The course is divided in two conceptual blocks. The first block comprises a theoretical and practical understanding of play and its role in culture. This block will be focused on reading classic play theory texts, as well as more modern literature on the topic. Students will get acquainted with different definitions of play, and how those can be implemented in design practice. This first block will be structured around a 6-weeks project in which students will have to conceptualise, prototype, develop, test and evaluate a playful service (f.ex. a website, a home appliance, an interface). The second block comprises an exploration of cultural and societal topics and how they can be seen through the prism of play. From aesthetics to ethics, the second block comprises expanded readings on play, as well as a new 6-week project in which students will have to conceptualise, prototype, develop, test and evaluate a playful viral use of social media (f.ex. twitter bots, fake social networks, playful facebook campaings). Each project must have a hand-in containing:
• The prototype
• Documentation on test setup
• Results from the test
• A 5000 word (minumum) (not including references) written report that explores the process of creating the project, as well as a reflection on how it explores different concepts of play explored in class.
The exam consists of 2 group projects that are submitted during the semester. One after six weeks and one at the end of the course. See specific dates in TimeEdit.
Each submission accounts for 50% of the final grade.
Re-exam consists of submitting the 2 group projects.