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Day 1 Orientation & DSGN 270 Setup

Orientation

Instructor Information

Methods of Contacting Ashlyn Knox and Tony Grimes

Ashlyn Knox

Tony Grimes

Impromptu Speed Networking

  • Gamestorming game
  • Time: 20* minutes
  • Question: What do you want to create/build while you’re in this program? (alternative: What about web development interests you?)
  • Game Rules:
    • 5 minute 1 on 1 sessions (assigned at random)
    • 3 rounds
    • Discuss the things that you’d like to create

What to Expect

  • A strong horizontal base of web development skills
  • Experience using modern development tools
  • Work together in development teams
  • Find your core strengths and interests to establish your foundation

Software Overview

You will be responsible for maintaining your development environment for each course in this program. The specific requirements will change from course to course but the following software will be required for the entire program.

  • Design Software (DSGN-270):
    • Figma: Basic Vector Editing and UI Design
    • Figjam: Whiteboarding Collaboration Software
    • Gimp: Raster Image Editing
  • Messaging Software:
    • Slack
      • Send an email to Tony (tony.grimes@sait.ca) from the email address you’d like your Slack invite sent to. Keep in mind that your SAIT email will eventually be retired after graduation.
  • Programming Software (starting CPNT-201):
    • Vscode: Desktop Code Editor
    • Codepen Browser Based HTML, CSS, JS Editor
    • Github Git Version Control Software

DSGN 270 Introduction

DSGN 270 is all about User Experience (UX) and User Interface (UI) design for Developers. We will take a practical approach to learning the theory and application of design in web development.

Software Setup

  • Set up a Figma Account

Affinity Map Activity

  • Gamestorming Affinity Map Activity
  • Time: 30* minutes
  • In Figjam we will collaboratively write down ideas that stood out in our networking session
  • Then we will take a few minutes to group them into clusters
  • This is a useful strategy early on in a project. It helps:
    • Find patterns
    • See which ideas are common in a group
    • Break out of ruts

Homework