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 |
GAD3017 | Experience Design Practices | Spring | 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: | Bachelor |
Mode of Delivery: | Hybrid |
Course Coordinator : | Dr. Öğr. Üyesi GÜVEN ÇATAK |
Course Objectives: | The goal of the course Human-Computer Interaction (HCI) is to increase students' knowledge of how to design user-friendly and inspiring technologies. Upon completion of the course HCI, students fully understand the theories regarding designing user interfaces, tailored to human characteristics and embedded in social practices. |
The students who have succeeded in this course; The students who have succeeded in this course; 1) Will gain understanding about the HCI and its importance 2) Understand the new possibilities via user experience 3) Will be able to follow and conduct usability tests 4) Will understand the relation between media and user experience |
This course provides an introduction to the multidisciplinary field of Human-Computer Interaction. It focuses on the interaction between ‘humans’ and ‘computers’ in a context of important ICT evolutions. It brings together insights from a variety of disciplines such as cognitive psychology, social sciences, computer sciences and design. |
Week | Subject | Related Preparation | |
1) | On the Effective Use and Reuse of HCI Knowledge. Components of HCI | ||
2) | Cognitive Framework of HCI. Distributed Cognition. The strategic Use of Complex Computer Systems. Usability Lab Example Studies | ||
3) | Interaction Styles; User Interface Evaluation. Usability Lab Studies: Eye-tracking examples | ||
4) | Interaction Design; HCI in the Global Knowledge-Based Economy. | ||
5) | Past, Present, and Future of the User Interface Software Tools | ||
6) | Creating Creativity, Virtual World Game Example: SimCity and Quest Atlantis | ||
7) | Computer-Mediated Communications for Group Support | ||
8) | Social Translucence and the Development of Cooperation. | ||
9) | Media and Information. Evaluation Issues. | ||
10) | Integrated Computing and Real Environments | ||
11) | Ubiquitous Computing; Situated Computing and Roomware | ||
12) | Project Overview | ||
13) | Project Polishing | ||
14) | Final Project Presentations |
Course Notes: | J. M. Carroll, “Human - Computer Interaction in the New Millennium,Addison-Wesley, 2002 |
References: | J. Preece, Y. Rogers, H. Sharp, D. Benyon, S. Holland, T. Carey, “Human-Computer Interaction: Concepts And Design” |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Laboratory | % 0 | |
Application | 1 | % 10 |
Field Work | % 0 | |
Special Course Internship (Work Placement) | % 0 | |
Quizzes | % 0 | |
Homework Assignments | % 0 | |
Presentation | 1 | % 20 |
Project | 1 | % 20 |
Seminar | % 0 | |
Midterms | % 0 | |
Preliminary Jury | % 0 | |
Final | 1 | % 40 |
Paper Submission | % 0 | |
Jury | % 0 | |
Bütünleme | % 0 | |
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 |
Laboratory | 0 | 0 | 0 |
Application | 10 | 3 | 30 |
Special Course Internship (Work Placement) | 0 | 0 | 0 |
Field Work | 0 | 0 | 0 |
Study Hours Out of Class | 8 | 6 | 48 |
Presentations / Seminar | 0 | 0 | 0 |
Project | 0 | 0 | 0 |
Homework Assignments | 0 | 0 | 0 |
Quizzes | 0 | 0 | 0 |
Preliminary Jury | 0 | 0 | 0 |
Midterms | 1 | 3 | 3 |
Paper Submission | 0 | 0 | 0 |
Jury | 0 | 0 | 0 |
Final | 1 | 3 | 3 |
Total Workload | 126 |
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. |