design

TGI 2009, Day 2

  1. Playtesting of Game #1: 45 Minutes
    1. Observe how the players interpret the instructions.
    2. Begin to participate as a reflective player (talk about why it's fun, why it's boring, etc.).
    3. Begin to develop a culture of helpful critique (how can I make it better?) for improving each other's games.
    4. Iteration Strategies (now, actually make it better).
  2. Introduce a productive definition of games and some vocabulary: 20 Minutes
    1. Introduce the experiential nature of games.

Design matters in interesting places

Drawing matters for design in industry. Schematics, who create interactive experiences for the Xbox made a presentation at the conference I'm attending. They create some crazy, amazing interfaces for EA that demand that the creator understand space, visually. Wow!

 

Creator of Mario on "design" and "idea"

This was contributed to me by Devin Monnens. It's a link to an interview with the head of Nintendo, Iwata-san, where he discusses Miyamoto-san's definitions of "idea" and goals for "design". I'll include a snippet, but it's worth chasing the link. Shigeru Miyamoto created Donkey Kong, all of the Super Mario Titles, and all of the Legend of Zelda titles for Nintendo. Miyamoto-san has made some of the most important and the most fun videogames in history. When he speaks, game designers listen:

Liveblogging AIGA Next:

Designing for Experience::

Hugh Dubberly

Bill Buxton

 

Liveblogging AIGA Next:: Design methods in K-12 education

Presenters:

Meredith Davis

Doreen Nelson

Miss Daarina Abdus-Samad 

 

Design in K-12 Education

 

there exists a Masters degree in Design Based Learning at Cal Poly Pomona

Liveblogging AIGA Next:: The Impact of Research on Design Practice

Presenters:
Meredith Davis
Elizabeth Sanders
Sharon Poggenpohl
 

 

Meredith Davis

unclear what people consider "design research"

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