Students
Tuition Fee
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Start Date
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Medium of studying
On campus
Duration
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Details
Program Details
Degree
Bachelors
Major
Creative Writing | Digital Arts | Computer Programming
Area of study
Arts | Information and Communication Technologies
Education type
On campus
Course Language
English
About Program

Program Overview


Creative Computing 0: Coding Practice for Artists (SSFA0015)

Key Information

The Creative Computing 0: Coding Practice for Artists module is offered by the Faculty of Arts and Humanities, with the Slade School of Fine Art as the teaching department. This module has a credit value of 15. However, it is restricted to Year 1 students on the Art and Technology BA program.


Alternative Credit Options

There are no alternative credit options available for this module.


Description

This module introduces students to basic programming skills and concepts, as well as coding practice for artists. It explores the relationship between code and culture, considering coding practice as a way to describe and conceptualize the surrounding world in formal expressions. Students gain a basic understanding of the fundamental principles of code and learn how to work with computer operating systems. This foundation orients their coding skills and computational environments. Beyond technical competency, students understand coding as an artistic/critical action and expression in the field of creative coding.


Using examples from historical and contemporary art/technology practice, students examine the conceptual underpinnings and re-appropriate (or achieve similar effects to) the software programs of artists/scientists who work with computers, languages, algorithmic or rule-based practices. They have the scope to augment or further develop their chosen software-based work, concentrating on one or two programming languages. Students become familiar and adept with the coding principles common to all programming in a way that stays relevant for artists.


Students develop code snippets by applying basic programming principles such as variables, loops, conditional structures, arrays, functions, interactivity, and so on. Additionally, students develop the ability to conceptualize and contextualize their software programs, leaning more toward visual or creative ends, such as generative art, code poetry, data processing, user interaction, and so on. Students are introduced to various coding practices, including naming conventions, readability, libraries, free and open source culture, and version control systems.


Module Deliveries for 2026/27 Academic Year

  • Intended teaching term: Term 1
  • Undergraduate level: FHEQ Level 4

Teaching and Assessment

  • Mode of study: In person
  • Intended teaching location: UCL East
  • Methods of assessment: 100% Coursework
  • Mark scheme: Numeric Marks

Other Information

  • Number of students on the module in the previous year: 29
  • Module leader: Mr. Koundinya Dhulipalla
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