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Catalan and Spanish, with documentation in English.
E8. Visually represent concepts and / or data for the ideation and creation of video games.
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.
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.
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.
The course presents the theoretical framework of interface design in general, as well as specific video games in the field of Artistic Creation. The student will learn to analyze and design graphical user interfaces and, specifically, user interfaces for video games.
Topic 1: Introduction to user interfaces (UI)
1.1 Definition and history
1.2 components
1.3 Characteristics
1.4 Evolution
1.5 User Experience (UX)
1.6 Process in designing a UI for Video Games
Topic 2: Color theory, composition rules and Wireframing
2.1 Color and chromatic circles
2.3 Psychology and color properties
2.5 Composition rules
2.6 Wireframing
Topic 3: User and references
3.1 Person profile
3.2 Accessibility
3.3 Benchmarking
Topic 4: Mockup
4.1 Definition
4.2 Devices
4.3 Artboards
4.4 Optimization
4.5 Anchors
Topic 5: Flowchart
5.1 Definition
5.2 elements
5.3 Type
Topic 6: Style Bible
6.1 Definition
6.2 elements
The grade of each student will be calculated following the following percentages:
A1. Exercises at home: Moodboard 5%
A2. Exercises at home: Wireframe and Mockup 10%
A3. Laboratory practice - Individual: Person profile, Moodboard, Benchmarking 10%
A4. Laboratory Practice - Individual: Flowchart 15%
A5. Laboratory practice - Individual: Mockup of several screens 25%
A6. Exercise in class: Animated mockup 5%
A7. Individual work: UI design 30%
Final grade: A1 0,05 + A2 0,1 + A3 0,1 + A4 0,15 + A5 0,25 + A6 0,05 + A7 0,3
Considerations:
- It is necessary to obtain a note equal or superior to 5 to the individual work to pass the asignatura.
- An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.
- It is the responsibility of the student to avoid plagiarism in all its forms. In the case of detecting a plagiarism, regardless of its scope, in some activity it will correspond to have a note of 0. In addition, the professor will communicate to the Head of studies the situation so that measures applicable in matter of sanctioning regime are taken.
Nielson, Jakob. (2000). Designing Web Usability: The Practice of Simplicity. New Riders Publications Pearson.
Saunders, Kevin and Novak, Jeannie. (2012). Game Development Game Interface Design. Delmar Cengage Learning.
Krug, Steve. (2005). Don't Make Me Think: A Common Sense Approach to Web Usability. Addison Wesley.
Nielsen Norman Group
https://www.nngroup.com/
Accessibility
http://gameaccessibilityguidelines.com/
Scolari, Carlos Alberto (2018). The laws of the interface. Barcelona: Gedisa Editorial.
Shimpeno, Peter. (2014). Improving the User Interface through Gestalt Design Principles, MFA User Experience Designer The 26th Annual IEEE Software Technology Conference.