Course syllabus

Course-PM

  • CIU265 Interaction design project lp1 H21 (7.5 hp)
  • DAT375/DIT460 Game Development Project

Course is offered by the department of Computer Science and Engineering

Contact details

Schedule

See Course Schedule on Canvas for all activities, Time Edit for booking of rooms.

Content

The course consists of a blend of lectures, seminars, literature, mandatory supervision sessions and independent project group work.

Interaction Design Project (IxP) / Game Development Project (GDP) is a full cycle project course, meaning that the focus of the course is on creating ideas and then designing and implementing these ideas into prototypes through a reflective and creative process. Lectures and literature in the course are chosen to inspire into new ideas and to give the conceptual tools to develop the projects.

Full cycle means that you'll take a project from its initial idea through to design through to implementation through to evaluation. All parts of this process are important.

The project report and project website that each group presents are meant to explain and document the work.

Project

The theme of this year's project is "Movement". This project is conducted in collaboration with Generation Pep.

Project groups are formed by 4-6 students, working with different technologies, focuses, and modes of expression.  The good news is that you get to decide what form your project takes. Some ideas on that are available in the project outline, but you should also feel free to bounce ideas off of the teaching team. It's one of the things we're here for.  

The projects are presented and discussed on three occasions: first pitch, mid-project presentation, and final presentation. The projects will be presented at an open exhibition in the end of October. The final presentation is submitted together with a written project report and a project website.

Lectures and tutoring

Lectures will be held mainly during the first two weeks of the course, but additional taught material may be presented in each of the three modules. Tutoring will be given weekly during the following six weeks by an assigned tutor to each group. Tutoring from senior experts at the division will be available at scheduled meetings. 

Literature

The purpose of the literature in this course is to create a common ground about life experiences, game development, education and mixed reality. The books and articles are chosen to inspire and give new ideas and concepts that can be used in the design and implementation of the projects. Also, the literature works as reference and support when writing the project reports.

See Literature

Partners

Generation Pep

Resources

List of links to technical resources:

Frameworks

http://developer.vuforia.com/
http://artoolkit.org/
https://www.google.com/get/cardboard/
https://developer.oculus.com/downloads/
https://github.com/ValveSoftware/openvr
http://steamcommunity.com/steamvr
http://opensimulator.org/

Modelling

http://unity3d.com/
https://www.unrealengine.com/
http://www.sketchup.com/
https://www.tinkercad.com/

Mixed Reality and VR

http://uploadvr.com/
http://www.roadtovr.com/

Highly recommended watching (be familiar with them)
Recommended watching (additional/longer tips)

Presentations from previous years can be found here:
http://idxpo.se

Hand-ins

Group submissions:

  • Pitch presentation. Oral presentation + slides
  • Mid project presentation. Oral presentation + slides
  • Project display at the physical exhibition (optional). A working prototype + poster
  • Project website at idxpo.se
  • Project report. 4-5 pages.

Individual submission:

  • An individual, weekly diary of your evolving view on the project, along with a one page summary at the end of the course.  

Examination

The course is examined by means of exercises (pass only) and project group work with documentation (graded). A short individual home exam is also written in relation to the project (graded). Grading is made using Chalmers U/3/4/5 system, in relation to the course aims.

Learning objectives:

The objectives of this course are grouped into three distinct areas, and cover the specific requirements of three courses.  Each course will have its own specific requirements (with overlap), but the course and its assignments ensure that all of these are met.

1. Ideation and Analysis

  • Motivate design rationales for decisions in an interaction design process (CIU265)
  • Apply design methods systematically (CIU265)
  • Identify needs and requirements of specific intended user groups (CIU265)
  • Pinpoint potential effects for all relevant stakeholders of a design (CIU265)
  • Present design proposals to a critical audience (CIU265)
  • List best practice methodologies for development of computer games and game engines (DAT375 / DIT460)
  • Name standard concepts and terms for describing games, game engines, and game development projects (DAT375 / DIT460)
  • Identify needs and requirements of specific intended user groups and stakeholders (DAT375 / DIT460)

This is evaluated throughout the course, but most heavily emphasized in your project pitches for module 1, and the selected design in module 2.

2. Design and Implementation

  • Carry design projects from concept to working prototype adhering to given constraints (CIU265)
  • Present and document work through both oral written presentations (CIU265)
  • Apply design & development methods systematically to create and critically compare different possibilities in game development projects (DAT375 / DIT460)
  • Motivate design choices in an game development process (DAT375 / DIT460)

This is evaluated throughout the course, but mainly in the final submission.

3. Evaluation and Delivery

  • Apply user evaluation methods in practice (CIU265)
  • Create and critically compare concept ideas (CIU265)
  • Critique designs based on aesthetics and expression (CIU265)
  • Make an informed evaluation of the ethical and societal impact of a design (CIU265)
  • Apply user evaluation methods in practical projects (DAT375 / DIT460)
  • Conduct an informed analysis of what ethical and societal effects technical solutions can create in a game develop process (DAT375 / DIT460)

This is evaluated throughout the course - all of your project pitches, designs and deliverables should be informed by an ongoing dialog with evaluative methods.

Link to the syllabus Chalmers.

Course summary:

Date Details Due