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Programming for Design (11055.1)

Level: Level 1 - Undergraduate Introductory Unit
Credit Points: 3
HECS Bands:

Band 2 2013-2020 (Expires 31 Dec 2020) Band 2 2021 (Commenced After 1 Jan 2021) Band 3 2021 (Commenced Before 1 Jan 2021)

Faculty: Faculty of Arts and Design
Discipline: School of Design and the Built Environment


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As a result of the Australian Government's and or the ACT Government’s directives requiring physical distancing and restrictions on movement because of the COVID-19 pandemic, you may find that learning activities and/or assessment items in some units you are studying have changed. These changes will not be updated in the published Unit Outline but will be communicated to you via your unit’s UCLearn(Canvas) teaching site. The new learning activities and/or assessment items will continue to meet the unit's learning outcomes, as described in the Unit Outline.

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Unit Outlines

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  • Semester 2, 2020, FLEXIBLE, BRUCE (195510) - View
  • Semester 2, 2019, FLEXIBLE, BRUCE (184204) - View

If a link to your Unit Outline is not displayed, please check back later. Unit Outlines are generally published by Week One of the relevant teaching period.


In the past Programming for Design was the domain of software engineers, but in the world of digital design, the ability to understand and exploit code as a way to produce and enhance design and media experiences is an essential skill. This unit will introduce students to core programming concepts, tools and techniques that are applicable across a wide range of programming languages. Through practice-based assessment, students will be provided with an introduction to creative coding languages which will allow them to gain a strong understanding of how code can be used to produce engaging forms of interactive media for a wide range of contexts. Students will build interactive, visual design applications through programming assignments.

Learning Outcomes

After successful completion of this unit, students will be able to:

1. Identify and critique various programming languages and how they can be utilised within the field of design;

2. Analyse and apply computer programming techniques through the use of features including loops, variables, functions and objects; and

3. Create engaging interactive media for different various contexts.

Assessment Items

Contact Hours

Three hours of flexible interactive workshops consisting of lectures, practical exercises, reports and seminars per week.





Assumed Knowledge


Incompatible Units


Equivalent Units


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