Category: Design


Classroom Game Design: Paul Andersen at TEDxBozeman

MLA Citation:

Andersen, Paul, perf. Classroom Game Design: Paul Andersen at TEDxBozeman. 2012. Web. 24 Jan 2013. <http://www.youtube.com/watch?feature=player_embedded&v=4qlYGX0H6Ec>.

Summary:

Failure is OK. Failure is part of the learning process.

Importance of leveling

  •             Students should move on at their on pace through a mastery system.
  •             Become more powerful as they learning new material in the class.

Leveling System by Lee Sheldom at University of Indiana Gain Experience points and move their way up.

Leader boards, to see how they are doing against everybody else.

Mastery System where students can take tests in multiple occasion until they get it.

Teach some skills and then they can apply that.

Students learning to learn independently.

Add elements of social learning to make it more compelling.

Move to an active student-center learning environment.

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Interface Design

Provision of a competent exemplar of desirable learning behavior by a member or members of a group with the intention that others in the group will imitate it. – Ehly, Stewart (2009-03-20). Peer-Assisted Learning (p. 6). Taylor & Francis. Kindle Edition.

The Nielsen-Molich rule “Help users recognize, diagnose, and recover from errors” corresponds closely to the Shneiderman-Plaisant rule to “Permit easy reversal of actions.” “User control and freedom” corresponds to “Make users feel they are in control.”- Johnson, Jeff (2010-04-14). Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules (Kindle Locations 266-268). Elsevier Science. Kindle Edition.

Johnson, Jeff (2010-04-14). Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules (Kindle Locations 270-297). Elsevier Science. Kindle Edition.

All of the design rules are based on human psychology: how people perceive, learn, reason, remember, and convert intentions into action. – Johnson, Jeff (2010-04-14). Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules (Kindle Locations 306-307). Elsevier Science. Kindle Edition.

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Design

  • Playful Design

    #Game design is a sibling discipline to software and Web design, but they’re siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design.
  • Interaction Design

    #Interaction Design offers a cross-disciplinary, practical and process-oriented approach to Human Computer Interaction, showing not just what principles ought to apply to Interaction Design, but crucially how they can be applied. The book focuses on how to design interactive products that enhance and extend the way people communicate, interact and work. Motivating examples are included to illustrate both technical, but also social and ethical issues, making the book approachable and adaptable for both Computer Science and non-Computer Science users. Interviews with key HCI luminaries are included and provide an insight into current and future trends.
  • A Project Guide to UX Design: For user experience designers in the field or in the making, Second Edition

    #User experience design is the discipline of creating a useful and usable Web site or application that’s easily navigated and meets the needs of the site owner and its users. There’s a lot more to successful UX design than knowing the latest Web technologies or design trends: It takes diplomacy, management skills, and business savvy. That’s where the updated edition of this important book comes in.

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