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38856 Transmedia Experience Design

Zuletzt geändert:25.09.2017 / Ghellal
Sprache: Englisch
Art: S
Umfang: 2 SWS
ECTS-Punkte: 6
Formale Zulassungsvoraussetzungen: -
Setzt inhaltliche Vorkenntnisse entsprechend folgender Module / Lehrveranstaltungen voraus: -
Beschreibung: Design of a User Expeience Prototype
• Theory & Publication Research:
­ - Transmedia User Experiences
­ - Principles of UXD & UID (Contrasts and Similarities)
­ - Interaction Design Patterns
­ - Responsive Design
­ - Gestures
­ - Visualization Trends
• Scientific Research
­ of self selected Area of Expertise e.g. Sports, Music etc. ->
­ - Transfer of metaphors, mental models and/or natural gestures etc.
• Methods, Tools & Techniques
­ - Storytelling
­ - Sketching
­ - Gamification
­ - Persuasive Technologies
­ - Packaging & Experiences
­ - Prototyping
Goal & Assignment:
­ - Scientific Article of a Case Study
English Abstract: In this seminar we will work on a case study. You will design a prototype of our choice to create worthwhile novel user Experiences and validate the experiences. You are fee to select any domain or design area (e.g. Mobile Applications/Transmedia advertising/ Info Viz/Wearable Technologies/ Internet of Things or Games). Together we will create an Evaluation Strategy that fits your selected domain and conduct the Evaluation. Finally you will be required to draft a scientific paper, using the HCI-ACM standard.
Lernziele: • Scientific exploration of a self defined area of expertise and the transfer of this know how into the Theory of HCI and its research areas (usability, UID, UXD & Visualization)
• Exploring state or the art UXD trends such as gamification & persuasive technology and cirtically apprais its relevance for future developments within your selected area of expertise.
• Analyzing existing systems based on theoretical principles
• The role of UXD within an application development cycle
• Develop a flexible UXD iteratively, working in close collaboration with potential users
• Creativity tools for multimedia application development
• Produce an Interdisciplinary conceptual design (technology strategies & business planning for UXD)
• Identifying who will use the system, the tasks involved in the UXD (Personas, Storytelling and Storyboards)
• Choosing the most appropriate interaction style& interaction devices critically appraise the options
• Prototyping (sketching, wireframing and instant prototyping)
• Evaluating a UXD & redesign a UXD based on potential user feedback
• Presenting an idea (video prototypes and interactive impressions)
• Scientific writing in the area of HCI
Literatur: • Norman: Design of Everyday Things. Basic Books 1988
• Hassenzah: Experience Design, Technology for all the right reasons, 2010
• Buxton: Sketching User Experiences (2010) & http://www.billbuxton.com/
• Trayor and All: User Experiences Design. Smashing Design Book 2012
• Fadeyev and All: User Experience Practical Techniques. Smashing Design Book 2012
• Csikszentmihalyi: The Psychology of Optimal Experience , 2008
• Pink: The Surprising Truth about What Motivates Us , 2009
• Csikszentmihalyi: Flow, The Psychology of Optimal Experience, 2008
• Illiinsky and Steel: Data Visualization. O’Reilly 20122
• Callahan, Young and Hixon: Responsive Design. Smashing Design Book 2011
• Zichermann: Gamification by Design, O'Reilly 2012

Weitere Literatur finden Sie in der HdM-Bibliothek.
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