IT-Universitetet i København
  Tilbage Kursusoversigt
Kursusnavn (dansk):Experimental Interaction 
Kursusnavn (engelsk):Experimental Interaction 
Semester:Efterår 2017 
Udbydes, spil (games) 
Omfang i ECTS:7,50 
Min. antal deltagere:15 
Forventet antal deltagere:
Maks. antal deltagere:40 
Formelle forudsætninger:Participants need to fulfill the admission requirements of the IT University.
The prototypical implementations are intended to be done using the Arduino platform. Thus, some programming experience, e.g. in a C-based language (e.g., C, C++, C#, Java or Processing) or in Unity scripting (C#), is helpful but not a precondition for participation. Also helpful are skills in physical computing and evaluating interactive media. 
Læringsmål:Successful participants are able to

Work as part of a team

Identify, describe, apply, communicate and discuss conceptual models of
interactive design

Generate original concepts, and produce high quality previsualization, proof of
concept and prototyping materials for concept development and pitching

Design and develop unique interactive projects from start to finish

Create and integrate media elements, such as images, text, sound, video

Carry out playtesting 
Fagligt indhold:The course aims to explore the relationship between game, interface and player. It investigates methods, strategies and technologies for material game interfaces with the intend to understand them and to question the default combinations of game mechanics and interfaces. A three-fold setup integrates theory, practical experiments and analysis. The topic is approached from several perspectives such as game studies, phenomenology, embodiment, tangible interaction, ubiquitous computing, intuition and fun. Practical projects are realised to direct, drive and challenge the theoretical analysis. Experimental prototypes consist of a software implementation, a hardware interface, and a specific situation, location and context. We build computational artefacts in form of games, gamifications and play, that utilize, appropriate, disrupt and mix locations, materials and everyday life situations, to create playful, beautiful, empowering, productive, abusive and provocative experiences. 
Læringsaktiviteter:14 ugers undervisning bestående af forelæsninger og øvelser

Participants develop a conceptual angle through a process of practical experiments and theoretical reflection and analysis; practice and theory interact and build on, invite, motivate and necessitate each other. The learning process includes the design, prototyping, test and evaluation of practical, experimental implementations. The observations, results, findings and understandings are formulated in an essay. 

Obligatoriske aktivititer:Three practical projects.
Write short comments on given readings.

Be aware: The student will receive the grade NA (not approved) at the ordinary exam, if the mandatory activities are not approved and the student will use an exam attempt. 
Eksamensform og -beskrivelse:C: Skriftlige arbejder uden mundtlig eksamen., (7-scale, external exam)

Written hand-in is an essay.  

Litteratur udover forskningsartikler:Generally relevant texts include:

Jay David Bolter, Diane Gromala. Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency. Cambridge, MIT Pr., 2005.
Marianne van den Boomen, Sybille Lammes, Ann-Sophie Lehmann, Joost Raessens, Mirko Tobias Schäfer (Eds.). Digital Material - Tracing New Media in Everyday Life and Technology. Amsterdam Univ. Pr., 2009.
Greg Borenstein. Making Things See: 3D vision with Kinect, Processing, Arduino, and MakerBot. O'Reilly, 2012.
Paul Dourish. Where the Action Is: The Foundations of Embodied Interaction. Cambridge, MIT Pr., 2001.
Anthony Dunne and Fiona Raby. Design Noir: The Secret Life of Electronic Objects. August/Birkhäuser, 2001.
Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul, Joost Raessens (Eds.). Playful Identities. The Ludification of Digital Media Cultures. Amsterdam, Amsterdam Univ. Pr., 2015.
Tom Igoe. Making Things Talk: Using Sensors, Networks, and Arduino to See, Hear, and Feel your World. 2nd ed., O'Reilly, 2011.

The course readings are made available on LearnIT prior to start of teaching.