DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD3020 | User Experience and Usability | Spring | 3 | 0 | 3 | 5 |
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: | Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assist. Prof. ÇAKIR AKER |
Course Lecturer(s): |
Assist. Prof. ÇAKIR AKER |
Course Objectives: | This course aims students to grasp the fundamental idea about usability, user-oriented design and user experience as well as analyze concepts and approaches regarding these topics while gaining experience about the development methods such as research and target driven resolutions that are necessary for user-oriented design. |
The students who have succeeded in this course; 1) Will have an understanding of the User Experience (UX) & Human-Computer Interactions fields. 2) Gain an in-depth understanding on user evaluations 3) Perceive usability design problems as well as providing solutions to them 4) Will be able to conduct usability tests & playtests 5) Understand the field of Player Experience 6) Perform heuristics evaluations 7) Solve design problems that are indicated by qualitative and quantitative analysis |
This course will cover the fundamentals of user experience design and provide students with basic principals of usability and playability. Processes, challenges, considerations, tools, teams, and models of a user experience designer will be inspected via real-life process examples. Students will be able to implement these outcomes and users themselves to their designs and any other interactive projects. |
Week | Subject | Related Preparation |
1) | Introduction to User Experience | |
2) | What Is User Experience (UX)? What is HCI? | |
3) | Usability and Design I | |
4) | Usability and Design II | Usability Test Assignment |
5) | Usability Testing | |
6) | Süpervizyon ve Test Yürütme / Sezgisellerin Kullanımı | |
7) | (Midterm Assignment) Evaluation Presentations | Midterm Presentation Prep |
8) | What is Player Experience (PX)? | |
9) | QA & Playtests | |
10) | Analytics & Heuristics | |
11) | Domain Specific Interactions | |
12) | Playtesting a Game | |
13) | Application of Tests | Final Assignment Prep |
14) | Final project presentation |
Course Notes / Textbooks: | Handbook of Usability Testing: Howto Plan, Design, and Conduct Effective Tests - Jeffrey Rubin, Dana Chisnell,Jared Spool The Design of Everyday Things – Donald Norman Bernhaupt, R. (Ed.). (2010). Evaluating user experience in games: Concepts and methods. Springer Science & Business Media. Nielsen, Jakob (1994). Usability Engineering. San Diego: Academic Press. pp. 115–148 Faulkner, L. (2003). Beyond the five-user assumption: Benefits of increased sample sizes in usability testing. Behavior Research Methods, Instruments, & Computers, 35(3), 379-383. |
References: | Philip E. Agre, Designing genres for new media, in Steve Jones, ed, CyberSociety 2.0: Revisiting CMC and Community, Sage, 1998 Bernhaupt, R. (Ed.). (2010). Evaluating user experience in games: Concepts and methods. Springer Science & Business Media. Aker, Ç., Rızvanoglu, K., & Bostan, B. (2017). Methodological Review of Playability Heuristics. Proc. Eurasia Graph. Istanb. Turk, 405. Aker, Ç., Rızvanoğlu, K., & İnal, Y. (2020). Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal Approach. In Game User Experience And Player-Centered Design (pp. 123-161). Springer, Cham. Bostan, B. (Ed.). (2020). Game User Experience And Player-Centered Design. Springer Nature. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Application | 1 | % 10 |
Project | 1 | % 20 |
Midterms | 1 | % 20 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Application | 2 | 5 | 10 |
Study Hours Out of Class | 12 | 6 | 72 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
Total Workload | 130 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | 5 |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | 3 |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | 2 |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | 3 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 1 |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | 1 |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | 5 |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | 2 |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | 2 |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | 1 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 2 |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. | 1 |