In-depth independent research required.
Students are pre-registered for this course by the department. Enrollment is limited to Graduate Ceramics Students.
Major Requirement | MFA Ceramics
SEMINAR: SOURCE PRESENTATION
SECTION DESCRIPTION
This class helps you to develop the vocabulary of concepts relating your work to your sources. A number of exercises are undertaken culminating in a presentation of your ideas.
Major Requirement | BFA Ceramics
SENIOR THESIS
SECTION DESCRIPTION
The second semester is a continuation of the senior degree project begun in the Fall. The work and ideas are further developed and refined for final presentation at the Woods-Gerry Gallery.
Major Requirement | BFA Ceramics
INTRODUCTION TO CERAMICS FOR GRADUATE DESIGN MAJORS
SECTION DESCRIPTION
As Graduate Design students we will consider how ceramics processes could inform your design work. Through demonstrations, discussions, projects, critiques, and much hands-on work, you should arrive at a fundamental understanding of ceramic hand building as a means to make art. You'll begin to understand what clay can and cannot do in its various stages. Unlike wood or metal - ceramics does not have an inherent structure - it must be built into the form and be made to withhold the stress of shrinkage and crack-age during the drying and firing stages. Hand building is the first step to understanding ceramics and the tools, materials and equipment in ceramic production used by designers. Along with hand building students will be introduced to mold-making, digital ceramics, simple clay and glaze chemistry and the various firing processes.
Elective
POTTERY
SECTION DESCRIPTION
Students explore the pottery making processes of throwing, jiggering, extruding, casting, and pressing. They test and experiment creating the ceramic surfaces from a variety of high temperature glaze and firing techniques. They establish and challenge the creative and expressive potentials of utility.
Elective
COURSE TAGS
- Nature-Culture-Sustainability Studies Concentration
AMBIENT INTERFACES: ACTIVATED OBJECTS
SECTION DESCRIPTION
This course is a practical and conceptual exploration into electronic sensors, processors and actuators in the context of interactive art and design. Students will turn everyday objects into ambient interfaces or "responsive systems" that respond to the conditions of the human body, data networks, and the environment. Contemporary works of art and design - from kinetic sculpture and sound art to installation, architecture and product design - will be examined through readings and presentations. Open source hardware (Arduino) and software (Processing) will be taught along with the fundamentals of electronic circuitry. Emphasis is given to the development of creative projects (individual or collaborative), followed by an iterative implementation process (planning, prototyping, testing, analyzing, and refining). The course is structured around a series of tutorials and exercises, culminating in a final project. Students also present work-in-progress and prototypes during class reviews to receive qualitative feedback from the class and the instructor. Participants will engage with physical computing conceptually and technically in their studio work and are encouraged to leverage their individual backgrounds to excel in the respective context. Prior experience with electronics and programming is recommended but not required.
Estimated Cost of Materials: $200.00
Elective
COURSE TAGS
- Computation, Technology, Culture Concentration
GENERATIVE SYSTEMS
SECTION DESCRIPTION
Generative Systems is an interdisciplinary course designed for students from all majors and varying levels of technical ability, inviting them to develop analog and digital generative systems for their own art and design projects. Students will follow online tutorials as part of their assignments, while the instructor will provide guidance and problem-solving support to ensure students' success. The course is an opportunity for students to explore tools based on their interests, such as Unity, Unreal Engine, Rhino/Grasshopper, SideFX Houdini, Blender geometry nodes, html/css/javascript and p5.js, model training and advanced generative A.I., and Photoshop scripting. Topics encompass randomization & noise, recursion, cellular automata, particle systems, agents, GANs, Diffusion models, LLMs, and more. Featuring guest critics from Generative A.I. research labs, the course enriches students' understanding of the field while delving into a global history of generative art and design, from ancient North African fractal architecture to modernist movements like Neoconcretismo and Nove Tendencije, ultimately showcasing contemporary artists, designers, and tool builders.
Estimated Materials Cost: $100.00
Elective
COURSE TAGS
- Computation, Technology, Culture Concentration
EXTENDED REALITIES AND SHARED FUTURES
SECTION DESCRIPTION
In this studio elective, students will explore extended reality (XR) technologies and their implications for our shared spaces and collective futures, from surveillance and smart cities to interfaces and intimacy. Looking far beyond traditional tech canons — which skew heavily institutional, Western, white, and male — we will actively work to broaden and upend existing narratives about XR’s uses, users, and possibilities.This course is ideal for students looking to connect their own research interests with critical approaches to augmented reality (AR) and virtual reality (VR) tools and concepts. Students can expect to leave the course with new technical skills, a body of self-initiated work, and a critical understanding of the promises and perils of extended realities past, present and future. We will focus on beginner-friendly, no- and low-code software, but students who know how to code are welcome to use more advanced techniques in their work. In the class’s first third, workshops and experimental exercises briefly introduce AR/VR tools, photogrammetry, and 3D modeling. Over the rest of the semester, students develop two individual projects. Regular feedback, shared during 1-on-1 meetings and group critiques, will help students define their own process, motivations, and criteria for success. Throughout, in lectures, readings, and discussions, we will analyze diverse work by artists, designers, technologists, and activists who are imagining alternatives to big tech’s constrained visions for our shared futures.
Estimated Cost of Materials : $100.00
Elective
COURSE TAGS
- Computation, Technology, Culture Concentration
WORLDS WITHIN: EXPRESSIONISTIC GAMES AND CREATIVE AGENCY
SECTION DESCRIPTION
In this course, students will play, critique and make artistic games. These can generally be characterized as simple, conceptually-based and personal interactive experiences. Unlike mainstream games, these games highlight individual narratives, emphasizing self expression, non-linear logic and creative inquiry. Using the free and widely supported Unity Engine, students will learn the basic programming, 3D modeling (using the built-in ProBuilder plugin) and environmental storytelling, with no prior experience required. This will give students the technical and conceptual framework necessary to build their own “world”, one where they set the rules for a change.
Final projects could address identity, agency and self-expression though are not limited to these themes.Every week a new tool will be introduced alongside a playable prototype (made by myself) that demonstrates how the tool can be used and misused (in a productive way). Students will receive a homework assignment based solely on the weekly topic, challenging them to craft an experience within a limited set of parameters that will slowly expand. Additionally, a curated selection of related games and relevant texts will be provided every week.
Estimated Cost of Materials: $100.00
Elective
COURSE TAGS
- Computation, Technology, Culture Concentration
WORLDS WITHIN: EXPRESSIONISTIC GAMES AND CREATIVE AGENCY
SECTION DESCRIPTION
In this course, students will play, critique and make artistic games. These can generally be characterized as simple, conceptually-based and personal interactive experiences. Unlike mainstream games, these games highlight individual narratives, emphasizing self expression, non-linear logic and creative inquiry. Using the free and widely supported Unity Engine, students will learn the basic programming, 3D modeling (using the built-in ProBuilder plugin) and environmental storytelling, with no prior experience required. This will give students the technical and conceptual framework necessary to build their own “world”, one where they set the rules for a change.
Final projects could address identity, agency and self-expression though are not limited to these themes.Every week a new tool will be introduced alongside a playable prototype (made by myself) that demonstrates how the tool can be used and misused (in a productive way). Students will receive a homework assignment based solely on the weekly topic, challenging them to craft an experience within a limited set of parameters that will slowly expand. Additionally, a curated selection of related games and relevant texts will be provided every week.
Estimated Cost of Materials: $100.00
Elective
COURSE TAGS
- Computation, Technology, Culture Concentration
GHOST IN THE MACHINE: AI CREATIVE DIRECTION STUDIO
SECTION DESCRIPTION
Creative directors are often artists in disguise, with roles as fluid as myths. They could helm a magazine, a fashion house, or an art exhibition, devise strategies to link brands with people, or they could lead a media platform masquerading as a tech company, or vice versa. Bound by a scope of work, a creative director's work is a collective effort, not a standalone piece. They orchestrate behind the scenes, curating concepts and crafting communication strategies. Their role is essentially non-material—focused more on process than product—and is precise and covert, with the client seen as the 'author' of the work.
This studio course operates at the intersection of creative direction and artificial intelligence, investigating the evolving relationship between AI systems and creative practice. As AI systems evolve from tools into collaborators and potential competitors, we must reconsider how human creative direction can evolve alongside—or in resistance to—artificial intelligence.
Through hands-on workshops, students will design and train AI models for creative tasks. Weekly projects focus on implementing machine learning models for specific creative direction tasks. We will explore the possibility of training personalized AI agents that embody and extend individual creative methodologies. Students will develop their own AI creative director agent while critically examining the implications of delegating creative decisions to artificial systems. The course combines applied studio work with critical discussions about the future of creative direction and the ethical implications of automated creativity.
Estimated Cost of Materials: $100.00
Elective
COURSE TAGS
- Computation, Technology, Culture Concentration
PAINTERLY DIGITAL IMAGES
SECTION DESCRIPTION
This studio elective focuses on creating digital image-based artworks. Students will be introduced to a wide variety of contemporary artists working between digital imaging, photography, and digital painting — and a range of technical possibilities for making and producing “painterly” digital artworks. Through several short assignments and one final project, students will experiment and then hone in on image-making processes that suit and expand their practices. These projects are complemented by readings and discussions which provide context for contemporary digital art-making: an exciting and ever-changing space for creative work.
Elective
COURSE TAGS
- Computation, Technology, Culture Concentration
PAINTERLY DIGITAL IMAGES
SECTION DESCRIPTION
This studio elective focuses on creating digital image-based artworks. Students will be introduced to a wide variety of contemporary artists working between digital imaging, photography, and digital painting — and a range of technical possibilities for making and producing “painterly” digital artworks. Through several short assignments and one final project, students will experiment and then hone in on image-making processes that suit and expand their practices. These projects are complemented by readings and discussions which provide context for contemporary digital art-making: an exciting and ever-changing space for creative work.
Elective
COURSE TAGS
- Computation, Technology, Culture Concentration
INTRODUCTION TO COMPUTATION
SECTION DESCRIPTION
Introduction to Computation focuses on computational techniques, methods, and ideas in the context of art and design. Studio projects first center on the design of algorithms then shift to involve computer programming and scripting. Critical attention is given to code as a body of crafted text with significant aesthetic, philosophical, and social dimensions, as well as the tension, conflict, and potential possible when computation generates, informs, or interacts with drawings, materials, forms, and spaces. Historical and contemporary works of computational art and design will be presented and assigned for analysis. This course is open to students of all majors and is designed for those with little or no experience in programming. In order to conduct work in this course, students will need a laptop computer. This course fulfills one of two core studio requirements for the CTC Concentration.
Estimated Cost of Materials: $250.00
Major Requirement | BFA Art + Computation
COURSE TAGS
- Computation, Technology, Culture Concentration
INTRODUCTION TO COMPUTATION
SECTION DESCRIPTION
Introduction to Computation focuses on computational techniques, methods, and ideas in the context of art and design. Studio projects first center on the design of algorithms then shift to involve computer programming and scripting. Critical attention is given to code as a body of crafted text with significant aesthetic, philosophical, and social dimensions, as well as the tension, conflict, and potential possible when computation generates, informs, or interacts with drawings, materials, forms, and spaces. Historical and contemporary works of computational art and design will be presented and assigned for analysis. This course is open to students of all majors and is designed for those with little or no experience in programming. In order to conduct work in this course, students will need a laptop computer. This course fulfills one of two core studio requirements for the CTC Concentration.
Estimated Cost of Materials: $250.00
Major Requirement | BFA Art + Computation
COURSE TAGS
- Computation, Technology, Culture Concentration