IT-Universitetet i København
  Tilbage Kursusoversigt
Kursusnavn (dansk):Experimental Interaction 
Kursusnavn (engelsk):Experimental Interaction 
Semester:Efterår 2010 
Udbydes, medieteknologi og spil (mtg) 
Omfang i ECTS:7,50 
Min. antal deltagere:12 
Forventet antal deltagere:20 
Maks. antal deltagere:30 
Formelle forudsætninger:Being in their third semester, students are expected to be familiar with a broad range of digital and non-digital games, particularly in terms of their key forms of interaction. Students are also expected to be capable of producing game prototypes, from conceptual to functional, or to possess existing skills relevant to such production. Finally, students are expected to have some familiarity with user experience and game evaluation techniques such as playtesting and think-aloud evaluations.

An existing knowledge of experimental games and other forms of artistic experimentation is desirable but not required. 
Læringsmål:After taking the course, the student should be able to:

* Discuss, analyse, and evaluate technologies and forms of interaction in terms of their experimental potential and in the context of relevant research and design perspectives.

* Design and prototype experimental play interactions and games based on a variety of technologies and conceptual constraints or provocations.

* Explain designs and prototypes created and conceptually justify them in the context of the technology itself and in terms of the play afforded.

* Evaluate prototype games and mechanics according to the player experience created for actual players and to critically assess the results relative to the intent of the design as well as any unexpected outcomes.

* Reflect on the nature of experimental interaction and how it can impact on game design more broadly based on direct design and play experience and on the literature covered in class.

Fagligt indhold:In essence, experimental interaction in the context of games involves designing a new way to play, whether it is a novel use of an established technology, such as a trackpad, or an exploration of the potential of the brand new opportunities given to us by hardware such as multi-touch surfaces. From pervasive to abusive games, from ARGs to exergames, in this course we will focus on the philosophy and practice of creating and evaluating experimental interactions for gameplay.

In order to successfully design new forms of gameplay, we must fundamentally be able to experiment with the basics of the interaction itself, whether it is multi-touch, motion-sensors, audio input, facial expressions, or anything else imaginable. We must move away from the traditional, tried and true forms of interaction with video games and toward alternative or experimental approaches to creating gameplay. In doing so, we must embrace the glory of design victory, and the no-less-glorious taste of design defeat.

The aim of the course is to provide students with an intensive survey of potential new technologies and interaction paradigms, along with the opportunity to design for and with them, and the analytical tools to think seriously about them. Students will be involved in four key approaches to experimental interaction throughout the course:

  • Discovering, examining, and exploring potential new technologies and interaction principles.
  • Rapidly designing and prototyping experimental interactions.
  • Pitching, justifying, and explaining designs and prototypes to others.
  • Addressing new technologies and forms of interaction from a research perspective, with a focus on their larger implications and potential impact on play.

By the end of the course, students will be well-practised in swiftly assessing new technologies and interaction paradigms and designing interesting games and game mechanics that utilise their unique properties. Further, students will be able to discuss the technologies and their own designs in a larger context of players, interaction, and play. Finally, students will be able to adopt a more academic perspective on their experimental design work, analysing and evaluating designs and prototypes according to relevant research.

Information about study structure
This course is part of the new study structure on MTG, and will work as an elective course for new students. For students enrolled before August 2010 this course will replace Experimental Gameplay which is to be taken on the old MTG 3rd semester. See the study programme described here (unfortunately only avaible in Danish):
Master of Science in Media, Technology and Games.  
Læringsaktiviteter:14 ugers undervisning bestående af forelæsninger og øvelser

The course will consist of 14 lectures in which new technologies and forms of interaction are introduced and discussed, followed by intensive exercise sessions during which students will develop and then present interaction and game concepts based on the technology in question. Finally, an academic perspective on the technology will be discussed, such as social and cultural implications, issues of usability, or the psychology of interaction.

There will be three projects during the course in which students will more fully prepare one of their existing designs (or create a new one) and hand in a prototype and reflection on the interaction generated by it. 

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

There will be two mandatory assignments that are to be passed in order to be able to attend the final exam. The mandatory assignments must be handed in to the course manager by the dates specified.

The assignments to be handed in will be as follows:

1/ Three diverse experimental interaction designs for games or game mechanics developed to a point where prototyping could confidently begin along with some discussion of the predicted or "mentally simulated" experience that would be involved in the designs. Due: 29-09-2010 (i.e. 4 weeks from start of course)

2/ A paper or other non-functional prototype of one of the three previously handed-in designs or of a new design (though it can be functional if the student wishes to make it so). The prototype will be accompanied by some explanation of the design and how it will function when made interactive. Due: 03-11-2010 (i.e. 9 weeks from start of course)

At the end of the term, the (possibly reworked) assignments are to be handed in at the Examinations Office and will form part of the final evaluation.

The final hand-in of written and production work is to be a functional prototype of one of the previously handed in designs or of a new design. The prototype must be playable to the point that the experimental mechanics and other aspects can be experienced by a player. The prototype will be accompanied by an explanation of the design process and the experimental philosophy behind the experimental design concepts. Due: 15-12-2010 (no later than 3pm).

Finally, an oral examination will be conducted to further establish the student's understanding and synthesis of the material presented in the course as well as their own design and prototyping work. The oral examination will focus on the student's interpretation of their own experimental interaction work in the context of the literature and discussion encountered in the course and user experience evaluation of the designs created.  

Litteratur udover forskningsartikler:A number of experimental games and other forms of software may be assigned for students to play as a potential source of inspiration. 
Afholdelse (tid og sted)
Kurset afholdes på følgende tid og sted:
Onsdag 08.30-10.30 Forelæsning ITU 2A14
Onsdag 10.45-12.45 Øvelser ITU 2A14

Eksamen afholdes på følgende tid og sted:
2010-12-08 No later than 3 PM Skriftlige arbejder ITU The Examination Office
2011-01-20 Please contact the course manager Mundtlig eksamen ITU Aud. 3
2011-01-21 Please contact the course manager Mundtlig eksamen ITU Aud. 3