Fall 2024 - IAT 265 D100

Multimedia Programming for Art and Design (3)

Class Number: 6891

Delivery Method: In Person


  • Course Times + Location:

    Sep 4 – Dec 3, 2024: Thu, 2:30–4:20 p.m.

  • Prerequisites:

    Completion of 21 units and IAT 167 with a minimum grade of C- and one of MATH 130, MACM 101, MATH 150, MATH 151, MATH 154, or MATH 157, with a minimum grade of C-.



Using cases from topics such as animation, cinema, music and design, this course introduces a variety of programming tools and techniques. Practical use of multimedia scripting languages and authoring environments is covered in the context of a series of composition and design projects. Code libraries and programming techniques for specific media will be introduced. Assessment will be based on both programming and the expressive use of programs in their case context. Quantitative.


This is the third programming course that will enhance students’ programming knowledge and skills in order that they will be able to propose, design, implement and test complete interactive graphics/multimedia programs. These skills will prepare students for the more advanced topics they encounter in upper division courses. Students will explore fundamental programming concepts and techniques related to graphics and animation, and use these skills to develop larger interactive multimedia applications. This course reinforces fundamental concepts of object-oriented programming such as classes, objects and inheritance acquired in IAT 167. Students will work with additional objected-oriented concepts such as Java interfaces and abstract classes. Student will learn to use and apply UML diagrams and design patterns, and learn to write appropriate program documentation. They will learn to use event-driven programming to support interactivity. Students will be introduced to simple data structures and to the use of external libraries to add features to their programs. They will develop individual complete multimedia applications in an industry-standard professional IDE using Java and previously learned skills in Processing. Student will be introduced to simple development tools such as debugging techniques and code refactoring to optimize their code construct. Finally, students will demonstrate proficiency in designing, implementing and testing their own unique interactive graphics/multimedia applications.


Learning Outcomes

On completion of this course, students will be able to:

  1. explain the fundamentals of software architecture, OOP (eg. interfaces and abstract classes), and multimedia programming within the context of interactive graphics applications.
  2. design and document software making appropriate use of UML diagrams and best practices.
  3. implement a complete interactive graphic/multimedia programs, starting from a specification, by applying concepts and techniques of object-oriented programming. Such programs should include interaction, graphics, animation, and text.
  4. make use of design patterns, appropriate data structures (eg. 1/2/3D arrays, lists, vector and trees), established external libraries and APIs in designing and implementing more complex applications.
  5. explain and implement linear search algorithm and classic sorting algorithms such as quicksort.
  6. use testing, debugging and refactoring to improve performance, readability, and maintainability of their code.



  • Assignments 40%
  • Lab Challenges and Participation 10%
  • Quizzes 15%
  • Final Exam 30%
  • Lecture Participations: 5%


1. The grading scheme may be updated and announced in the first lecture.



Sun's Java tutorial (http://download.oracle.com/javase/tutorial/index.html )
Java class library documents (http://download.oracle.com/javase/8/docs/api/ )
Eclipse IDE tutorial (http://www.vogella.de/articles/Eclipse/article.html )


“The Nature of Code” (2012) by Daniel Shiffman; Nature of Code

Electronic edition is accessible for free for online reading or purchased for $10 at: http://natureofcode.com/book/

ISBN: 9780985930806


“Generative Art” (2011) by Matt Pearson; Manning Publications; E- version is available via SFU library
ISBN: 9781935182627

David Flanagan, Benjamin Evans, Java in a Nutshell: A Desktop Quick Reference
7th ed, O'Reilly Media,  2019 (available online via SFU Library)


Your personalized Course Material list, including digital and physical textbooks, are available through the SFU Bookstore website by simply entering your Computing ID at: shop.sfu.ca/course-materials/my-personalized-course-materials.

Registrar Notes:


SFU’s Academic Integrity website http://www.sfu.ca/students/academicintegrity.html is filled with information on what is meant by academic dishonesty, where you can find resources to help with your studies and the consequences of cheating. Check out the site for more information and videos that help explain the issues in plain English.

Each student is responsible for his or her conduct as it affects the university community. Academic dishonesty, in whatever form, is ultimately destructive of the values of the university. Furthermore, it is unfair and discouraging to the majority of students who pursue their studies honestly. Scholarly integrity is required of all members of the university. http://www.sfu.ca/policies/gazette/student/s10-01.html


Students with a faith background who may need accommodations during the term are encouraged to assess their needs as soon as possible and review the Multifaith religious accommodations website. The page outlines ways they begin working toward an accommodation and ensure solutions can be reached in a timely fashion.