MATHEMATICS (TURKISH, PHD) | |||||
PhD | TR-NQF-HE: Level 8 | QF-EHEA: Third Cycle | EQF-LLL: Level 8 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD2009 | Interface Design | Fall | 2 | 2 | 3 | 5 |
The course opens with the approval of the Department at the beginning of each semester |
Language of instruction: | En |
Type of course: | Departmental Elective |
Course Level: | |
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. |
The students who have succeeded in this course; |
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. |
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 |
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. |
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 |
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 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution |