MATHEMATICS (TURKISH, PHD)
PhD TR-NQF-HE: Level 8 QF-EHEA: Third Cycle EQF-LLL: Level 8

Course Introduction and Application Information

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

Basic information

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.

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