IT-Universitetet i København
 
  Tilbage Kursusoversigt
Kursusbeskrivelse
Kursusnavn (dansk):User Experience and Prototyping 
Kursusnavn (engelsk):User Experience and Prototyping 
Semester:Efterår 2011 
Udbydes under:cand.it., medieteknologi og spil (mtg) 
Omfang i ECTS:15,00 
Kursussprog:Engelsk 
Kursushjemmeside:https://learnit.itu.dk 
Min. antal deltagere:12 
Forventet antal deltagere:20 
Maks. antal deltagere:50 
Formelle forudsætninger:A wide knowledge of game design literature and of games is desirable but not required. Programming skills are required as students will be developing game prototypes individually. 
Læringsmål:After this course, students should be able to:
* Compare and contrast different key UX, IxD, PX, PD, and prototyping methods in the context of players and game design.
* Demonstrate familiarity with key user experience (UX), interaction design (IxD), player experience (PX), participatory design (PD), and prototyping methods relevant to 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.
* Establish different ways of prototyping a game mechanic or other game design concept.
* Develop prototypes to effectively 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 form empathy-based understandings of our players for the purpose of inspiring game design, using design research methods such as
observation, contextual inquiry, interviews, cultural probes, and design games.

Relying on an 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 methods we will explore are: paper and other forms of physical prototyping, clay modelling, Wizard of Oz techniques, bodystorming, video, and digital prototyping: including aesthetic, kinesthetic, gameplay, and technological aspects.

We will also look at methods for eliciting feedback on the prototypes, including walk-throughs, play testing, use cases, and user stories (for our purposes, "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. 
Læringsaktiviteter:14 ugers undervisning bestående af forelæsninger og lejlighedsvise øvelser

14 weeks of teaching consisting of lectures and exercises.

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

The sessions for _______ will be structured as follows: _______, _______: Lecture, discussions, activities and exercises surrounding the lecture content, assigned readings, and assigned games.

The sessions for _______ will be structured as follows: _______, _______: 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. Writing blog entries and reading literature 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.

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 convered in class on target players 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. 

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 the following mandatory assignments to the teacher:

- 25 October 2011: design research + physical prototype assignment
- 22 November 2011: first digital prototyp

In addition, students will be expected to write around 500 words a week in one or more blog posts detailing weekly progress, thoughts, and reflections. All of these blog posts will count as another mandatory assignment.

Failure to submit these assignments on time will mean that the student
concerned will not be eligible for the final exam.

In addition, students will be expected to regularly write blog posts
in their own blogs that they will set up for this course on topics
relating to their progress, readings, or other course material. Posts
should be between 250 - 500 words long. At the end of the semester,
students must hand in their 10 best blog entries alongside their other
assessment materials.

Students will examined on the basis of:

- a final prototype / third digital prototype (to the exam office)
- a final report
- 10 blog entries

The assesment will be calculated as follows:
- 50% final prototype
- 40% report
- 10% blog entries

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

Submission/completion of mandatory activities before Friday 2. December 2011 at 15:00.  

Litteratur udover forskningsartikler:Throughout the course, students will be assigned particular games (digital and
not), videos, and other media that they will be expected to play/watch/explore. 
 
Afholdelse (tid og sted)
Kurset afholdes på følgende tid og sted:
UgedagTidspunktForelæsning/ØvelserStedLokale
Tirsdag 08.00-09.50 Forelæsning ITU DesignLab
Tirsdag 10.00-11.50 Forelæsning ITU DesignLab
Torsdag 08.00-09.50 Forelæsning ITU 4A14
Torsdag 10.00-11.50 Forelæsning ITU 4A14

Eksamen afholdes på følgende tid og sted:
EksamensdatoTidspunktEksamenstypeStedLokale
2011-12-14 09:00-15:00 Eksamensopgave 1 ITU Eksamenskontoret (2E)