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Master of Science in Technology Innovation (MSTI)

The Master of Science in Technology Innovation (MSTI) curriculum prepares you to lead the development of innovative solutions for connected devices or robotics.

Learn How To:

Identify user needs
Understand and navigate design challenges
Prototype hardware and software systems
Pitch an idea for an innovation to potential funders
Understand the basics of launching a start-up
Application Process

An Interdisciplinary Curriculum

In this intensive 15-month program, students learn how to take an innovative idea from concept to development, and on to launch. The MSTI degree immerses you in a project-based curriculum developed around three key disciplines: design thinking, technology development, and entrepreneurship. In fall 2020, MSTI is introducing a track of study focused on robotics in addition to the existing connected devices focus.

Design Thinking
Design intuitive and elegant technology that solves a clear design problem and fits the needs of its intended user.

Technology Development
Learn the fundamentals for developing end-to-end hardware and software prototypes. Cover topics like managing data and signal processing, and mobility and navigation.

Entrepreneurship
Understand the basics of starting a start up, including team building, marketing, and intellectual property law. Develop the skills and knowledge to successfully bring innovations to the market.

The MSTI degree is offered by a group of leading UW faculty from the following UW departments and schools, in partnership with the Global Innovation Exchange:

Coursework Overview

To earn your Master of Science in Technology Innovation you need to complete 60 graduate credits, including a launch project. All courses are required, however in some cases there may be limited opportunities to exchange courses for electives.

  • Q1 (Autumn)

    Courses

    d

    Design Thinking Studio

    Credits: 3

    Working in teams, students run through an entire design process several times, executing methods to design, prototype and evaluate ideas for technology innovations.

    e

    Essentials of Entrepreneurship

    Credits: 3

    Students learn how to identify new business opportunities and build a venture to exploit those opportunities  – whether as part of  a new business or an existing one.

    t

    Fabrication & Physical Prototyping

    Credits: 3

    Students learn the concepts and skills required to design, prototype and fabricate physical artifacts, including 2-D and 3-D CAD modeling, high-fidelity prototyping (laser cutting, CNC milling, 3-D printing) and low-fidelity prototyping (paper, foam, media). Industry standards for manufacturing are also covered.

    t

    Programming for Digital & Physical User Interfaces

    Credits: 4

    Students build fundamental programming skills, with a focus on sensor-based signals (including audio and images) and useful tools for prototyping software and hardware user interfaces.

  • Q2 (Winter)

    Courses

    t

    Hardware/Software Lab 1 ( Connected Devices track)

    Credits: 4

    This is the required winter quarter Lab 1 course for the Connected Devices track. Students execute a series of projects to integrate software and hardware concepts learned in the Prepare phase of the program.

    e d

    History & Future of Technology

    Credits: 2

    Students gain an understanding and appreciation of past trends in hardware and software technology, in order to think about future technology trends and develop prototypes for futuristic ideas.

    t

    Introduction to Sensors & Circuits

    Credits: 3

    Students develop the background and techniques needed to connect digital systems to the physical world.

    t

    Managing Data and Signal Processing

    Credits: 3

    Students learn the basics of digital signal processing and machine learning, as well as simple methods for storing, managing and retrieving data in the cloud.

    t

    Robotics Lab 1 (Robotics track)

    Credits: 4

    This is the required winter quarter Lab 1 course for the Robotics track. Students learn and apply fundamental principles for robotics applications including basic manipulation and motion planning.

  • Q3 (Spring)

    Courses

    d

    Design Thinking for Technology Innovation

    Credits: 2

    This course introduces students to the core concepts of design thinking as applied to the design of innovations in hardware and software technology.

    t

    Hardware/Software Lab 2 (Connected Devices track)

    Credits: 4

    This the required spring quarter Lab course for the Connected Devices track. Students continue prototyping hardware/software systems, with the added complexity ­­of signal processing, networking, cloud interfaces and web-based user interfaces.

    e

    Introduction to Finance & Accounting for Entrepreneurs

    Credits: 2

    Students learn the basics of finance and accounting for start-up businesses, including reading and understanding a profit-and-loss statement, managing cash flow and margins, and making investments in high-growth businesses.

    t

    Robotics Lab 2 (Robotics track)

    Credits: 4

    This is the required spring quarter Lab course for the Robotics track. Students build on foundational knowledge from Lab 1: Robotics to continue to learn increasingly complex principles for robotics application including mobility and navigation.

    d

    User Research & Evaluation Studio

    Credits: 3

    This project-based course focuses on the user research components of the design process. Students learn methods to engage stakeholders and elicit their needs to provide insight for defining requirements for ethically grounded designs. It also covers aspects of evaluation of technology designs with potential users, including usability and user experience evaluation techniques.

  • Q4 (Summer)

    Courses

    e

    Building Effective Teams

    Credits: 3

    Students learn concepts and principles that are fundamental to developing teams capable of extraordinary performance, helping lay the foundation for high performance in their teams during the launch project.

    l

    Integrated Launch Studio 1

    Credits: 4

    Working in teams, students finalize their launch projects with a focus on proof-of-concept prototyping, business case, and final solution proposal.

    t

    Planning and Managing Hardware/Software Development

    Credits: 2

    Students gain experience in creating a software/hardware product roadmap and an engineering/development plan.

    d

    Visual, Interaction, & Industrial Design Studio

    Credits: 3

    This course immerses students in the theory and practice of basic design concepts for the design of interactive products that are functionally, emotionally and aesthetically appealing.

  • Q5 (Autumn)

    Courses

    e

    Corporate & IP Law for Technology Innovators

    Credits: 2

    This course introduces key areas of business law, including common organizational structures such as corporations, LLCs, and nonprofit/low-profit entities. It also covers the roles of founders, directors and shareholders in each structure, as well as the basics of intellectual property and copyright law.

    l

    Integrated Launch Studio 2

    Credits: 8

    Working in teams, students finalize their launch projects with a focus on proof-of-concept prototyping, business case, and final solution in connected devices or robotics innovation.

    l

    Launch Seminar

    Credits: 2

    This seminar focuses on design and software/hardware industry trends and career outlook. Students develop a personal career vision and plan based on their experience, interests and skills.

MSTI Curriculum 2019-2020

What to Expect

Learn how to transform a high-tech idea all the way from a workable prototype to a market-ready product. During the MSTI program, students will take a combination of seminar and studio/lab courses in preparation for the final learning phase – the launch project.

Prepare
Learn how to analyze a market opportunity and develop a business model in the field of connected devices technology. Complete assignments, write code, and pitch initial business ideas.

Practice
Master the tools and processes used by innovators across a variety of relevant, high-impact fields and industries. Iterate in the lab and develop prototypes.

Launch
Begin work on the final learning phase – the launch project. In the fourth quarter, students will form small, cross-disciplinary teams to either solve a challenge for a start-up venture or collaborate on projects with GIX’s leading industry and nonprofit partners.

Prototyping
Engage in rapid prototyping and get feedback from target users, mentors, and faculty to refine your ideas. Make the most of our in-house, state-of-the-art fabrication and makerspace, which allows you to build almost anything.

Presentation and Launch
At the end of the program, you and your team will give a final demo and presentation. You’ll also assemble a digital portfolio that will demonstrate the quality and creativity of your work for potential employers.

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Frequently Asked Questions

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FAQs

Through my work experience before studying at GIX, I realized that a good innovator and product manager needs to wear different hats when making decisions, especially in the fields of design thinking and technology. That is exactly what GIX offers. Right now, we're working on an augmented reality app! It's been a really rewarding experience.

Vivian Huang, GIX MSTI graduate

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