Course syllabus spring 2019
Course syllabus spring 2019
Title
Interaction Design: Playful Interaction
Swedish title
Interaction Design: Playful Interaction
Course code
KD410B
Credits
15 credits
Grading scale
UG / Fail (U) or Pass (G)
Language of instruction
English
Decision-making body
Faculty of Culture and Society
Syllabus approval date
2018-11-20
Syllabus valid from
2019-01-21
Entry requirements
At least 45 credits in the main field of Interaction Design.
Level
Basic level
Main field
Interaction Design
Progression level
G2F
Progression level in relation to degree requirements
The course can normally be included as part of a general degree at undergraduate level.
Course objectives
Play is a profoundly meaningful activity and interaction design as a subject is influenced by this powerful form of expression. This is a basic course in designing for playful behaviour, and we will discuss the differences and similarities between different types of ludic interaction.
Course contents
The course includes concepts of game design as well as the practical creation of prototypes that demonstrate playful interaction. In the course, the student practices transferring knowledge from the development of game concepts to other areas of interaction design. The course is divided into the following sections:
1. Analysis of playful artifacts—such as games and toys—in which the student relates canonical examples to basic design texts and research literature (3 HP).
2. Modification of an existing board game through which the student creates a new play prototype and thus deepens their understanding of how play is structured. (2 HP).
3. In the final step students design a working prototype that exhibits some form of innovative playful interaction. The project follows a design process where physical and digital prototypes are created and the interactive experience is tested (10 HP).
Learning outcomes
After completing the course students will have demonstrated the ability to:
1. Identify the basics of playful design, and relate them to concrete examples.
2. Identify basic game components.
3. Apply basic methods in game development and playtesting, as appropriate.
4. Compare different theoretical perspectives on play and game design.
5. Plan and execute a prototyping process for simple playful behaviour using appropriate technologies.
6. Reflect on the significance of games and play.
Learning activities
The course is based on group project and individual written assignments. Instruction consists of lectures, design criticism, game sessions, design, supervision and technical guidance.
Assessment
• Module 1 is examined through written individual game analysis (Learning outcome 2).
• Module 2 is examined through a presentation and an individual written reflection (Learning outcome 1).
• Module 3 is assessed by a written design documentation in groups, active participation in critique sessions, active participation in a final presentation as well as through an individual written report (Learning outcomes 3, 4 & 6).
Course literature and other study material
• Sicart, M. (2014). Play Matters. MIT Press.
Course evaluation
The University provides students who participate in or who have completed a course with the opportunity to make known their experiences and viewpoints with regards to the course by completing a course evaluation administered by the University. The University will compile and summarize the results of course evaluations as well as informing participants of the results and any decisions relating to measures initiated in response to the course evaluations. The results will be made available to the students (HF 1:14).