Design
for Interactive Media
USC School of
Cinema-Television, CTIN 541
Instructor: Tracy Fullerton
Contact Info:
Office: RZC 207
Phone: (213) 743-8506
Student Assistant: Elizabeth Swensen
Contact
Info:
Phone: (310) 997
5827
Course Description:
This course introduces students to core skills in interactive
design, including conceptualizing interactive systems, prototyping, playtesting
and managing an iterative design process to meet specific and meaningful
experience goals for users. The
overarching themes of the class are:
Preparation – Developing a vocabulary of interactive design concepts and
formal elements of interactivity, deep analysis of interactive systems,
focusing on the player/user experience, study of prior art.
Process - Setting experience
goals, ideation techniques, brainstorming, prototyping methods, playtesting,
iterative design, specification, presentation.
Practice - Developing & exercising skills, initiating projects, follow
through, giving and taking critique.
Partnership – Developing a collaborative mindset, communication skills,
sharing authorship, managing yourself and others.
The course approaches interactivity as a participatory art form,
with the designerÕs goal to provide a specific and meaningful experience for
the users and to respond quickly and creatively to feedback during the design
process. During the course of the
semester, the exercises and assignments primarily focus on developing low- and
non-technical prototypes of interactive concepts, experimenting with games,
improvisational theater, fine arts, toys, interactive narrative, and real and
virtual play spaces.
A central purpose of
this course is to give students the opportunity to explore various types of
design strategies, to discover their own strengths and interests, and to
provide them with a wide repertoire of techniques upon which to draw in the
future. In addition, the course
will introduce students to the ÒplaycentricÓ design methodology practiced in
the Interactive Media division, encouraging them to develop a focus on the
central user experience that anchors their design process.
This
is a studio class and a large part of the class content will focus on in-class
discussion, critique and problem solving for individual projects. As such, it is imperative that students
treat the development of their design projects professionally and bring
requested milestones to class on time, ready to present. Students will be expected to
participate actively in all discussions and critique sessions, giving and
receiving feedback of the highest quality.
Throughout
this class, students are encouraged to take risks and to look beyond prior art,
in-class examples and common wisdom to explore new and different design
ideas. In many cases, students
will be assigned to work in partnerships or teams and the quality of studentsÕ
participation within these groups is of great importance – perhaps as
important as the final project.
Interactive media in all forms is a collaborative discipline and
learning to communicate, share workload, learn from and help others excel is a
core value in this field.
Meeting Information:
(New) Zemeckis Media Lab: RZC 124
M 1:00-3:50PM
Units: 2
Pre-requisites: Open to IMD M.F.A. students
and iMAP Ph.D. students only
Assignments & Texts:
Written
Analysis & Ideation Assignments
á
Simple system analysis 1-2 pgs, due week 2
á
Board game system analysis 3-5 pgs, due week 4
á
System treatment 3-5 pgs, due week 5
Prototype
Projects
á
Up the River variation, due week 6
á
Serious play prototype (based on 505 research), due week 10
á
Recombinant narrative prototype, due week 12
á
Digital prototype (co-assigned as 534 final project), versions due
weeks 14 and 15
Collaboration
Assignment
á
Skill sharing, due week 13
Course
Texts
Game Design Workshop 2nd
Edition: A Playcentric Approach to
Creating Innovative Games by Tracy Fullerton
Designing Interactions by Bill Moggridge
These
texts are available in the USC bookstore or online at Amazon.com and
BarnesandNoble.com. Additional
readings listed in the syllabus will be available as handouts in class or as
digital files on the course website.
Course
Website
http://www.kinojabber.com/541
Evaluation and Grading:
|
Participation |
5 |
|
Simple system analysis |
5 |
|
Board game system analysis |
10 |
|
System treatment |
10 |
|
Up the River variation |
15 |
|
Serious play prototype |
15 |
|
Recombinant narrative prototype |
15 |
|
Digital prototype |
15 |
|
Skill sharing |
10 |
|
Total: |
100 |
Course content by class
meeting
Week 1:
Overview of the class – introduction to each other, discussion of
course goals and themes: preparation, process, practice and partnership, assign
collaboration partners for skill sharing assignment, intro to systems thinking,
analysis of simple systems,
Reading:
GDW Chapters 1 – 3, Moggridge Foreword, Introduction
Analysis Assignment 1: Written analysis of simple system – due week 2
Collaboration Assignment: Choose someone from whom to learn a skill, someone to whom
to teach a skill (presentation of skills is due week 13)
Week 2: Formal elements of
interactive systems – discuss outcome of simple system analysis,
deconstructing Set, Connect 4, Tic Tac Toe, looking at more complex interactive
systems, discovering the ÒplayÓ in a system, assign play groups for board game
analysis
Reading:
Rules of Play Ironclad essay, GDW Chapter 6
Analysis Assignment 2: Board game analysis – due week 4
Week 3: Labor Day – no class
Week 4: Experience goals and
ideation techniques – discuss outcomes of board game analysis, intro to
brainstorming techniques, in-class practice, discuss turning ideas into systems
Reading:
GDW Chapter 7, Moggridge Chapter 10 - People and Prototypes
Analysis Assignment 3: System treatment – due week 5
Week 5: Prototyping strategies
– discuss outcomes of system treatments, intro to prototyping techniques,
asking design questions, getting the most out of prototypes, playing and
analyzing Up the River, assign design teams for Up the River variation
assignment
Reading:
GDW Chapters 5, 9, Moggridge Chapter 1 – Tim Mott interview
Prototype #1:
Up the River variation – due
week 6
Week 6: Playtesting and the
iterative process -- playtest & critiques of Up the River variations, guest
critique
Reading:
GDW Chapter 4, Moggridge Chapter 5 – Will Wright interview
Week 7: Meaningful play –
expressive elements of interactive systems, levels of engagement, serious
games, values in play mechanics, Grow-a-Game exercises, ideation for serious
play prototype
Reading:
DeKoven The Well Played Game, Chapter 1; ÒSustainable PlayÓ in Games and
Culture, Fullerton, Pearce, Fron and Morie
Prototype #2:
Serious play – due week 10
Week 8: Public play – pervasive games, ÒbigÓ games, theater
games, and improvisation exercises
Reading: GDW Chapter 8, Moggridge Chapter 8 –
Hiroshi Ishii interview, Bill Gaver interview
Mid-term
conferences (by appointment)
Week 9: Creating agency –
designing levels of player control, affordances of controls, in-class play
experiments with various control types, discussion of progress on serious play
prototypes (505 papers due this week)
Reading: GDW Chapters 10, 11, Moggridge Chapter 4 -
David Liddle interview, David Kelley interview
Week 10: Design Iteration –
setting and reaching user experience goals -- playtest & critique serious
play prototypes, guest critique
Reading: Rules of Play Chapter 26 – Games as
Narrative Play
Week 11: Narrative play –
systems of storytelling, Ònarrative toysÓ, recombinant narrative exercises,
in-class brainstorming for narrative play prototypes, design groups assigned
for prototypes
Reading: GDW Chapter 8, 13, 14
Prototype #3:
Recombinant narrative – due
week 12
Week 12: From paper to digital
prototypes – playtest & critique of recombinant narrative prototypes,
specifications and thoughtful implementation of design
Reading:
GDW Chapter 12
Prototype #4:
Digital prototypes (534 final projects) – due week 14
Week 13: Team building, planning,
communication – discuss agile development, collaboration skills, and
presentation of skill sharing assignment outcomes
Reading:
Norman, Emotional Design – Three Teapots
Week 14: Formal playtesting
– usability process, playtest & critique of digital prototypes (534
final projects)
Reading:
GDW Chapter 16
Week 15: Working as a designer
– guest speaker & critique, discussion of areas of opportunity for
designers, class wrap-up
Missing an Assignment
Deadline, Incompletes:
The
only acceptable excuses for missing an assignment deadline or taking an
incomplete in the course are personal illness or a family emergency. Students must inform the professor
before the assignment due date and present verifiable evidence in order for a
make-up to be scheduled. Students
who wish to take incompletes must also present documentation of the problem to
the instructor or teaching assistant before final grades are due.
Attendance Policy:
Punctual
attendance at all classes is mandatory.
Students arriving late or leaving early will be marked absent from
class. The following guidelines
are from the Interactive Media Division handbook regarding absences and grading
and apply to all students.
Guidelines
for absences affecting grading
á
Two unexcused absences: lowers grade one full grade point
á
Three unexcused absences: lowers grade two full grade points
á
Four or more unexcused absences: request to withdraw from course
(instructorÕs discretion)
Excused
absences are:
á
Illness (with a doctorÕs verification)
á
Family or personal emergency (with verification)
Note for
students with disabilities:
Any student requesting academic accommodations based on a
disability is required to register with Disability Services and Programs (DSP)
each semester. A letter of verification for approved accommodations can be
obtained from DSP. Please be sure the letter is delivered to us as early in the
semester as possible. DSP is located in STU 301, and is open 8:30am - 5:00pm
Monday through Friday. The phone number for DSP is (213) 740-0776.
Academic Integrity:
The
School of Cinematic Arts expects the highest standards of academic excellence
and ethical performance from USC students. It is particularly important that you are aware of and avoid
plagiarism, cheating on exams, submitting a paper to more than one instructor,
or submitting a paper authored by anyone other than yourself. Violations of this policy will result
in a failing grade band be reported to the Office of Student Judicial
Affairs. If you have any doubts or
questions about these policies, consult ÒSCAMPUSÓ and/or confer with the
instructor.
Instructor Bio:
Tracy
Fullerton, M.F.A., is a game designer, educator and writer with fifteen years
of professional experience. She is
currently and Associate Professor in the Interactive Media Division of the USC
School of Cinematic Arts. Tracy is
the author of Game Design Workshop: A
Playcentric Approach to Creating Innovative Games, a design textbook in use
at game programs worldwide. Recent
credits include faculty advisor for the award-winning student games Cloud and flOw, and game designer for The
Night Journey a unique game/art project with artist Bill Viola. Prior to joining USC, she was president
and founder of the interactive television game developer, Spiderdance,
Inc. SpiderdanceÕs games included
NBCÕs Weakest Link, MTVÕs webRIOT, The WBÕs No Boundaries, History ChannelÕs History IQ, Sony Game Show NetworkÕs Inquizition and TBSÕs Cyber
Bond. Before starting
Spiderdance, Tracy was a founding member of the New York design firm R/GA
Interactive, Creative Director at the interactive film studio Interfilm and a
designer at Robert AbelÕs early interactive company Synapse. Notable projects include SonyÕs
Multiplayer Jeopardy! and Multiplayer
Wheel of Fortune and MSNÕs NetWits, the first multiplayer casual
game. TracyÕs work has received
numerous industry honors including an Emmy nomination for interactive
television and Time MagazineÕs Best of the Web.