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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.
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.
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.
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.
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)
1.2 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
3.3.1 Interaction Loops
3.3.2 Principles of learning
Topic 4: Computer-Person Interaction (HCI)
4.2 Usability and Accessibility
Topic 5: Games User Research
5.1 Scientific method
5.3 Surveys and interviews
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 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
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.