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Kursusnavn (dansk):Digitalt spildesign 
Kursusnavn (engelsk):Designing Digital Play 
Semester:Forår 2013 
Udbydes under:Bachelor i digitale medier og design (bdmd) 
Omfang i ECTS:7,50 
Kursussprog:Engelsk 
Kursushjemmeside:https://learnit.itu.dk 
Min. antal deltagere:12 
Forventet antal deltagere:20 
Maks. antal deltagere:27 
Formelle forudsætninger:Information about study structure
This course is a bachelor elective on the bachelor in Digital Media and Design. A description of the course of study can be found here (in Danish): Bachelor Digital Media  
Læringsmål:After the course, the student should be able to:

- Discuss the cultural and social importance of the concept of play.

- Describe how play is used in the development of interactive services and games.

- Explore and account for how play can be evoked from design practices and principles.

- Design and implement play experiences on digital environments

- Test the success of a particular play approach to an interactive concept. 
Fagligt indhold:Play is at the core of many interactive experiences, from digital and non-digital games to online services, social networks, and even electronic appliances. However, we don’t often stop and think about the nature of play, and how it is actually designed, implemented, and tested.
This course will focus on drawing into the digital design domain inspiration and practices from play and computer games.
This is not, however, a game development course. Students will be encouraged to create playful objects and/or interactions, but the course is not centered on game design theory. Rather, this course is focused on play theory and design research.
As a part of this course, students will develop a concept for a digital artifact that playfully approaches the question of living a good life. In other words, students will be asked to develop a playful approach to a technology that supports the practice of living well. More details about this task will be given in the first lecture of the course.
In the first part of the course, students will be introduced to the classic theories of play, asking them to explore how playfulness and games provide powerful emotional, social and cognitive experiences that can be applied in the creation of digital products.
The second half of the course will explore play as an integral part of creativity and socialization, covering also aspects of media history and the darker sides of play.
The ultimate goal of the course is to provide Digital Interaction Design students the opportunity to explore how play might be fruitfully used as a design approach to specific problems. 
Læringsaktiviteter:12 forelæsninger + lejlighedsvis øvelser i forbindelse med undervisningen

The course will consist of 10 weeks of teaching, comprising lectures, reading groups, exercises and group work. There will be 8 lectures and 2 workshops given during those weeks.
The course will start with two theoretical lectures, followed by a workshop designed to help students come up with the concept they will be developing throughout the semester.
The following 7 weeks will be focused on different topics on play and design theory, and a workshop on film methodology.
The last 6 weeks of the course students are expected to finalize and test their hand-in assignments, with supervision from the course manager available.

It is mandatory that the final deliverable uses computing technology. However, students are free to use whatever technology they are comfortable with, from Arduino to HTML.

Final hand-in consists of:
- A prototype of a digital interactive object (service, game, website) that uses play as the central interaction conceptual model, exploring the notion of the good life, and
- A 3000 word individual reflection that uses the course literature to analyze the prototype as a case study, focusing on how that object appropriates the concept of play and utilizes it to better convey a model of interaction.
Prototypes can be made in groups, but examination will be individual. 

Obligatoriske aktivititer:Der er ingen obligatoriske aktiviteter. Vær venlig KUN at ændre denne tekst når der er obligatoriske aktiviteter./
There are no mandatory activities. Please, change this text ONLY when there are mandatory activities. 
Eksamensform og -beskrivelse:X. experimental examination form (7-scale; external exam), 7-trins-skala, Ekstern censur

External examiner, 7-point marking scale, B6: Oral examination with production(s) but without time for preparation at the exam.
By the semester deadline, students must hand in:
- A prototype of a digital interactive object (service, game, website) that uses play as the central interaction conceptual model, and
- A 3000 word individual reflection that uses the course literature to analyze the prototype as a case study, focusing on how that object appropriates the concept of play and utilizes it to better convey a model of interaction.

The assessment is calculated as follows:
60% of the grade is awarded for the prototype and the written reflection.
40% of the grade is awarded for the oral exam.

The prototype is evaluated as follows:
- It has to clearly convey a playful approach, meaning that it has to encourage a degree of playfulness when interacting with it.
It has to provide an innovative approach to design conventions and methods based on play theory and the course literature.
It has to clearly embody a concept of the good life, and a clear way of exploring that idea through user interaction.
The individual reflection is evaluated as follows:
The student should identify and argue for the elements of play theory that are successful in the final, delivered prototype.
The student should identify and argue for the elements of the good life theory that are successful in the final, delivered prototype.
- The student should identify the problems that happened during the development process, reflecting critically about the design process.
- The student should use the course literature to illustrate, and argue for, the innovative and playful approach taken in the design and implementation of the prototype.

The oral exam consists of a 15 minutes max. conversation around one topic extracted from any of the texts of the course syllabus. The topic will be related to the students’ prototype, and there will be no time for preparation. The student will be evaluated based on the following elements:
- Familiarity with the course literature.
- Capacity to critically engage with the literature, showing a deep reading and understanding of the literature.
- Ability to answer the exam question using course literature and personal experience.  

Litteratur udover forskningsartikler:The students will be asked to buy a compendium with the relevant literature for each lecture. 
 
Afholdelse (tid og sted)
Kurset afholdes på følgende tid og sted:
UgedagTidspunktForelæsning/ØvelserStedLokale
Mandag 10.00-11.50 Forelæsning ITU 2A12
Mandag 12.00-13.50 Øvelser ITU 2A12

Eksamen afholdes på følgende tid og sted:
EksamensdatoTidspunktEksamenstypeStedLokale
2013-05-15 No later than 2PM Skriftlige arbejder ITU Student Affairs and Programmes, wing 3D
2013-06-10 Tidspunkt oplyses senere Mundtlig eksamen ITU 2A54
2013-06-11 Tidspunkt oplyses senere Mundtlig eksamen ITU 2A54
2013-08-08 Tidspunkt oplyses senere Mundtlig eksamen ITU Lokale oplyses senere