Undergraduate Course Catalog
Effective Term
Requirement or Grouping
Listings Per Page
  or   Department
Show Descriptions Show Course Guide Term Links For Past Two Years
Note: For descriptions of classes each term, see the LSA Course Guide
   Page 1 of 1, Results 1 - 8 of 8   
Courses in School of Information

Courses in the School of Information are listed in the Schedule of Classes under the School of Information. The following courses count as LSA courses for LSA degree credit.

Information (SI)
SI 106 / UC 109. Programs, Information and People
(4). May not be repeated for credit.

Introduction to programming with a focus on applications in informatics. Covers the fundamental elements of a modern programming language and how to access data on the internet. Explores how humans and technology complement one another, including techniques used to coordinate groups of people working together on software development.

SI 110 / UC 110. Introduction to Information Studies
(4). (SS). May not be repeated for credit.

This course will provide the foundational knowledge necessary to begin to address the key issues associated with the Information Revolution. Issues will range from the theoretical (what is information and how do humans construct it?), to the cultural (is life on the screen a qualitatively different phenomenon from experiences with earlier distance-shrinking and knowledge-building technologies such as telephones?), to the practical (what are the basic architecture of computing networks?). Successful completion of this "gateway" course will give you the conceptual tools for an initial understanding of the politics, economics, and culture of the Information Age, providing a foundation for later study in Information or any number of other disciplines. You will be more thoughtful about thorny information issues, and more "information literate" than you were before.

SI 301. Models of Social Information Processing
(4). May not be repeated for credit.

This course focuses on how social groups form, interact, and change. We look at the technical structures of social networks and explore how individual actions are combined to produce collective effects. The techniques learned in this course can be applied to understanding friend systems like Facebook, recommender systems such as Digg, auction systems such as Ebay, and information webs used by search engines such as Google. This course introduces two conceptual models, networks and games, for how information flows and is used in multi-person settings. Networks or graph representations describe the structure of connections among people and documents. They permit mathematical analysis and meaningful visualizations that highlight different roles played by different people or documents, as well as features of the collection as a whole. Game representations describe, in situations of interdependence, the actions available to different people and how each person's outcomes are contingent on the choices of other people. It permits analysis of stable sets of choices by all the people (equilibrium's). It also provides a framework for analysis of the likely effects of alternative designs for markets and information elicitation mechanisms, based on their abstract game representations. Assignments in the course include problem sets exploring the mechanics of the models and essays applying them to current applications in social computing.

SI 316 / COMM 316. Designing and Analyzing Social Media Feeds
May not be repeated for credit.

Social media, advertising, and computing often feature "feeds," -- a personalized list of changing items. This course considers the user experience of feeds, feed interaction design, feed business strategies, relevance algorithms, feed fiascoes, social feeds a data, and audience targeting -- all across the contexts of commerce, news, education, and expression.

SI 410 / AMCULT 410. Ethics and Information Technology
(4). May not be repeated for credit.

Applies an emergent philosophy of information to a variety of new technologies that are inherently social in their design, construction, and use. Learning modules include: social media interaction; remembering/forgetting; and game design ethics. By collaborating on building a wiki community, students explore ethical/unethical information behaviors and test information quality metrics.

SI 422. Needs Assessment and Usability Evaluation
(3). May not be repeated for credit.

Any product--whether a website, a technological system, or an electronically mediated service--benefits from evaluation before, during, and after the development cycle. Too often, the people who use a product cannot find what they want or accomplish what they need to do. Products are more successful when they are developed through a process that identifies how the products will be used, elicits input from potential users, and watches how the product function in real time with real users. This course provides a hands--on introduction to methods used throughout the entire evaluation process--from identifying the goals of the product, picturing who will use it, engaging users through a variety of formative evaluation techniques, and confirming a product's function through usability testing and summative evaluation. Specific methods include personas and scenarios, competitive analysis, observation, surveys, interviews, data analysis, heuristic evaluation, usability testing, and task analysis. Students will work on group projects that apply these techniques to real products in use or development.

SI 429. Online Communities: Analysis and Design of Online Interaction
(3). May not be repeated for credit.

This course gives students a background in theory and practice surrounding online interaction environments. For the purpose of this course, a community is defined as a group of people who sustain interaction over time. The group may be held together by a common identity, a collective purpose, or merely by the individual utility gained from the interactions. An online interaction environment is an electronic forum, accessed through computers or other electronic devices, in which community members can conduct some or all of their interactions.

SI 561 / EECS 595 / LING 541. Natural Language Processing
Senior standing. (3). (BS). May not be repeated for credit.

Linguistics fundamentals of natural language processing (NLP), part of speech tagging, hidden Markov models, syntax and parsing, lexical semantics, compositional semantics, word sense disambiguation, machine translation. Additional topics such as sentiment analysis, text generation, and deep learning for NLP>

College of Literature, Science, and the Arts 500 S. State Street, Ann Arbor, MI  48109 © 2012 Regents of the University of Michigan