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 |
GAD3012 | Playful Experience Design | Fall | 3 | 0 | 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 aim of this class is to guide the students in designing and developing a human-centered playful experience. During the semester, the student will have the opportunity to establish a concept and evolve it into a finished interactive product using game technologies. Interaction design, game design and architectural design principles will be harmoniously used as a foundation to flourish creativity. The student is expected to finalize the course with a playable, playful, immersive experience with innovative mechanics built on the experience of the body. This end product may be intended for the game industry, as well as the art scene or it may serve businesses, depending on the student’s interests. |
The students who have succeeded in this course; At the end of the course, students will be able to: 1. Construct meaningful concepts. 2. Develop the concept into a finished product through innovative mechanics and immersive environments. 3. Familiarize themselves with game design and interaction design principles with a human-centered design approach. 4. Understand the game development pipeline. 5. Add their interests and unique worldviews into their projects. 6. Notice the importance of the bodily experience in their designs. |
Week | Subject | Related Preparation | |
1) | "Playful Experience" at the Intersection of Design, Art and Engineering | ||
2) | Conceptualisation with Design Principles from Game Design, Interaction Design and Architectural Design | ||
3) | Tools of the Trade (and how to choose them) Basic Game Development Pipeline | ||
4) | A Practical Look at Game Engines | ||
5) | Interaction Design and Logic | ||
6) | Environmental and Lighting Design | ||
7) | Narrative Design and Flow | ||
8) | Midterm Presentations | Midterm Presentations | |
9) | User Experience and User Testing | ||
10) | Project Discussions | ||
11) | Project Discussions | ||
12) | Optimisation | ||
13) | Project Discussions | ||
14) | Final Presentations | Final Presentations |
Course Notes: | |
References: | Caillois, R., 1961. Man, Play, and Games. University of Illinois press. Costikyan, G, 2002. I Have No Words & I Must Design: Toward a Critical Vocabulary for Games. CGCD Conf. Csikszentmihalyi, M., 1990. Flow: The Psychology of Optimal Experience. New York: Harper Perennial. Pallasmaa, J., 2005. The Eyes Of The Skin Architecture and the Senses. John Wiley & Sons. Schell, J., 2015. The Art of Game Design: A Book of Lenses. Suits, B., 1978. The Grasshopper: Games, Life and Utopia |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 15 |
Laboratory | % 0 | |
Application | % 0 | |
Field Work | % 0 | |
Special Course Internship (Work Placement) | % 0 | |
Quizzes | % 0 | |
Homework Assignments | % 0 | |
Presentation | % 0 | |
Project | % 0 | |
Seminar | % 0 | |
Midterms | 1 | % 35 |
Preliminary Jury | % 0 | |
Final | 1 | % 50 |
Paper Submission | % 0 | |
Jury | % 0 | |
Bütünleme | % 0 | |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution |