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  • Tangible Interfaces I

Universidade Lusófona

Tangible Interfaces I

Presentation

This discipline aims to acquire the methodological, technical, aesthetic and conceptual knowledge necessary for the planning and presentation of educational video game project with integration of original physical interface.
During the semester the student will develop a Serious Game Production Dossier, with a special focus on the issues of interaction, graphical interface and potential physical interface for the gaming experience. The project and contents taught aim to enrich the planning and conceptual capacity of the areas of interaction and pedagogical games.

Part of this Programme

Videogames

Level of Qualification|Semesters|ECTS

| Semestral | 4

Year | Type of course unit | Language

2 |Mandatory |Português

Code

ULHT1075-17350

Recommended complementary curricular units

História dos Jogos e Interfaces, Cultura Visual, UX Design para Jogos Digitais

Prerequisites and co-requisites

n/a

Professional Internship

Não

Syllabus

Introduction to the field of physical interfaces focusing on work processes, differentiating characteristics, immersive logic;
Organization and management of content for educational video game design with original physical interface integration;
Drawing techniques and visualization of physical interfaces; Physical interaction applied to video games;
Phidgets and Arduino platforms as interface support technology; Practical design with real customer involvement;
Affordance and emotion concepts applied to design for interactive products;

Stimulation of conceptual, design and autonomous work skills;
Issues of communication and perception of the person with intellectual disability.

Objectives

- Indicate references in the area of educational video games and playful interfaces;
- Design and present educational games with physical interface integration;
- Organize project content for team integration;
- Develop audiovisual content for the interaction of the platforms Phidgets and Arduino;
- Develop clear and workable schedules;
- Present projects to the real client naturally and clearly;

-  Execute credible and rigorous budgets;

- Plan physical intrerface with rigor and clarity;

- With expression of solid creative, conceptual and technical skills, develop video game project aimed at person with intellectual disability.

Teaching methodologies and assessment

Methodology: oral exposition, technical exemplification and individual monitoring of the final project.
1. Evaluation is ongoing and is based on laboratory development of a real group project. Papers will only be accepted for evaluation when submitted on time.
2. Weight of works for the final grade:

_Project dossier 25%);
_Physical interface prototype and video game (75%);
_ Individual assessment takes into account classroom participation as well as the participation percentages defined in the group self-assessment report.
3. The lack of more than one midterm evaluation defined in the lesson plan implies the exclusion of the continuous evaluation and projects are not accepted after the established date.
4. A number of absences higher than 25% (75% with student worker status) of the total teaching hours implies failure in the discipline.

References

  • Bartlet, M. C. & Spohn, S. D. (2012). Includification - A Pratical Guide to Game Accessibility. Kearneysville, WV: The AbleGamers Foundation.
  • Banzi, Massimo(2009). Getting Started with Arduíno. Make Book.
  • Whitton, N. (2014). Digital Games and Learning: Research and Theory. Routledge.
  • Moggridge, B. (2007). Designing Interactions. MIT Press;

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