Java Patterns – SCOPES Digital Fabrication
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Author

Studio 5/6
Studio 5/6
K-12 teacher
In line with the Ministry of Transport and Communications’ Digital Youth Strategy, STUDIO 5/6 is mainly aimed at nurturing youth as digital learners by sharpening their 21st century learning skills, as they develop in an all-pervasive digital environment. In fact,… Read More

Summary

Participants will be introduced to the basics of the Java programming language and the digital fashion concept. They will also be introduced to the Processing software interface, and practice coding by constructing a pattern drawing project to draw unique graphical patterns. 

What You'll Need

-Computer.

-Internet connection.

-Processing software: https://processing.org/download/

Learning Outcomes

    After attending this session, participants will be able to:

    • Understand the basic concepts of the Java programming language.
    • Understand the relationship between technology and fashion.
    • Recognize the interface of the Processing software.
    • Learn new concepts in the Java language.
    • Practice the learned concepts in creating a unique pattern.

     

The Instructions

Presentation

During the presentation, the participants will discuss the purpose of the workshop and different topics to learn and exchange knowledge.

Presentation :

1- Who are we and what we do in Studio 56.

  • What is a Fablab.
  • What you find inside a Fablab.
  • The different zones of Studio 5/6: Technology, creativity, and software zones.

2- Intro to Microsoft Teams interface.

3- Introduce the client letter.

  • The story behind the purpose of this workshop.

4- What is fashion?

  • The definition of Fashion.

5- The combination of Fashion and Technology.

  • How Digital Fashion was created; by combining fashion with computers and digital fabrication.

6- Examples of Digitalized fashion products.

  • 3D printed products.
  • Products with Fiber optics.

7- Patterns in digital fashion.

  • The definition of Patterns.

8- What is the meaning of coding.

  • The definition of coding.

9- Programming language that you know already.

  • Question to the participants: Do you know any programming languages? which ones?

10- What is Java language.

  • Video about Java language; syntax.

11- Basic concepts in Java (variables, functions).

  • The meaning of Variables.
  • The meaning of Functions.

12- What we will be doing today.

  • What is the final digital prototype.

 

Prototype

The instructor will be explaining the steps of building the prototype, and the participants will be following the steps.

1- Instructions to download the Processing software.

2- Introduction to the user-interface of the software.

  • Overview of the software layout and structure.
  • Explanation of the Debug/Run buttons.

3- Explain how to run the program (setup() & draw() functions).

  • The meaning and purpose of the main functions; setup() and draw().

4- Practice drawing different shapes using the built-in functions.

  • Ellipse() function: draws a circle shape.
  • Rect() function: draws a rectangle shape.
  • Stroke() function: sets the border color of the to-be drawn shape.
  • Fill() function: sets the fill color of the to-be drawn shape.

5- Understand the dynamics of the program and how statements are executed.

6- Construct a pattern drawing code to draw unique patterns

  • Use the learned functions to build a code that will draw a specific shape wherever the mouse hovers.
  • Enable color changing effect if the user clicked the mouse.

7- Fix any issues found.

8- Share projects and discuss learned concepts.

Standards

  • (Fab-Programming.2): I can create a program with more than one instruction.
  • (Fab-Design.2): I can participate in design reviews with prepared presentation materials as well as give and receive feedback from peers.

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