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Game Design 2
                         Lecture 18: Revision




http://www.comu346.com                          dfarrell@d...
Coursework


    ...
Exam


• January 15th, 2pm - 4pm, W610*


                            * if this is wrong, it is your responsibility to find...
Questions

• There are SIX questions in the exam, each
  worth 10 marks.
• You have to answer FOUR of the six.
• This mean...
So what’s in the exam?
So what’s in the exam?


• Material from lectures 1 - 17!
So what’s in the exam?

• Material from lectures 1 - 17!
• Knock off the last few because there is no
  Flash in the exam....
So what’s in the exam?

• Material from lectures 1 - 17!
• Knock off the last few because there is no
  Flash in the exam....
Caveat

• Although the exam will be focussing on
  material from lectures 2 - 13, this includes
  all handouts.
• Includes...
Where to focus?

• Look at each lecture’s slides.
 • The techniques are important.
 • The reasons to use them are importan...
Lecture 2: Menu Flow
• You should be able to write about:
 • Why you would plan menu flow?
 • What the benefits are of plann...
Lecture 2: UI standards
• You should understand when and where
  you would use each type of UI component.
Lecture 3: Colour
• What is colour for?
 • do you really understand the different uses for
    colour?
• How do we pick a ...
Lecture 4: Layering &
      Separation
• There are a number of Data Visualisation
  techniques discussed in the lectures.
...
Lecture 5: Text
• There are technical issues in using text.
• There are design issues in using text
• What are these?
• Wh...
Lecture 6: Micro / Macro
 • Another data visualisation technique
 • How does it differ from use of colour?
 • How does it ...
Data Visualisation in
        General
• If I were to throw up a screen-shot, could
  you identify the techniques used to
 ...
Lecture 7:
    Semiotics & Icons
• What is semiotics?
• How can an understanding of semiotics
  make you a better designer...
Lecture 8: Expert
       Evaluation
• What are benefits & weaknesses of expert
  evaluations compared to user evaluations?
...
Lecture 9: User Input
• What are benefits and drawbacks to user
  evaluations?
 • How can you carry out a user evaluation?
...
Lecture 10: Prototypes

• Why bother?
• What are your prototyping tools?
 • Wireframes / Paper / Digital prototypes
 • wha...
Lecture 12: Usability

• What are the attributes of a useable
  interface?
• What are the human factors that
  contribute ...
Lecture 13: Platforms
• How do you design for a platform?
• Consider also the iPhone video.
• How can you take something v...
In general...
• 6 questions from 11 lectures
• Move from instinctual understanding to
  scientific understanding
  • be abl...
Guaranteed Pass
• Take this lecture.
• Take each of the ‘questions’
 • answer them thoroughly
 • check against the origina...
Good Luck!


• It’s been a pleasure.
Games Design 2 - Lecture 18 - Revision
Games Design 2 - Lecture 18 - Revision
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Games Design 2 - Lecture 18 - Revision

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The final lecture in the 2009 class COMU346 / Games Design 2 at Caledonian University which looked at game interfaces and data visualisation.

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  • Transcript of "Games Design 2 - Lecture 18 - Revision"

    1. 1. Game Design 2 Lecture 18: Revision http://www.comu346.com dfarrell@davidlearnsgames.com
    2. 2. Coursework ...
    3. 3. Exam • January 15th, 2pm - 4pm, W610* * if this is wrong, it is your responsibility to find the correct details
    4. 4. Questions • There are SIX questions in the exam, each worth 10 marks. • You have to answer FOUR of the six. • This means that even if you spend 20 minutes reading the paper, you still have 25 minutes per question.
    5. 5. So what’s in the exam?
    6. 6. So what’s in the exam? • Material from lectures 1 - 17!
    7. 7. So what’s in the exam? • Material from lectures 1 - 17! • Knock off the last few because there is no Flash in the exam. • That means lectures 1 - 13
    8. 8. So what’s in the exam? • Material from lectures 1 - 17! • Knock off the last few because there is no Flash in the exam. • That means lectures 1 - 13 • Which really means lectures 2 - 13
    9. 9. Caveat • Although the exam will be focussing on material from lectures 2 - 13, this includes all handouts. • Includes the videos. • So not as simple as memorising the slides
    10. 10. Where to focus? • Look at each lecture’s slides. • The techniques are important. • The reasons to use them are important • Knowing when and where to use a technique.
    11. 11. Lecture 2: Menu Flow • You should be able to write about: • Why you would plan menu flow? • What the benefits are of planning in general? • What the benefits are of use case modelling (menu sketching)? • The processes you would use to create satisfying menus
    12. 12. Lecture 2: UI standards • You should understand when and where you would use each type of UI component.
    13. 13. Lecture 3: Colour • What is colour for? • do you really understand the different uses for colour? • How do we pick a colour scheme? • What tools can we use? • What is the reasoning behind these choices? • How do colours ‘pop’?
    14. 14. Lecture 4: Layering & Separation • There are a number of Data Visualisation techniques discussed in the lectures. • What is Layering? • What is Separation? • How can you use these techniques? • Can you think of games where these techniques are used?
    15. 15. Lecture 5: Text • There are technical issues in using text. • There are design issues in using text • What are these? • What can you do with a font? • What is the difference between good use of fonts and bad use? • How can text be problematic?
    16. 16. Lecture 6: Micro / Macro • Another data visualisation technique • How does it differ from use of colour? • How does it differ from use of layering & separation? • What are the benefits? What are the downsides?
    17. 17. Data Visualisation in General • If I were to throw up a screen-shot, could you identify the techniques used to communicate? • Could you use correct terminology where appropriate?
    18. 18. Lecture 7: Semiotics & Icons • What is semiotics? • How can an understanding of semiotics make you a better designer? • What are the rules for good icon design? • Can you identify good vs bad and argue your case?
    19. 19. Lecture 8: Expert Evaluation • What are benefits & weaknesses of expert evaluations compared to user evaluations? • Can you explain why, when, and where you would want to carry out a Cognitive Walkthrough or a Heuristic Evaluation of an interface?
    20. 20. Lecture 9: User Input • What are benefits and drawbacks to user evaluations? • How can you carry out a user evaluation? • Open Vs Closed Questions - when to use each / differences / how to write each • What is card sorting? Why would you use it? • Open Vs Closed sorting • How can you analyse card sorts?
    21. 21. Lecture 10: Prototypes • Why bother? • What are your prototyping tools? • Wireframes / Paper / Digital prototypes • what are the differences? • why cascade?
    22. 22. Lecture 12: Usability • What are the attributes of a useable interface? • What are the human factors that contribute to usability? • What techniques can you use to help make a layout ‘feel’ good.
    23. 23. Lecture 13: Platforms • How do you design for a platform? • Consider also the iPhone video. • How can you take something very rich (like desktop app) and redesign for a small device? • What techniques can you use to deliver the core experience without doing a direct 1 for 1 translation?
    24. 24. In general... • 6 questions from 11 lectures • Move from instinctual understanding to scientific understanding • be able to answer the questions with reference to the content of the slides & examples (e.g. if I say that ‘colour is for’ x things, be able to recite that in the exam, with examples)
    25. 25. Guaranteed Pass • Take this lecture. • Take each of the ‘questions’ • answer them thoroughly • check against the original lectures’ slides & handouts ‘till you know the material inside out
    26. 26. Good Luck! • It’s been a pleasure.
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