DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
GAD2009 Interface Design Spring 2 2 3 5
The course opens with the approval of the Department at the beginning of each semester

Basic information

Language of instruction: En
Type of course: Departmental Elective
Course Level: Bachelor
Mode of Delivery: Hybrid
Course Coordinator : Dr. Öğr. Üyesi GÜVEN ÇATAK
Course Objectives: The course aims to inform the student about the design of user interfaces through a game design perspective. The principles and concepts used in design of graphical user interfaces will be explored and discussed through the examples and literature, by evaluating not only games but also other applications and software.

Learning Outputs

The students who have succeeded in this course;

Course Content

The course will provide a general introduction to the theory and practice of computer user interface design. The fundamental question that we will try to answer is, “How can we create high-quality user interfaces?” Principles extracted from several design guidelines would be examined during the course, as the user interfaces of current applications will be examined according to their conformance to principles and guideliness.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Orientation Syllabus Overview
2) Introduction to User Experience -Discussion on UX and games relationship -Lecture -MP 1 game examples which are exploiting «Cognitive Processes»
3) Design of Everyday Things -MP 1 discussion -Lecture -MP 2 Draw UI elements that supports or indicates given actions
4) UI Design Fundamental Principles – 1 -MP 2 discussion -Lecture MP 3 negative and positive examples for each of the fundamental principles - 1
5) UI Design Fundamental Principles – 2 -MP 3 discussion -Lecture MP 4 negative and positive examples for each of the fundamental principles - 2
6) Visual Design Basics -MP 4 discussion -Lecture MP 5 Analyse a game according to the Gestalt principles
7) Design Patterns -MP 5 discussion -Lecture -Wiki contribution workflow
8) Interaction Models and Interfaces - 1 -Q&A on wiki contribution -Lecture -MP 6 Analyse an existing game according to the Shell’s channels
9) Interaction Models and Interfaces - 2 MP 6 discussion -Lecture MP 7 Provide examples for different types of diegesis categories
10) Prototyping -MP 7 discussion -Lecture -Design Task Review Design Task A
11) Prototype Evaluation Presentations and group critics on the designs and prototyping
12) Prototype Evaluation Presentations and group critics Design Task B
13) Prototype Evaluation Presentations and group critics
14) Prototype Evaluation Presentations and group critics

Sources

Course Notes:
References: - Adams, E. (2014). Fundamentals of game design. Pearson Education. - Adams, E., & Dormans, J. (2012). Game mechanics: advanced game design. New Riders. - Apple Computer, Inc. (1992-2005). Macintosh human interface guidelines. Addison-Wesley Professional. - Aukstakalnis, S. (2016). Practical Augmented Reality: A Guide to the Technologies, Applications, and Human Factors for AR and VR. In Addison-Wesley Professional. - Bond, J. G. (2014). Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C. Addison-Wesley Professional. - Brathwaite, B., & Schreiber, I. (2009). Challenges for game designers. Nelson Education. - Drachen, A., Mirza-Babaei, P., & Nacke, L. E. (Eds.). (2018). Games user research. Oxford University Press. - Fagerholt, E., & Lorentzon, M. (2009). Beyond the HUD User Interfaces for Increased Player Immersion in FPS Games. - Fullerton, T., Swain, C., & Hoffman, S. (2004). Game design workshop: Designing, prototyping, & playtesting games. CRC Press. - Jerald, J. (2015). The VR Book. - Norman, D. (2013). The Design of Everyday Things: Revised & Expanded Edition. In The Design of Everyday Things. - Salen, K. & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT press. - Schell, J. (2008). The Art of Game Design: A book of lenses. CRC press.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance % 0
Laboratory % 0
Application % 0
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes % 0
Homework Assignments % 0
Presentation 7 % 50
Project 1 % 20
Seminar % 0
Midterms % 0
Preliminary Jury % 0
Final 1 % 30
Paper Submission % 0
Jury % 0
Bütünleme % 0
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Laboratory 0 0 0
Application 7 7 49
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 0 0 0
Presentations / Seminar 0 0 0
Project 2 5 10
Homework Assignments 0 0 0
Quizzes 0 0 0
Preliminary Jury 0 0 0
Midterms 1 5 5
Paper Submission 0 0 0
Jury 0 0 0
Final 1 5 5
Total Workload 111

Contribution of Learning Outcomes to Programme Outcomes

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.
2) Analyze, synthesize, and evaluate information and ideas from various perspectives.
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.
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.
5) Understand the technology and computational principles involved in developing games and master the use of game engines.
6) Understand the process of creation and use of 2D and 3D assets and animation for video games.
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process.
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process.
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation.
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.
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice.
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.