General information


Subject type: Mandatory

Coordinator: Juan José Pons López

Trimester: Second term

Credits: 4

Teaching staff: 

Adrian Dorado Garrido

Teaching languages


  • Catalan
  • Spanish

The materials can be provided in Catalan as well as in Spanish or English.

Skills


Specific skills
  • E1. 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.

  • E3. Identify the type of player and design the game experience according to its psychological characteristics.

General competencies
  • G1. Demonstrate having and understanding advanced knowledge of their area of ​​study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.

  • G2. Solve complex problems in their field of work, by applying their knowledge, developing arguments and procedures, and using creative and innovative ideas.

  • G3. Gather and interpret relevant data (usually within their area of ​​study) to make judgments that include reflection on relevant social, scientific, or ethical issues.

  • G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.

Transversal competences
  • T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.

Description


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.

 

Contents


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

Evaluation system


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:

  • It is necessary to obtain a mark higher than 5 in the final exam to pass the subject.
  • An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.
  • It is the student's responsibility to avoid plagiarism in all its forms. In the case of detecting plagiarism, regardless of its extent, in some activity it will correspond to having a grade of 0. In addition, the professor will communicate the situation to the Department Management so that applicable measures can be taken in terms of disciplinary regime.

Recovery:

  • It is necessary to obtain a mark superior to 5 in the final exam of recovery to pass the asignatura.
  • The mark of the resit exam will be applied only to the mark of the A6 activity.
  • Activities A1, A2, A3, A4 and A5 can be recovered with a maximum grade of 5.

REFERENCES


Basic

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.