General information


Subject type: Optional

Coordinator: Adso Fernández Baena

Trimester: Second term

Credits: 4

Teaching staff: 

Ana Urroz Osés

Skills


Specific skills
  • E8. Visually represent concepts and / or data for the ideation and creation of video games.

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.

  • 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.

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 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. In addition, with the knowledge acquired, the student will be able to critically evaluate the designs and usability of existing game interfaces (or other applications).

 

The subject is related to the subjects of game design, graphic design and user experience.

This subject has methodological and digital resources to make possible its continuity in non-contact mode in the case of being necessary for reasons related to the Covid-19. In this way, the achievement of the same knowledge and skills that are specified in this teaching plan will be ensured.

Learning outcomes


The student will have to achieve these own results of the matter of Artistic Creation:

E8.1. To devise the graphic aspect of a video game, I followed the type of user, type of game and cultural and historical context of the same.

E8.2 Represent graphically the elements of a video game: scenes, characters, levels, etc.

E8.3 Represent information and data visually using infographics and other cutting-edge techniques.

 

Working methodology


The course combines master classes, presentations, video capsules, case studies, role-playing games and collaborative learning.

Contents


1. User interface

1.1 Definition,

1.2 Objectives and Principles of the user interface.

1.3 Interfaces in video games

1.4 Typologies, genres and elements

 

2. The interface design process

2.1 Roles in interface design

2.2 Interface design pipeline

2.3 Interface design document

2.4 HUD: Head up Display

 

3. Graphical interface design

3.1 Composition

3.2 Gestalt Laws

3.3 Colors

3.4 Balance and weight

3.5 Image division

3.6 Typography

 

4. Interaction design

4.1 HCI: Human Computer Interaction

4.2 Feedback schemes

4.3 Aesthetics and immersion

 

5. Usability and UX

5.1 Game Accessibility Guidelines

5.2 Usability test panel

5.3 Accessibility

Learning activities


A1. Exercise: Types of user interface in games. (Evidence of learning outcomes E8.3)

In groups, students will have to research and develop a class and an infographic with the different types of interfaces on different types of platforms, and on different types of games.

 

A2. Individual work: Redesign commercial game interface (Evidence of learning outcomes E8.1, E8.2)

The student, individually, will have to analyze the interface of a game, and propose a redesign for another briefing, from the results of a test of usability.

 

A3. Final exam. (Evidence of all learning outcomes)

 

In addition, the student will have a set of exercises  which will allow you to consolidate the concepts seen in class.

 

General criteria of the activities:

- The teacher will present a statement for each activity and the evaluation and / or rubric criteria.

- The teacher will inform of the dates and format of the delivery of the activity.

Evaluation system


The grade of each student will be calculated following the following percentages:

A1. Exercise: Types of user interface in games 20%

A2. Individual work: Commercial game interface redesign 30%

A3. Final Exam : 50%

 

 

Final grade: A1 0,2 + A2 0,3 + A3 0,5

 

Considerations:

- It is necessary to obtain a note equal or superior to 5 in the final exam 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.

 

Recovery:

If NF is less than 5, the subject will be suspended and to recover it, the student will have to present the practices A2 and / or A3 again.

The final grade is calculated with the following formula:

Final revaluation mark (NFR) [revaluation] = A1 0,2 + A2 0,3 + A3 0,5

REFERENCES


Basic

Jakob, N. (2000). Designing Web Usability: The Practice of Simplicity. New Riders Publications Pearson.

Saunders, K., Novak, J. (2012). Game Development Game Interface Design. Delmar Cengage Learning.

Steve, K. (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/

Complementary

Scolari, CA (2018). The laws of the interface. Barcelona: Gedisa Editorial.

Peter Shimpeno. Improving the User Interface through Gestalt Design Principles, MFA User Experience Designer The 26th Annual IEEE Software Technology Conference.