design
TGI 2009, Day 2
Submitted by JoshFishburn on Tue, 06/16/2009 - 10:17am- Playtesting of Game #1: 45 Minutes
- Observe how the players interpret the instructions.
- Begin to participate as a reflective player (talk about why it's fun, why it's boring, etc.).
- Begin to develop a culture of helpful critique (how can I make it better?) for improving each other's games.
- Iteration Strategies (now, actually make it better).
- Introduce a productive definition of games and some vocabulary: 20 Minutes
- Introduce the experiential nature of games.
Design matters in interesting places
Submitted by Rafael Fajardo on Fri, 11/09/2007 - 9:39amDrawing 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"
Submitted by Rafael Fajardo on Mon, 11/05/2007 - 4:43pmThis 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:
Submitted by Rafael Fajardo on Sat, 10/13/2007 - 4:25pmDesigning for Experience::
Hugh Dubberly
Bill Buxton
Liveblogging AIGA Next:: Design methods in K-12 education
Submitted by Rafael Fajardo on Fri, 10/12/2007 - 4:40pmPresenters:
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
Submitted by Rafael Fajardo on Fri, 10/12/2007 - 4:35pm
Meredith Davis
unclear what people consider "design research"