IT-Universitetet i København
  Tilbage Kursusoversigt
Kursusnavn (dansk):User Experience and Prototyping 
Kursusnavn (engelsk):User Experience and Prototyping 
Semester:Efterår 2010 
Udbydes, medieteknologi og spil (mtg) 
Omfang i ECTS:15,00 
Min. antal deltagere:12 
Forventet antal deltagere:20 
Maks. antal deltagere:30 
Formelle forudsætninger:A wide knowledge of game design literature and of games is desirable but not required. As a third semester course, it is also assumed that students will have some basic programming skills. 
Læringsmål:After this course, students should be able to:
* Demonstrate familiarity with key user experience (UX), interaction design (IxD), player experience (PX), participatory design (PD), and prototyping methods relevant to game design.
* Compare and contrast different key UX, IxD, PX, PD, and prototyping methods in the context of players and game design.
* Conduct design research for the purpose of learning about players.
* Harness design research findings to inform and inspire game design and game mechanics.
* Articulate, motivate, justify, and critique game design concepts.
* Compare properties of different game design concepts.
* Establish different ways of prototyping a game mechanic or other game design concept.
* Develop suitable prototypes to communicate various aspects of game play, including aesthetics and kinesthetics.
* Conduct different forms of testing of prototypes with players for the purpose of refining and assessing design success.
* Reflect on the process and challenges of incorporating UX, IxD, PX, and PD methods into game development.
Fagligt indhold:Games live or die at the mercy of players. To avoid the potential death blow, we need to find out what players think, and we need to find out early!

In this course, we will examine the current state-of-the-art of design methods
related to player experience.

But we will look further afield than game design and game studies research and explore user experience and interaction design methods and how they may be re-appropriated for a game development context.
We will look at how to get inside players' heads for the purpose of inspiring game design, using conventional and unconventional design research methods such as
observation, contextual inquiry, interviews, and cultural probes. Relying on iterative, agile development perspective, we will then incorporate and represent these design research-inspired ideas into game designs, through progressively fleshed out prototypes.

Some of the prototyping we will examine are: paper and other forms of physical prototyping, Wizard of Oz techniques, video, and digital prototyping: including aesthetic, kinesthetic, gameplay, vertical, and horizontal elements.

We will also look at methods for eliciting feedback on the prototypes, including walk-throughs, play testing, use cases, and user stories (or, as we should think about them, "play cases" and ”player stories”).

The game designs may be for games of any type, as long as they are digital. Students may develop for any platform of their choosing, provided that they are able to develop for that platform without much reliance on external assistance.

14 weeks of teaching consisting of lectures and exercises.

Class sessions, consisting of lectures and exercises, take place on Mondays and Tuesdays. Students are expected to attend the lectures and participate in the exercises.

The sessions for Mondays will be structured as follows: 11am – 1pm, 1:45pm – 3:45pm: Lecture, discussions, activities and exercises surrounding the lecture content, assigned readings, and assigned games.

The sessions for Tuesdays will be structured as follows: 1:45pm – 3:45pm, 4pm – 6pm: Lecture, discussions, activities, and exercises surrounding the lecture content, assigned readings, and assigned games.

During some weeks, exercise sessions will not be formally conducted. On these occasions, students will either be assigned exercises to complete during their own time, or they will be expected to be working on their assignments/project. During the hours of these cancelled sessions, the teacher will be in her office, and students are welcome to drop by and discuss course and project-related matters.
Readings will form a part of the weekly learning activities. It is expected that all readings will be completed every week, as summaries and discussions of the readings will form a mainstay of every class.

As the semester progresses, learning activities will be structured such that students gradually work their way towards developing a final prototype. Leading up to the final prototype, students will carry out design research (i.e. applying design research methods convered in class on target players for the purpose of inspiring design concepts), and then develop an initial paper prototype based on the research.
The final prototype that the students submit must be based on the design research, and the paper prototype, and must represent the core mechanic and aesthetics of the envisioned game. This prototype will be assessed formally, and will count towards the students’ final grade, along with an oral exam.

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

By the relevant deadline dates below, students must hand in:
- 25 October 2010: mandatory assignment: design research (to the teacher)
- 15 November 2010: mandatory assignment: paper prototype (to the teacher)
- 15 December 2010 by 3pm: final prototype (to the exam office)

The design research and paper prototype constitute mandatory assignments. Failure to submit these assignments on time will mean that the student concerned will not be eligible for the final exam.

The assesment will be calculated as follows:
- 60% final prototype
- 40% oral exam

Each grading element will be evaluated with a 7-point marking scale. The final grade will be a weighted average (according to ministerial order and grading scale §13 - Ministerial order of grading scale and other forms of Assessment of University Education (grading scale order)).

The final prototype will be graded according to the following criteria:
-It must be related to the findings of the design research
-It must be a later iteration of, or related to the paper prototype
-It must reflect insight and understanding into the likes, preferences, and play habits of the target player
-Its degree of innovation in terms of concept or expression
-How successfully it manages to communicate aspects of a complete game, including core mechanic, other kinesthetics, aesthetics
-Whether it is testable

During the oral exam, students will be expected to be capable of:
-Reflecting on their experiences of testing the prototypes with their players
-Commenting on the overall processes employed throughout the development of the project
-Analysing the feasibility of applying UX, IxD, PX, and PD methods to the game development process, based on personal experience
-Demonstrating a solid knowledge of the literature and critically engaging with it
-Reflecting on and positioning the literature alongside learning experiences gained throughout the course.

Litteratur udover forskningsartikler:Throughout the course, students will be assigned particular games (digital and
not) and other software prototyping tools that they will be expected to play/use. 
Afholdelse (tid og sted)
Kurset afholdes på følgende tid og sted:
Mandag 11.00-13.00 Forelæsning ITU DesignLab
Mandag 13.45-15.45 Øvelser ITU Aud 3
Tirsdag 13.45-15.45 Forelæsning ITU DesignLab
Tirsdag 16.00-18.00 Øvelser ITU DesignLab

Eksamen afholdes på følgende tid og sted:
2010-12-15 No later than 3 PM Skriftlige arbejder ITU The Examination Office
2011-01-24 Please contact the course manager Mundtlig eksamen ITU 2A12
2011-01-26 Please contact the course manager Mundtlig eksamen ITU 4A22
2011-01-27 Please contact the course manager Mundtlig eksamen ITU 4A22
2011-02-28 Re-eksamen - Kontakt kursusansvarlig for tidspunkt Mundtlig eksamen ITU 3A50