14 weeks of teaching consisting of lectures and exercises. Each week, the course presents new theories and concepts about user experience and protoyping, which we will explore through hands-on experiences. As such, theory is used to inform practice, and it is therefore essentiel that student engage in active discussions about the presented theory. The learning activities throughout the semester are structured such that students gradually work their way towards developing individual final prototypes. Leading up to the final prototype, students will carry out design research (i.e. applying design research methods covered in class for the purpose of inspiring design concepts), and develop early prototypes based on the research, which will get refined over the course into what will eventually develop into the final prototype. The final prototype that the students submit must be based on the design research and the earlier prototypes, 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 a written report. To qualify the student’s work, we will, throughout the course, have 'arcade critique sessions', where the student engage in mutual, constructive discussions on their work and prototypes.
Student will be assessed based on – a final prototype (50% of the grade) – a reflective paper (50% of the grade) The exam paper is a reflection on the student’s process. The students must reflect both on his/her own design choices based on both methodical insights and theory.