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B1_That students have demonstrated knowledge and understanding in a field of study that is based on general secondary education, and is accustomed to finding at a level that, although with the support of advanced textbooks, also include some aspects that involve knowledge from the forefront of your field of study
B2_That students know how to apply their knowledge to their job or vocation in a professional way and have the skills they demonstrate by developing and defending arguments and solving problems within their area of study
B3_Students have the ability to gather and interpret relevant data (usually within their area of study), to make judgments that include reflection on relevant social, scientific or ethical issues
B4_That students can convey information, ideas, problems and solutions to both specialized and non-specialized audiences
V1. Demonstrate knowledge of the history of video games and analyze the reference video games with arguments based on evaluation criteria contextualized in the historical and cultural framework.
V3. Identify the type of player and design the game experience according to its psychological characteristics.
V5. Write the specifications of a game and communicate them effectively to the team of artists and developers and other members involved in the creation and development of the game.
T2_That students have the ability to work as members of an interdisciplinary team either as one more member, or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments taking into account the available resources
The subject of User Experience deals with the design and analysis of the experience that a player has in a video game in the framework of the subject of Game Design and Creation. We work on the basics of the user experience and how these are applied in video games, knowing which aspects of video games are most relevant in the experience of players, and how we can analyze them with both quantitative and qualitative methods. The subject consists of theoretical sessions and practical sessions. To achieve the knowledge of the subject is evaluated on the one hand the analysis and design of the user experience with laboratory practices and group work, and on the other the theoretical knowledge individually with the final exam.
Topic 1: Introduction to User Experience (UX)
1.1 Introduction
1.2 Definition of UX
1.3 Roles within UX
Theme 2: Game Feel
2.1 Definition of Game Feel
2.2 Experiences from the Game Feel
2.3 Types of Game Feel
Topic 3: Cognitive process
3.1 Perception, memory and attention
3.2 Motivation and emotion
3.3 Learning
3.3.1 Interaction Loops
3.3.2 Principles of learning
3.3.3 Onboarding
Topic 4: Computer-Person Interaction (HCI)
4.1 Introduction
4.2 Usability and Accessibility
4.3 Controls
4.4 Screens
Topic 5: Games User Research
5.1 Scientific method
5.2 Playtesting
5.3 Surveys and interviews
The grade of each student will be calculated following the following percentages:
A1. Lab Practice - Couples: Game Feel 10%
A2. Laboratory practice - Pairs: Interaction 10%
A3. Laboratory practice - Couples: Controls 10%
A4. Laboratory practice - Pairs: Screens 10%
A5. Group work: Onboarding playtesting 25%
A6. Final exam 35%
Final grade = A1 0,1 + A2 0,1 + A3 0,1 + A4 0,1 + A5 0,25 + A6 0,35
Considerations:
Recovery:
Swink, S. (2008). Game feel: a game designer's guide to virtual sensation. CRC Press. ISO 690
Rogers, S. (2014). Level Up! The guide to great video game design. John Wiley & Sons.
Schell, J. (2019). The Art of Game Design: A book of lenses. AK Peters / CRC Press.
Fullerton, T. (2018). Game design workshop: a playcentric approach to creating innovative games. AK Peters / CRC Press.
Adams, E. (2014). Fundamentals of game design. Pearson Education.
Drachen, A., Mirza-Babaei, P., & Nacke, LE (Eds.). (2018). Games user research. Oxford University Press.
Hodent, C. (2017). The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design. CRC Press.