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Creative and Applied Computation


“It would appear that we have reached the limits of what it is possible to achieve with computer technology, although one should be careful with such statements, as they tend to sound pretty silly in 5 years.”
- John von Neumann

Building drawing machines


Creative processes have always manipulated materials to make artefacts that useful, engaging and beautiful. Extending the notion of material to include intangible things such as computation leads to very different types of objects – those that have behaviour and interact in new ways. While the underlying computational principles are remain constant, the form that objects that are built using computation as an ingredient covers a wide spectrum including installations that interact, toys that intrigue and puzzle, apps that react based on the users situation, health products that talk to an expert system and narratives that evolve.

As machine learning and artificial intelligence appears in an increasing number of situations, there is an urgent need to have professionals who understand both the human and the technological - Creative practitioners who build digital and physical objects that satisfy human needs in ways that are both ethical and meaningful.

Building such objects requires both design as well as algorithmic thinking. It requires working with technologies that are still evolving, often experimental and which require tinkering to learn and develop with. It requires the ability to deal with a knowledge landscape that is dynamic and changes fast.

Practitioners can seek to position themselves in spaces that range from functional and useful to whimsical or enlightened.

Making VR experiences

Core Values

  • Beginner's mind-set: curious, speculative, experiment and explore
  • Exploratory: learn, repurpose and adapt tools and techniques
  • Hands-on: building to learn
  • Playful: work with uncertainty and learn from failure
  • Open Source: collaborative, community
  • Iterative: build, test, modify cyclically to converge

3D modelling shadows

Course Structure

The curriculum comprises of different ways of learning as follows:

  1. Foundation introduces students to basic principles and tools of Art, Design and Technology as methods, tools and processes
  2. Disciplinary Studios are learning spaces where students develop core disciplinary capabilities, while navigating a trans-disciplinary environment
  3. Workshops are hands on making and doing opportunities to develop core skills
  4. General Studies is a common and compulsory programme of study that integrates Humanities, Sciences, Development and Policy Studies and also offers Languages-English, Indian- Hindi and Kannada as well as Foreign (Spanish, French and German) 
  5. Interim is an introduction to practice in new and emerging areas of art and design
  6. Electives allow students to expand their skills, develop the interests as well as provide opportunities for travel exchange
  7. Internship/Apprenticeship is compulsory work experience done over the summer-break between the 6th and 7th semester
  8. Project involves the application, synthesis and demonstration of capabilities acquired, and is a qualifier to the thesis
  9. Thesis is culmination of the 4-year program, which allows for demonstration of an integration of values, positions, capabilities and practice.

Experimenting with visualizing data

Learning Approach

In this course the approach, to learning will be

  • Hands-on and experiential learning through making and exploring.
  • Mathematical and algorithmic methods will be overtly engaged with.
  • Participative in to understand contexts where data arises and ways in which it can be used meaningfully.
  • Interdisciplinary both in terms of tools and applications.
  • Self-driven to learn new technologies, languages and libraries.

Capability Sets

  • Identify ways in which processes can be represented using parameters and manipulate these algorithmically using computational tools.
  • Learn emerging technologies and frameworks using online resources and documentation, and use them to build applications.
  • Manipulate and represent media and data to gain insights into their structure.
  • Build, customize or extend tools to execute specialized tasks.
  • Combine the physical and digital using hardware and code to make objects capable to communicating and behaving in new ways.
  • Apply computation in diverse contexts to add insight and value.
  • Verify by testing that applications work as intended and find cases that they may fail in.

Holograms with mobiles


The capabilities built over this course allow the student to

  • Build interactive and dynamic communication into visual materials.
  • Design and build exhibits / installations which incorporate interactivity in the education / exhibition sector.
  • Integrate products with systems to build smart objects in companies working in IoT in various sectors.
  • Manipulate data in data-rich situations to make visualisations that could be real-time and interactive.
  • Work computationally with media of various kinds in gaming and entertainment based enterprises.

Generating patterns through procedures


For more information about this program, kindly email Gautham Dayal at

Disciplinary Intersections

The program is informed by the following learning disciplines:

Augmented and Virtual Reality (Digital Media Arts)
Creative Education
Experience Design
Game Design
Human-centered Design
Industrial Arts and Design Practices
Information Design
Interaction Design
Product Design
Visual Communication Design
Visual Effects

Research and Collaboration

The students under this program will have the opportunity to work with the following centers and labs at Srishti.


View Eligibility for Admission, Fee Schedule & Other information for this Program >>