Prerequisites and co-requisites |
None |
Course content |
The international cooperation project is an interdisciplinary intensive format (technology, design, sustainability studies, computer science) that aims to stimulate sustainability-oriented ways of thinking and behaving through creative interventions. For this purpose, playful approaches (such as serious games, social impact games, game-based learning) are preferably used.
For example, the already successfully completed short advanced program “Game Changing Games” can be completed in this context.
Lecturers of the InterMedia bachelor's degree work here with representatives from international universities and colleges (e.g. from the RUN EU network).
The aim is to implement a joint design research project and to develop prototypes of games.
Contents:
- Design process (problem diagnosis, ideation, rapid prototyping, testing & evaluation)
- Planet-centric and circular design
- Sustainable Development Goals (SDGs), dimensions of sustainability
- Measurements and indicators to estimate the degree of social, ecological and economic sustainability of developed solutions.
- Types of games (digital games, urban games, social impact games, serious games, mixed reality games, alternate reality games)
- Approaches and methods of game design and development
- Interaction design
- Motivation through playful elements
- Hardware and software development, game engines, interface design
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Learning outcomes |
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The students are able to work on a problem in an interdisciplinary team in an international setting.
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They are able to use digital collaboration tools and organize work processes as remote teamwork.
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They are able to concretise a problem and to conduct qualified research.
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They know the steps of the design process and the corresponding methods.
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They are able to use their competencies when working out a prototype solution.
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They are able to communicate technical requirements for a solution in terms of hardware or software development so that full implementation is possible.
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They know the relevant tools and techniques (such as game engines such as Unity, Game Salad) and are familiar with methods of digital fabrication (3-D printing, etc.).
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They can implement prototype solutions.
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Planned learning activities and teaching methods |
Lecture, discussion, exercises, teamwork, individual and team coaching |
Assessment methods and criteria |
Presentation, project documentation (group work), reflection (individual) |
Comment |
None |
Recommended or required reading |
- Rittel, Hortst W.; & Webber, Melvin M. (1973): Dilemmas in a general theory of planning. Policy sciences, 4(2), 155-169.
- Dunne, Anthonny (1999): Hertzian tales: electronic products, aesthetic experience and critical design. London: Royal College of Art computer related design research studio. Cambridge, Massachusetts, London: The MIT Press.
- De la Hera, Teresa; Jansz, Jeroen; Raessens, Joost; Schouten, Ben (2021): Persuasive Gaming in Context. Amsterdam: Amsterdam University Press.
- Schell, Jesse; Feilen, Maren; Lorenzen, Knut (2020): Die Kunst des Game Designs. Bessere Games konzipieren und entwickeln. Blaufelden: mitp Verlag.
- Leorke, Dale; Marcus Owens (2020): Games and play in the creative, smart and ecological city (edition 1), London: Routledge.
- Sotamaa, Olli; Švelch, Jan (2021): Game Production Studies. Amsterdam: Amsterdam University Press.
- Design Council (2021): Beyond Net Zero. A Systemic Design Approach. London, online unter: https://www.designcouncil.org.uk/sites/default/files/asset/document/Beyond%20Net%20Zero%20-%20A%20Systemic%20Design%20Approach.pdf (letzter Zugriff 10.10. 2021)
- Pastoors, Sven u.a. (2017): Towards Sustainable Innovation. A five step approach to sustainable. Baden-Baden: Tectum Wissenschaftsverlag.
- Ceschin, Fabrizio; Gaziulusoy, Idil (2019): Design for Sustainability. A Multi-level Framework from Products to Socio-technical Systems. London: Routledge.
- McDonough, William; Braungart, Michael (2009): Cradle to cradle: remaking the way we make things. California: North Point Press.
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Mode of delivery (face-to-face, distance learning) |
Face-to-face instruction with mandatory attendance |