CmpE 59M: Special Topics: Interaction Design
Time& Place
Thursday slot 6-8 (14:00-17:00) – BM(Bilgisayar Muhendisliği, i.e. former ETA) A5
Staff
Instructor: Albert Ali Salah ()(Office hours: TBA)
Course Material
Textbook:
Rogers, Sharp, Preece, Interaction Design: Beyond Human-Computer Interaction, 4th edition, Wiley.
Secondary book:
Salen, Zimmerman, Rules of Play: Game Design Fundamentals, MIT Press.
Additional sources:
Huizinga, Homo Ludens: A study of the play element in culture, Boston: Beacon Press, 1955.
Caillois, Man, play, and games, Urbana : University of Illinois Press, 2001.
Fullerton, Game design workshop : a playcentric approach to creating innovative games, Boca Raton, FL : CRC Press, Taylor & Francis Group, c2008.
Grading
– Weekly assignments: 30 %
– Project: 30 %
– Attendance: 10 %
– Final: 30 %
Aim
The aim of the course is to blend theoretical and practical perspectives in designing interactive applications to support the way people communicate and interact with each other.
Catalogue Description
CMPE59MInteraction Design (3+0+0)
Interaction design; User experience; Usability; Conceptual models; Cognitive frameworks and mental models; Social interaction; Emotional interaction; Interfaces; Data collection; Data analysis, interpretation and presentation; Interaction design process; Requirements analysis; Prototyping; Evaluation; Usability testing
CMPE59MEtkileşim Tasarımı (3+0+0)
Etkileşim tasarımı; Kullanıcı deneyimi; Kullanılabilirlik; Kavramsal modeller; Bilişsel çerçeve ve zihinsel modeller; Sosyal etkileşim; Duygusal etkileşim; Arayüzler; Veri toplama; Veri analizi, yorumlama ve sunumu; Etkileşim tasarımı süreçleri; Gereklilik analizi; Prototip oluşturma; Değerlendirme; Kullanıcı testleri
Syllabus by weeks
- What is Interaction Design?
- Understanding and Conceptualizing Interaction
- Cognitive Aspects
- Social Interaction
- Game Design
- Emotional Interaction
- Interfaces
- Data Gathering
- Data Analysis, Interpretation and Presentation
- The Process of Interaction Design
- Establishing Requirements
- Design, Prototyping and Construction
- Project Work
Example assignmentsand project of the course:
Assignment 1:
In groups of three, you are to design a game for a father and a 4-year old boy. A first, playable prototype will be delivered along with a report that details your design choices and justifications.
Assignment 2:
Find one good and one bad example of interactive e-books. Which design elements are problematic? What do the positive elements add to reading experience?
Assignment 3:
In groups of four, you are to design a game for the 200 participants of the ICMI conference to be held at Bogazici University. (Feel free to google ICMI and check the papers and people at DBLP). Your game should promote networking and exploration of the university grounds (or, if not exploration, at least show the players some nice sights of the university). It should take into account that conference sessions are between 9:00 and 17:00, and there may be gala dinners and additional social events organized after 17:00... The participants will have access to wireless, probably will carry laptops, will receive a registration bag that may contain items related to your game, but may or may not be in position to send a lot of sms messages (unless we get a GSM operator to sponsor this, which may be doable). Work first on your design concept, and then on the game mechanics. If you convince me that your game achieves the goals, I will look for sponsors to realize it.
Assignment 4:
-Please read the four Commissioned Games by Richard Garfield, Frank Lantz, Kira Snyder and James Ernest.
Answer the following questions:
1- What are the main criteria the designers were paying attention in these four games?
2- What is the role of playtesting?
3- In what crucial respects are the four games different from each other?
4- List a few design and implementation ideas that you think would be useful for your project.
Term Project (Spring 2016):
A game on Bullying (or Cyberbullying)
For the project, you will implement a board game that will (preferably subtly) help us battle cyberbullying. Whether you decide to target victims or bullys (or both) is up to you, but try to identify the core factors, and seek to influence them. Long-term behavior change is a difficult goal to achieve, therefore blatant solutions are unlikely to succeed.
In your design, think about game dynamics, and primarily about playability. At the end of this document, you will find a “Board Game Evaluation Sheet”, which you may use to guide your game design.
Here are your tasks:
1. Develop the initial game concept, make up a nice story. Decide on a theme, and decide how the control structures would fit into the game. Write down your observations, discussions, and initial ideas into a Design Diary. We will discuss your initial ideas on 24 March, but expect to revise these ideas.
2. Write a requirements elicitation document, specifying the elements of the game. Your first deliverables are the initial version of the Design Diary (Design Diary.pdf)and the Requirements Elicitation Document (Requirements Elicitation Document.pdf)(10 pts each).
3. Prepare a prototype; it should be playable.
4. Playtest your prototype, and describe your empirical findings in your Design Diary.
5. Submit a final design document for the game (Design Document.pdf; 20 pts), the prototype including the rulebook (Rulebook.pdf will be uploaded; 15 pts), and theupdateddesign diary (Design Diary v2.pdf; 15 pts). The remaining 30 pts will go into the game concept, to the innovativeness and interestingness of your idea, good incorporation of control structures and whether the “board game company” is happy with your product or not.