General information

Subject type: Mandatory

Coordinator: Adso Fernández Baena

Trimester: Second term

Credits: 4

Teaching staff: 

Adso Fernández Baena

Teaching languages

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


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.


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.

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.

The Tecnocampus will make available to teachers and students the digital tools needed to carry out the course, as well as guides and recommendations that facilitate adaptation to the non-contact mode.

Learning outcomes

At the end of the course students must be able to:

E1.6. Evaluate the strengths and weaknesses of a video game in a reasoned and exemplary way.

Working methodology

The subject uses the following work methodologies:

Master class, video capsules, debates and forums, collaborative learning and small group laboratory.


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

Learning activities

With the aim of collecting evidence of the achievement of the expected learning outcomes, the following activities of an evaluative nature will be carried out (related to all the common competences):


A1. Lab Practice - Couples: Game Feel  (Evidence of E1.6 learning outcome)

The student will have to choose a commercial video game and make an analysis of the Game Feel of this indicating the control in real time, the simulated space and the polishing.

A2. Laboratory practice - Pairs: Interaction (Evidence of E1.6 learning outcome)

The student will have to choose a commercial video game and make an analysis of the player-video game interaction indicating several Interaction Loops.

A3. Laboratory practice - Couples: Controls (Evidence of E1.6 learning outcome)

The student will have to choose a commercial video game and make an analysis of its controls indicating the entrance, the exit and the mapping.

A4. Laboratory practice - Pairs: Screens (Evidence of E1.6 learning outcome)

The student will have to choose a commercial video game and make an analysis of the screens specifying the characteristics of the HUD and the menus performing wireframes i UI maps.

A5. Group work: Onboarding playtesting (Evidence of E1.6 learning outcome)

The groups choose a video game, design one playtesting of the onboarding of the chosen video game, and they carry it out. The members of each group act as both researchers, designing the playtesting, as of playtesters.

A6. Final exam (Evidence of all learning outcomes)


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. 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



  • 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 responsibility of the student to prevent 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. .


  • 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.



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.