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Veranstaltungsbeschreibung

143403a Transmedia Experience Design

Zuletzt geändert:26.09.2022 / von Carlsburg
EDV-Nr:143403a
Studiengänge: Computer Science and Media (Master), Prüfungsleistung im Modul Transmedia Experience Design in Semester 1 2 3
Häufigkeit: nur WS
Dozent:
Sprache: Englisch
Art: -
Umfang: 2 SWS
ECTS-Punkte: 5
Workload: 150 hours High-fidelity prototype and a 10 page HCI (Human-Computer Interaction) Paper using an ACM Template https://www.acm.org/publications/proceedings-template
Prüfungsform:
Bemerkung zur Veranstaltung: Teilnehmerbeschränkung Englisch
Beschreibung: Research through Design (RtD) Transmedia & Media Convergence
Principles of XD (Experience Design)
Pragmatic & Hedonic Qualities of design
Psychological Needs
Mental Models
Interaction Design
Visualisation
Role of XD in mobile content
Role of XD in AI
Role of XD in tangible interfaces
Role of XD in Mixed Reality (AR and VR)
Gamification as an XD Tool
Research of State of the Art XD Trends/Theories
Self-selected area of expertise e.g. Museum Experiences, ExerGames/Sports, Music, Medical, VR, AR etc. ->
Mixed Method research approach (scientific study)
ASSIGNMENTS:
Assignment 1: Design Research (IxD requirements)
Assignment 2: High Fidelity Prototype (or a Video Prototype)
Assignment 3: Scientific Paper - PDF Document using ACM Formate (5-10 Pages)
English Abstract: In media studies, the term transmedia experience refers to a strategy of experiencing a particular content across multiple media. Coined by Henry Jenkins, the term is a narrative phenomenon of media convergence.


Goal of the Seminar: Applying a Research through Design (RtD) approach we will seek new knowledge by understanding the current state of a selected topic (e.g. inclusive design) and then suggesting an improved future state in the form of a design. This will involve deep reflection in iteratively understanding the people, problem, and context around a situation that we are researchers feel they can improve.
Understand and apply the theory of XD in a transmedia context. Design for and appreciate the implications of psychological needs. Research state of the art experiences trends and utilize those for your own designs (such as e.g. persuasive design, gamification on mixed reality design). Conduct an empirical study and validate research assumptions that are focused on human needs.
Next to understand and applying a user-centered experience design approach the goal of this seminar is to understand and appreciate how to develop sustainable experience and critically discuss/reflect how an iterative design process may assist in designing more creative holistic experiences and produce a scientific paper discussing your RtD research.
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.
Internet: https://www.nngroup.com/
https://www.interaction-design.org/
https://dl.acm.org/
http://ieeexplore.ieee.org/Xplore/home.jsp?reload=true