This course is designed to introduce students to Play Design as a Critical Technical Practice. The goal is to give students theoretical and practical knowledge about play that they can use in different subject areas, from game design and interaction design to software development.
This course leverages the knowledge about game design, programming, and culture that students have acquired in previous semesters, and applies it to the domain of designing playable experiences for different kind of media. It is a an application of games and play design to domains beyond games.
Students will gain 4 things:
- An understanding of Critical Technical Practice as a method for designing, developing, and analyzing interactive media from the perspective of play.
- Design methods and tools to create digital interactive playable experiences, such as games, toys, or playable interfaces.
- Development methods for creating and testing playable digital experiences.
- Media theory that allows students to identify new trends in technology and design, and develop new concepts for those trends.
Play design, interaction design, game design, media theory.
Intended learning outcomes
After the course, the student should be able to:
- Analyse and discuss the cultural importance of play as a form of expression.
- 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.
- Describe the possible uses of play as an instrument or effect of the design of interactive services.
- Explore the creative and expressive potential of play as a design approach.
- Design and implement play experiences on digital environments.
Ordinary examExam type:
C: Written report, external (7-trinsskala)
CG: Submission of written work for groups. As with all exams, a grading foundation must be established to make individual grading possible. You must clearly identify which parts of the work submitted you are responsible for.