IT-Universitetet i København
 
  Tilbage Kursusoversigt
Kursusbeskrivelse
Kursusnavn (dansk):Spil og leg i sociale medier 
Kursusnavn (engelsk):Games and Play in Social Media 
Semester:Forår 2010 
Udbydes under:cand.it., medieteknologi og spil (mtg) 
Omfang i ECTS:7,50 
Kursussprog:Engelsk 
Kursushjemmeside:https://learnit.itu.dk 
Min. antal deltagere:
Forventet antal deltagere:12 
Maks. antal deltagere:30 
Formelle forudsætninger:This is an elective course with introductory elements, but it is an advantage to be aware of interaction, user experience, and/or game design methods and concepts, or, alternatively, of design research or game studies.  
Læringsmål: This course has been cancelled. This means that you cannot sign up for it for the spring 2010 term.

After the course the student should be able to:

• Have an overview of different aspects of game and play design for social networks: design research, concept creation, sketching, viral propagation, virtual goods, modeling revenue streams, and user metrics.
• Create a set of concept specifications (UI wireframes, game design documents, graphical assets, etc.) for a social network game or ‘funware’ application.
• Practice user-centered design in the context of social media by analyzing and adapting user motivations into design drivers or research topics.
• Compare social media concepts and designs that enable specific types of play experiences.
• Reflect on the relation between design choices and user experiences, as a central element for acknowledging how to make playful and innovative social media concepts.
• Structure a design process from concept design to concept prototype, to testing and iterating it through evaluation – or, alternatively, structure and conduct a research process in the context of games and play in social media.
 
Fagligt indhold: The course is centered on the design of playful social media concepts, and implementing prototypes out of them.

The course will focus on the popular phenomenon of 'social games' and ‘just for fun’ applications in social networks, such as Facebook and Myspace. The primary perspectives will be game, interaction, and service design.

The course will consist of 1) lectures that outline the field of social media and online networks in terms of games and play, and 2) practical design exercises, which will encompass game, interaction, and service design aspects.

Students will work both individually and in groups in creating game concepts and prototypes with provided templates. Working with prototyping and wireframing tools, such as HotGloo or Adobe Catalyst, is supported and encouraged. Prototypes will be developed in self-selected groups of no more than 3 people.

The course is primarily practically oriented, but we will read texts on game design, sketching, online play and communities, social networks, and user metrics.

To engage with the field of social media from a playful context, we will spend the first two weeks playing and analyzing games and funware in social networks of choice. Then we will move on to studies of user motivations in relation to social media and networks, and how such information can be translated into design drivers for social media applications.

After the first month of the course, we will continue by looking at the practices and methods of game, interaction, and service design, and how they can be used as a toolbox for designing play and games into social networks. Then it is time to move on to the practical part: The following two weeks will be spent in two intense 4-hour workshops, where students will create concepts in teams by means of sketching and rapid prototyping. During the rest of the course, course participants must develop and implement a video game design.

To achieve these goals, the students will have to:
• Make groups of 3 people (maximum). The groups should be balanced, combining the skills of interaction/game designers, programmers, and graphic designers.
• Register as a user into an online social network, preferably Facebook
• Choose a target social network and create a number of high-level concepts for a game or funware application.
• Develop one concept further by sketching and writing specifications. Implement a functional prototype that can be evaluated in terms of user experience - by minimum, an UI mockup that enables the user to click through the core application flow.
• Test the concept on users, and iterate it according to the results of the user test. Every group will be paired with another group, such two groups will follow each other’s work and give feedback during the course.
• Capture your individual design activity during the process, and reflect on it in the hand-in report.
 
Læringsaktiviteter:14 ugers undervisning bestående af forelæsninger og øvelser

Students are expected to attend the lectures and participate in the exercises. The classes are structured as follows:

Mornings: Lecture, discussions on a specific topic, and short exercises.
Afternoons: Exercises, with a strong focus on developing the concept and capturing individual design activity.
 

Eksamensform og -beskrivelse:X. experimental examination form (7-scale; external exam), 7-trins-skala, Ekstern censur

 

Litteratur udover forskningsartikler:  
 
Afholdelse (tid og sted)
Kurset afholdes på følgende tid og sted:
UgedagTidspunktForelæsning/ØvelserStedLokale
Tirsdag 13.45-15.45 Forelæsning ITU
Tirsdag 16.00-18.00 Øvelser ITU

Eksamen afholdes på følgende tid og sted:
EksamensdatoTidspunktEksamenstypeStedLokale
2010-05-25 Før kl. 15 Skriftlige arbejder ITU Eksamenskontoret (2E)
2010-06-17 Tidspunkt oplyses senere Mundtlig eksamen ITU Lokale oplyses senere
2010-06-18 Tidspunkt oplyses senere Mundtlig eksamen ITU Lokale oplyses senere