IT-Universitetet i København
 
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Kursusbeskrivelse
Kursusnavn (dansk):Experimental Interaction 
Kursusnavn (engelsk):Experimental Interaction 
Semester:Efterår 2016 
Udbydes under:cand.it., spil (games) 
Omfang i ECTS:7,50 
Kursussprog:Engelsk 
Kursushjemmeside:https://learnit.itu.dk 
Min. antal deltagere:12 
Forventet antal deltagere:20 
Maks. antal deltagere:40 
Formelle forudsætninger:Participants need to fulfill the admission requirements of the IT University.
The prototypical implementations are intended to be done using the Arduino platform. Thus, some programming experience, e.g. in a C-based language (e.g., C, C++, C#, Java or Processing) or in Unity scripting (C#), is helpful but not a precondition for participation. Also helpful are skills in physical computing and evaluating interactive media. 
Læringsmål:Successful participants are able to

  • Work as part of a team

  • Identify, describe, apply, communicate and discuss conceptual models of
    interactive design

  • Generate original concepts, and produce high quality previsualization, proof of
    concept and prototyping materials for concept development and pitching

  • Design and develop unique interactive projects from start to finish

  • Create and integrate media elements, such as images, text, sound, video

  • Carry out playtesting

 
Fagligt indhold:The course aims to explore the relationship between game, interface and player. It investigates methods, strategies and technologies for material game interfaces with the intend to understand them and to question the default combinations of game mechanics and interfaces. A three-fold setup integrates theory, practical experiments and analysis. The topic is approached from several perspectives such as game studies, phenomenology, embodiment, tangible interaction, ubiquitous computing, intuition and fun. Practical projects are realised to direct, drive and challenge the theoretical analysis. Experimental prototypes consist of a software implementation, a hardware interface, and a specific situation, location and context. We build computational artefacts in form of games, gamifications and play, that utilize, appropriate, disrupt and mix locations, materials and everyday life situations, to create playful, beautiful, empowering, productive, abusive and provocative experiences. 
Læringsaktiviteter:14 ugers undervisning bestående af forelæsninger og øvelser

Participants develop a conceptual angle through a process of practical experiments and theoretical reflection and analysis; practice and theory interact and build on, invite, motivate and necessitate each other. The learning process includes the design, prototyping, test and evaluation of practical, experimental implementations. The observations, results, findings and understandings are formulated in an essay. 

Obligatoriske aktivititer:Three practical projects. 
Eksamensform og -beskrivelse:C: Skriftlige arbejder uden mundtlig eksamen., (7-scale, external exam)

Written hand-in is an essay.  

Litteratur udover forskningsartikler:See above.