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Kursusnavn (dansk):Playful Design 
Kursusnavn (engelsk):Playful Design 
Semester:Forår 2014 
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:30 
Maks. antal deltagere:50 
Formelle forudsætninger:Students are expected to have taken either Game Design or Designing Digital Play, both courses offered at the ITU.
Otherwise, students are expected to have taken introductory courses on game design or interaction design.
Prospective students should notice that this is not a game design course.
Students are expected to be proficient in design research writing and practical design.
Students are also expected to have some basic programming knowledge (i.e. students should be able to write a basic interactive piece of software that imports libraries and makes use of object oriented programming techniques). While the course is largely language agnostic, the examples will be given in Python and Processing. Students are free to program their projects in any language they wish to. 
Læringsmål:This course is designed to expand the intellectual and professional scope of interactive entertainment design students. Students who successfully finish the course should be able to:
- Analyse and discuss the cultural importance of play as a form of expression.
- Describe the possible uses of play as an instrument or effect of the design of interactive services.
- Explore the creative and expressive potential of play outside the scope of game design.
- Design and implement play experiences on digital environments. 
Fagligt indhold:Prospective students should notice that this is not a game design course.
The purpose of this course is to explore play as an expressive form and creative framework outside of the domain of games. As such, the learning goals and activities are not oriented towards game design.
The purpose of this course is to explore the use of play as a source of inspiration and creativity in the design of interactive experiences. Throughout the course, students will get familiarized with different theories on play, and how they can be used to enhance services, products, and locations. This is a course about making people play, without games.
Prospective students should notice that this is a demanding course. Students are not only expected to produce 5 projects, but also to read and use a selection of texts on play. The projects are expected to be handed in in functional form (as working prototypes), and students are also expected to be able to reflect on the contents of their reading and how they inspire their practice as designers.
Playful design is a portfolio-based course, intended to expand the scope of the students’ design practice within the (playful) framework of interaction design.
The course will give a hands-on approach to play theory, and an academic understanding of the practice of playful design. 
Læringsaktiviteter:

The course is divided in five conceptual blocks.
The first four blocks consist of two lectures and one exercise. Each exercise will have clear constraints and must be handed at the end of the block. A block typically spawns two weeks.
The last block does not have any lectures assigned, but focuses on the development and testing of one project on a larger scale. Students will be given the choice of either take one of the previously handed in exercises, or make a whole new one. It is expected that students work in self-arranged groups of no more than 5 people.
Each of the first four hand-ins consists of the prototype result from the exercise, plus a written assignment. Each written assignment should be of a minimum of 2000 words + 1000 words extra per team member, excluding references (f.ex. a group of 5 people will hand in an essay of 7000 words at least).
The final hand-in consists of an extended prototype that has been tested in the wild (i.e. with real users), plus a long essay of 4000 words + 1000 words extra per team member, excluding references (f.ex. a group of 5 people will hand in an essay of 9000 words, at least).
The final hand-in should include all the previous material, that is, the 4 prototypes and the essays, to be evaluated by the course manager and the external examiner.
Prospective students should notice that this course does not expect more than rough but interesting and innovative prototypes. However, the written essays should address what elements of the theory each prototype focuses on, how the design process took place, and how the prototype can contribute to better understanding the theories presented in class. 

Obligatoriske aktivititer:5 hand-ins.
The first 4 hand-ins will be submitted by email on dates announced on the course schedule. Failure to hand in on time will imply that the project not submitted will not be graded (see Assessment to understanding the grading scheme). 
Eksamensform og -beskrivelse:X. experimental examination form (7-scale; external exam), 7-trins-skala, Ekstern prøve

Written exam, group evaluation.
Exercises 1-4 account for 60% of the grade.
The final project accounts for 40% of the grade

The final hand in will be submitted in learnIT on the appointed date, before the deadline.
The final hand in will include all projects made for the course (4 in total).  

Litteratur udover forskningsartikler:Extra references: two articles/book chapters provided per lecture. 
 
Afholdelse (tid og sted)
Kurset afholdes på følgende tid og sted:
UgedagTidspunktForelæsning/ØvelserStedLokale
Torsdag 12.00-13.50 Forelæsning ITU 4A14
Torsdag 14.00-15.50 Øvelser ITU 4A14

Eksamen afholdes på følgende tid og sted:
EksamensdatoTidspunktEksamenstypeStedLokale
2014-05-14 Before 14:00 PM Skriftlige arbejder ITU To be uploaded in learnIT