IT-Universitetet i København
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Kursusnavn (dansk):Digitalt spildesign  
Kursusnavn (engelsk):Designing Digital Play 
Semester:Forår 2012 
Udbydes under:Bachelor i digitale medier og design (bdmd) 
Omfang i ECTS:7,50 
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 significance of play from an interdisciplinary perspective

- Relate digital play to 20th and 21st century media history and its analog counterparts.

- Account for the relationship between play, creativity and games.

- Apply the concept of play as a design principle.

- Analyze interactive digital experiences in terms of different play types.

- Sketch a digital installation, intervention, website or object that uses play 
Fagligt indhold:We will explore play in an interdisciplinary manner, and stake out its cultural, anthropological, historical, philosophical, and psychological meaning. The focus, however, will be on its social aspects and relationship to creativity. Particular emphasis will also be placed on behavioural psychology and sociology as a means of developing clear definitions and play taxonomies, which can be instantiated into design methodologies, and which allow us to distinguish play from games. We will also contextualize play within 20th and 21st century media practice, and investigate the extent to which the analogue avant-garde (e.g. early cinema’ actualités, Dada’s ‘anti-art’, Surrealist games, the Situationist dérive, John Cage’s ‘purposeless playfulness’) serves both as precursor to and viable inspiration for digital play.

We will frame our exploration of play as a personal investigation, and students will be encouraged to relate play theory to their everyday experiences. By observing and revisiting their lives and surroundings through a ‘play lens’, students will gather inspiration that can form the basis of their projects in the practical workshops. Students will, for example, be asked to create play autobiographies; collect examples of different play types in contemporary Copenhagen; and gather examples of disengaging activities, applicances or situations of both on- and off-screen life which could benefit from gamification.

As part of their practical project, students will learn a whole range of skills related to creative project management and production: research; idea pitch; conceptual development, communication and visualisation; prototyping, production and testing; evaluation. While introducing students to a variety of design principles, special attention will be given to how play itself can be used as an integral part of the creative process. 

The course will consist of 12 weeks of teaching, comprising lectures, reading groups, exercises and group work.

The first 6 weeks of the course will be dedicated to critically engaging with play theory. On alternate weeks students will form reading groups and lead discussions based on the readings, which will be introduced by the teacher in the previous week.

From week 7 to 12, students will explore the notion of play from a variety of interactive design perspectives. These classes will be structured as a 2 hour lecture, followed by an exercise to be made in groups.

The last 2 weeks of the course students will be developing their final assignment.

See the schedule here:
link to the time table
The schedule will be available shortly before the beginning of the term. 

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

Mandatory Assignment: You are required to hand in a mandatory assignment in order to be eligible for the final exam. For further details about the mandatory assignment, instructions and due date, see course blog.

Final hand-in consists of:

- A sketch of a digital interactive object (service, game, website) that uses play as the central interaction conceptual model, and

- A 6-8 pages 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.  

Litteratur udover forskningsartikler:* Expected selection of readings - changes may occur *

The following are compulsory readings:

Caillois, Roger, Man, Play and Games.
Sutton-Smith, Brian, The Ambiguity of Play.
Huizinga, Johann, Homo Ludens.
Salen, Katie. and Zimmerman, Eric, Rules of Play.
Schön, Donald, The Reflective Practitioner 
Afholdelse (tid og sted)
Kurset afholdes på følgende tid og sted:
Torsdag 12.00-13.50 Forelæsning ITU DesignLab
Torsdag 14.00-15.50 Øvelser ITU DesignLab

Eksamen afholdes på følgende tid og sted:
2012-05-16 Senest kl. 15 Skriftlige arbejder ITU Eksamenskontoret