Programming I


Admission requirements

General entry requirements + English B.


Syllabus for students autumn 2018, autumn 2017

Course Code:
KD402B revision 1.2
Level of specialisation
Main fields of study:
No main fields
Date of ratification:
22 March 2017
Decision-making body:
Faculty of Culture and Society
Enforcement date:
28 August 2017
Replaces Syllabus ratified:
22 March 2017

Entry requirements

General entry requirements + English B.

Specialisation and progression relative to the degree regulations

The course can normally be included as part of a general degree at undergraduate level.


To effectively sketch and prototype interactivity, it is necessary to have a basic grasp on coding. The designer has the possibility then to be more expressive with the forms of interactivity they sketch and prototype, rather than working within constrained rapid prototyping environments.


The course introduces the fundamentals of creative coding with Javascript. We learn the language and toolset as a practical tool for bringing interactivity to life, and as a useful foundation for learning related languages and more advanced technologies.
The course is based on the notion of a “flipped classroom” in which students follow online materials out-of-class, and class time is used for coaching, critique, discussions and occasional lectures. In conjunction with a learning plan of online materials, a series of interaction design-oriented challenges are set, in which students work as pairs to apply the techniques and concepts they are learning.

Learning outcomes

After completing the course, students will be able to:

  1. Describe fundamental programming concepts,
  2. Relate aspects of interactivity to a technical implementation in code,
  3. Create basic interactivity with code, and
  4. Describe and reflect on their creative coding practice

Learning activities

Instruction consists of lectures, laboratory sessions, and project work.


Oral exam: An individual oral exam in which the student must describe and be able to discuss a programming concept. The pool of examinable concepts is known by students two weeks prior to the exam, but each student will draw a random concept at exam time (Learning outcome 1; 1 credit)

Reflective journal: In the journal, students relate aspects of interactivity to code, write code, and describe their creative coding practice. All set design challenges must be completed. A final reflective essay on creative coding practice is included in the journal. (Learning outcomes 2, 3 and 4; 6.5 credits )
Students receive a pass (‘G’) when all learning outcomes are achieved to a satisfactory level.

Grading system

Fail (U) or Pass (G).

Course literature and other teaching materials

Haverbeke, M. (2015) Eloquent JavaScript. No Starch Press

Course evaluation

The University provides students who participate in or who have completed a course with the opportunity to make known their experiences and viewpoints with regards to the course by completing a course evaluation administered by the University. The University will compile and summarize the results of course evaluations as well as informing participants of the results and any decisions relating to measures initiated in response to the course evaluations. The results will be made available to the students (HF 1:14).


The education is provided by the Faculty of Culture and Society at the department School of Arts and Communication.

Further information

Studentservice, K3 - Malmö universitet,


08 October 2018 - 16 December 2018 Day-time 50% Malmö This course is offered as part of a program

Tuition fees

for non-EU students only

First instalment: 16000 SEK
Full tuition Fee: 16000 SEK