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Class Tangible Interfaces I

  • Presentation

    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.

  • Code

    Code

    ULHT1075-17350
  • Syllabus

    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

    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

    Teaching methodologies and assessment

    A series of innovative methodologies are implemented in all the sessions of this curricular unit:

    - Active methodologies, in which the teacher mediates the training so that the student can present their point of view in class and increase their critical sense.

    - Use of STEAM resources.

    - The Maker Movement, as several disciplines and teachers are involved in the development of this course;

    - Project-orientated teaching, in which students work in groups, with peer review, to solve challenges proposed (problems) by the class.

  • References

    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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