COMMUNICATION AND DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD5204 | Playful Experience Design | Fall | 3 | 0 | 3 | 8 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Dr. Öğr. Üyesi GÜVEN ÇATAK |
Recommended Optional Program Components: | None |
Course Objectives: | This course will be focusing on integrating game elements into everyday life and experience design applications by presenting playful experiences to the users, while suggesting a hybrid interactive analysis through including digital and analogue tools inspecting player motivations as well as the place of games in contemporary art scene. |
The students who have succeeded in this course; The students who have succeeded in this course 1) Understand the fundementals of game and play 2) Define, measure and evaluate the different metrics and key performance indicators for applications that provide playful experience across a range of dimensions 3) Design, develop, and evaluate a playful interaction concept project for a real-world case 4) Percieve fundemental methods and theory related to player experience 5) Understand game design and game studies, as well as user experience perspectives for interaction design, and human computer interaction 6) Apply behaviour analysis via playful interaction 7) Form relation between game elements and personal motivations for gamification projects |
In order to understand how game works and how the concept of play is and can be integrated to our lives, students must understand the fundementals of game experience approaches, business reflections and applications of game design. The course will give a hands-on approach to play theory, and an academic understanding of the practice of playful experience design. |
Week | Subject | Related Preparation |
Course Notes / Textbooks: | Too much fun: Toys as social problems and the interpretation of culture. Best, Joel. 1998 The Practice of Everyday Life, Michel de Certeau (1974) Csikszentmihalyi, M., Beyond Boredom and Anxiety. The Experience of Play in Work and Games,1975 (Jossey-Bass Publishers). |
References: | Why We Play Games: Four Keys to More Emotion Without Story. Lazzaro, N. 2004 |
Semester Requirements | Number of Activities | Level of Contribution |
Total | % | |
PERCENTAGE OF SEMESTER WORK | % 0 | |
PERCENTAGE OF FINAL WORK | % | |
Total | % |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Create design oriented application for the visual communication design field. | |
2) | Resolve visual communication problems via concept based designs and an integrated perspective in the visual communication design field. | |
3) | Qualify in design directing through analysis and design processes. | |
4) | Display creative thinking, approach and production process skills. | |
5) | Integrate basic fields of visual communication; print, time-based and interactive media, through mastering each one of these fields individually. | |
6) | Identify complementary design solutions in the visual field in order to solve communication problems. | |
7) | Perform necessary operational skills in order to finalize products in the visual communication design field. | |
8) | Evaluate recent design trends and the evolving aesthetic perspectives. | |
9) | Use recent design softwares that coincide with the developing information technologies and communication channels. | |
10) | Interpret theoretical, historical and intellectual roots of the visual communication design field. | |
11) | Perform necessary time management in order to complete a visual communication design project. | |
12) | Demonstrate leadership qualities in a design team as well as individual skills during the progress of a visual communication design project. | |
13) | Display compositional solutions and aesthetic skills to fulfill design needs in a visual communication design work. | |
14) | Develop academical, intellectual and critical point of view for global, local and individual visual communication design works. | 3 |