Course syllabus
Course-PM
CIU265 Interaction design project lp1 HT19 (7.5 hp)
Also DAT375/DIT460 Game Development Project
Course is offered by the department of Computer Science and Engineering
Contact details
Examiner Josef Wideström, josef.widestrom@chalmers.se
Schedule
Content
The course consists of lectures, seminars, literature and project group work. Interaction Design Project is a project course, meaning that the focus of the course is on creating ideas, and then designing and implementing these ideas into prototypes, in 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. 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 Design Project is "The interactive science center". The project is conducted in collaboration with the both industrial and academic partners. Our main partners are Universeum, Spekel, and Göteborg University.
Universeum is the largest science center in Scandinavia, opened in 2001, with over 500.000 visitors per year. The exhibitions include a large aquarium and a rain forest with live animals. There are also a lot of interactive installations that are meant to engage visitors in science and technology. Continously, Universeum renews the exhibitions and are now looking into new technologies, such as Mixed Reality and Augmented Reality.
Project groups are formed by 4-6 students, working with different technologies, focuses, and modes of expression. The interpretation of the task is very open and can lead to projects in game design, ubiquitous computing, or interactive installations. Even though the projects might include advanced technical solutions, this project with Universeum is not tech-driven, but rather context and concept driven. The projects can focus on engaging, showing, sharing or playing, as long as they relate to the general challenges of the theme.
The projects are presented and discussed on three occations: 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 during the first two weeks of the course. 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. Also, technical assistance will be given continuously during the project work.
Literature
The purpose of the literature in this course is to create a common ground about public knowledge institutions, 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.
Articles that everyone reads (see pdf under "Files"):
1. Eriksson, Eva. Spatial Explorations in Interaction Design. 2011.
2. Simeone, A. L., Velloso, E., & Gellersen, H. (2015). Substitutional Reality: Using the Physical Environment to Design Virtual Reality Experiences.
3. Cuendet, S., Bonnard, Q., Do-Lenh, S., & Dillenbourg, P. (2013). Designing augmented reality for the classroom. Computers & Education, 68, 557–569.
Recommended articles:
Recommended books:
Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design.
Anthony Dunne (MIT press version), ISBN 10: 026204232
Pervasive Games: Theory and Design.
Montola, M, Stenros, J & Waern, A, ISBN-10 0123748534
Smart Things: Ubiquitous Computing User Experience Design.
Mike Kuniavsky. ISBN-10: 0123748992
Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing.
Malcolm McCullough. ISBN-10: 0262633272
Partners
Universeum: http://universeum.se
Museum2020: http://ait.gu.se/samverkan/museum-2020
Spekel: http://spekel.com/
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/
News, reviews, etc
http://uploadvr.com/
http://www.roadtovr.com/
Videos
Required 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 exhibition. A working prototype + poster
-Project website at idxpo.se
-Project report. 4 pages.
Individual submission:
-Home essay. Personal reflections on ethical issues. 1 page.
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 CIU265:
- Motivate design rationales for decisions in an interaction design process
- Apply user evaluation methods in practice
- Apply design methods systematically
- Create and critically compare concept ideas
- Identify needs and requirements of specific intended user groups
- Pinpoint potential effects for all relevant stakeholders of a design
- Carry design projects from concept to working prototype adhering to given constraints
- Critique designs based on aesthetics and expression
- Present design proposals to a critical audience
- Make an informed evaluation of the ethical and societal impact of a design
- Present and document work through both oral written presentations
Link to the syllabus Chalmers.
Learning objectives DAT375/DIT460:
- List best practice methodologies for development of computer games and game engines
- Name standard concepts and terms for describing games, game engines, and game development projects
- Apply user evaluation methods in practical projects
- Apply design amp; development methods systematically to create and critically compare different possibilities in game development projects
- Identify needs and requirements of specific intended user groups and stakeholders
- Motivate design choices in an game development process
- Conduct an informed analysis of what ethical and societal effects technical solutions can create in a game develop process
Course summary:
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