Lecture 1 Introduction 2 Pablo Romero, IIMAS, UNAM
Course overview
Learning what is scientific research by doing scientific research
User Experience and Embodied Interaction in the Kinect
Lecture/Seminar: – Monday 10.00 am – 11.30 am– Wednesday 10.00 am – 11.30 am
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This lecture
What is the problem (and the task) Course structure
– Outline– Course admin– Assignments
Fundamental concepts
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Gaming
Make games better– Narrative– AI– Gameplay– “Natural” Interaction– Graphics– etc.
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Human attention problem
Flow or optimal experience
Effortless attention Difference between
– Effortless– Effortful– Captive
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The task
Can Kinect games promote flow?– Develop games– Evaluate them
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Course outline
Understand what is scientific research Learn about
– HCI– User Experience– Embodied Interaction– Movement Interaction– Kinect programming– Empirical studies
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Basic bibliography Kölling, M. (2009). Introduction to Programming with
Greenfoot. New Jersey, USA: Pearson Education. Salen, K., & Zimmerman, E. (2003). Rules of Play: Game
Design Fundamentals: The MIT Press. Sharp, H., Rogers, Y., & Preece, J. (2007). Interaction design:
Beyond human-computer interaction. Hoboken, N.J.: Wiley. Csikszentmihalyi, M., & Nakamura, J. (2010). Effortless
Attention in Everyday Life: A Systematic Phenomenology. In B. Bruya (Ed.), Effortless Attention. Boston: The MIT Press.
Dourish, P. (2001). Where the Action Is: The Foundations of Embodied Interaction: The MIT Press.
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Complementary bibliography Hassenzahl, M., & Tractinsky, N. (2006). User Experience –
a Research Agenda. Behaviour and Information Technology, 25(2), 91-97.
Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life. New York: Basic Books.
Jungmann, M., & Fitzpatrick, G. (2009). Sim-Suite. Paper presented at the Proceeding of the seventh ACM conference on Creativity and cognition.
Carter, C. (2007). Microsoft XNA Unleashed: Graphics and Game Programming for Xbox 360 and Windows: Sams Publishing.
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Course Evaluation
No. Description Week % of mark
Group/Individual
1 Presentation of design 7 15% Group
2 Presentation of implementation 14 25% Group
3 Final report 16 60% Individual
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Plan of activities
Week Class Work outside class
1 Intro Play Kinect games
2 Kinect programming Kinect programming exercises
3 Kinect programming? Kinect programming exercises
4 Java introduction Kinect programming exercises / participation in empirical study
5 Greenfoot introduction Participation in empirical study / prepare presentation
6 Flow Prepare presentation
7 Design presentations Discuss feedback
8 Kinect in Greenfoot Modify design
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Plan of activities (cont.)
Week Class Work outside class
9 Gaming and user experience
Program prototype
10 Empirical studies Program prototype
11 Presentation of prototypes Program prototype
12 Embodied Interaction Program prototype and write final report
13 The scientific method and report
Discuss feedback and Write final report
14 Presentation of implementation
Write final report
15 Demos of prototypes Write final report
16 Submit final report
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1) Developing an application to promote exercise for diabetic children in collaboration with doctors of the National Institute of Diabetes
2) Finding out the level of air pollution with air quality measurement stations in strategic parts of the city
3) Performing a big-brother type of experiment to find out whether men or women are more likely to develop aggressive behaviours in those situations
4) Trying to find evidence of ghosts in old haciendas by using video and audio recordings
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Adventure author: an example research project Generalisation: Children's learning can be
enhanced by creating video games Up for grabs: video games cannot be
educational What and why questions:
– What can children learn from creating video games?
– Why do they learn that way?
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