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Class UX Design for Video Games

  • Presentation

    Presentation

    This curricular unit focuses on the field of User Experience (UX), specifically applied to game design and development. Thus, and through a multidisciplinary lens that conceptually combines approaches from Game Design, Cognitive Psychology, Engineering, Human-Machine Interaction, among others, it aims to enable students to create games that are more intuitive, accessible and capable of inducing emotional experiences in players. In parallel, it aims to stimulate their critical thinking about the game experience, through the production of alternative proposals to it, while training them in the implementation of effective playtesting, from data collection, to gameplay optimization, inclunding models for the dissemination of the conclusions obtained.

  • Code

    Code

    ULHT1075-17348
  • Syllabus

    Syllabus

    • User Experience (UX)
      • Definition of the field
      • Person-centered approaches
      • UX: Usability and Engageability
      • The 7 pillars of User Experience
      • Motivation and Games
      • Emotion and Games
    • Game Experience Analysis
    • Human Computer Interaction (HCI)
      • Essential concepts and how to apply them in creating games with alternative controllers
      • Evaluation and analysis of the game interaction experience.
    • Alternative Controllers (alt+CTRL)
      • What they are, who creates them, and in what contexts they are played
      • Analysis of projects and the technologies used for their creation
      • Presentation of the equipment available for the development of alt+CTRL games (Arduinos, Raspberry Pi, Makey Makey; among others).
    • Playtesting: Models and Applications
      • Systematic observation of game sessions
      • Game Experience Questionnaires
      • Definition of Playtesting Scripts
      • Data collection and analysis
      • Integration of feedback and gameplay optimization
    • Visual Formats for Scientific Dissemination: Poster creation
  • Objectives

    Objectives

    • To enable students to create games that are more intuitive, accessible and capable of inducing emotional experiences in players.
    • To provide students with theoretical and practical knowledge, of multidisciplinary nature, that allows them to critically evaluate the user experience and optimize it.
    • To train students to conduct playtesting with different users, as well as to analyze the data obtained, integrate feedback and implement UX cycles.
    • Through the creation of alternative controllers for classic games, explore and evaluate the impact of the type of interaction on the game experience, using the knowledge previously listed, stimulating their critical thinking and familiarity with scientific dissimulation formats.
    • To introduce students to Physical Computation technologies used, not only in Video Games, but also in the areas of Performance and Interactive Installation.
  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    A set of innovative methodologies are used to support the teaching-learning process, namely:

    - participatory and interactive methods, rather than completely expository methods.

    - the development of the experiment with alternative controllers, playtesting and the preparation of the scientific poster, consist of practical classes in a tutorial format.

  • References

    References

    Bateson, P. & Martin, P. (2013). Play, Playfulness, Creativity and Innovation. Cambridge University Press.
    Drachen, A., Mirza-Babaei, P., & Nacke, L. E. (2018). Games User Research. Oxford University Press.
    Isbister, K. & Hodent, C. (2022). Game Usability: Advice from the Experts for Advancing UX Strategy and Practice in Videogames (2nd Edition). Routledge).
    Hodent, C. (2017). The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design. Routledge
    Hodent, C. (2021). What UX is Really About: Introducing a Mindset for Great Experiences. Routledge.

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