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DESIGN PROCESS
                              IT 7220 - February 9, 2009




Monday, February 9, 2009                                   1
Agenda

                  Syllabus Check-in

                  Quinn Chap 6 “A Design Process”

                  Flash Lab

                       Action Script Basics

                       Continue to work in H.O.T.



Monday, February 9, 2009                               2
Syllabus Check-in

                  How are we feeling at this point?
                     Pain points
                     Knowledge gaps
                     Pace/structure to achieve objectives
                     Will cover Perkins Ch 13 (text) next week
                  Paper is due at beginning of class Feb 16 (email or dropbox)
                  Need to form groups tonight (between lecture and lab); begin
                  transition to applied skills development


Monday, February 9, 2009                                                         3
Quinn - “A Design Process”
                  Last week, we covered strategy for 4 different levels of scenarios
                  (mini, linked, contingent, full-on game) in chapter 5

                  This helps to make high level decisions regarding ways to handle
                  complexity and the use of theme in order to integrate all of the
                  elements of engaged learning (theme, goal, challeng, action-
                  domain link, problem-learner link, active, direct, feedback, and
                  affect) in chapter 4

                  Now, we turn our attention to the systematic and systemic
                  processes for learning game design

Monday, February 9, 2009                                                               4
Basic Design Models
                  Waterfall Model (p 114)
                       ADDIE fits in here
                       Implies one pass from concept to delivery
                       May work for very simple projects
                  Design Cycle (p115)
                       Four stages: analysis, specification, implementation, and evaluation
                       Iterative in nature
                       Requires parameters to know when to stop iterating
                  Design Spiral (115)
                       Same stages as design cycle
                       Iterative and incremental



Monday, February 9, 2009                                                                      5
Other Models...

                  From Software Engineering:
                    Agile development (rapid prototyping; iterative)
                    Extreme programming (object-based teams)
                  Bottom line - there probably is no single best model
                    Models generally tied to methodology and communities of
                    practice
                    Models are only as good as the teams using them (discipline,
                    competence, experience)


Monday, February 9, 2009                                                           6
A brief look at the Design Stages
                                    Using an Iterative Approach


                  A very high level look at:

                       Analysis

                       Specification

                       Implementation

                       Evaluation



Monday, February 9, 2009                                          7
Analysis Stage
                  How well do we understand the problem and solution domains?
                  What are the relevant parameters and sources of data?
                  What are the measures of success?
                   Ease of use
                   Ease of learning
                   Retention
                   Errors
                   User experience
                  Output of this phase is a set of criteria that a solution must meet

Monday, February 9, 2009                                                                8
Specification Stage

                  Creative part of the design cycle

                  Look at a wide range of alternatives to cover the solution space

                  Involves brainstorming to answer design questions

                  Identifies standards, guidelines, and heuristics

                  Output of this phase is a proposal for design implementation of a
                  set of questions to be answered by the implementation


Monday, February 9, 2009                                                              9
Implementation Stage

                  Begins building the solution

                  May involve prototyping for testing low and high fidelity
                  solutions with representative users

                  The output and goal of this stage is to produce the best product
                  for the lowest cost




Monday, February 9, 2009                                                             10
Evaluation Stage

                  Formative and summative evaluation should be included in an
                  iterative approach

                  Determines if implementation answers the questions raised in
                  specification

                  Repeat the process through all stages until parameters
                  established in analysis phase have been met



Monday, February 9, 2009                                                         11
Engaged Design

                  Synergistic framework bringing instructional design and
                  engagement together to put learning into context at all levels

                       Getting learners to make decisions is key

                       Require learners to apply knowledge to make a decision, not
                       just test their knowledge (table 6-1, p 129)

                       Learn by the consequence of decisions, right or wrong



Monday, February 9, 2009                                                             12
Quinn’s Design Process
                  Analysis
                       Determine target performance
                       (what should learners be able to do?)
                       Determine learner characteristics
                       (cognitive, conative, and affective)
                       Determine learner interests
                       (analysis questionnaire on p 136)
                       Establish metrics


Monday, February 9, 2009                                       13
Quinn’s Design Process
                  Specification - Design the Experience
                       Situate the task in a model world
                       (perspective or view, interaction model, game play)
                       Elaborate the details
                       (story line, theme, tension, novelty to maintain interest)
                       Incorporate underlying pedagogical support
                       (learning support/job aids, feedback, direction)
                       Map learning to interface
                       (build the model)

Monday, February 9, 2009                                                            14
Quinn’s Design Process

                  Implementation

                       Prototype

                           •Highly dependent on the quality of the output from
                             specification stage

                           •Success tied to skills and resources available on within the
                             team



Monday, February 9, 2009                                                                   15
Quinn’s Design Process

                  Evaluation

                       Test for usability
                       (time to complete task, retention, # errors, satisfaction)

                       Test for educational effectiveness
                       (pre-test/post-test, accomplishment of objectives)

                       Test for engagement
                       (self-report, observation, ability to meet expectations)


Monday, February 9, 2009                                                            16
Team Formation!
                  Self select (3-5 members)
                  Try to get a variety of skills
                       Designer
                       Project Manager
                       Graphic Artist
                       Flash Developer
                       Gamer


Monday, February 9, 2009                            17
Flash Lab

                  ActionScript 3.0 overview

                  Variables and Data Types

                  Functions

                  Controlling Movie Clips (demo example)

                  Work in tutorial



Monday, February 9, 2009                                   18
ActionScript 3.0

                  ActionScript can be placed directly into the timeline or into a
                  document class (i.e., separate .as file)

                  ActionScript allows interactivity and makes game development
                  possible

                  ActionScript is created and managed using the Actions Panel
                  which is an advanced editing utility



Monday, February 9, 2009                                                            19
ActionScript 3.0 Elements
                  Variables

                  Instances

                  Properties

                  Functions

                  Events, event handlers, and event listeners

                  Conditional statements


Monday, February 9, 2009                                        20
Variables
                  Containers that store information

                  In ActionScript 3.0, variables are strongly typed
               Number         4.5       Any number including floating point

                   int        -5        Any integer or whole number

                  uint         1        Unsigned integer

                 String     “hello”     Text or string of characters

               Boolean      TRUE        True or False

                 Array     [2, 9, 17]   More than one value of same type, in a single variable

                Object     myObject Basis structure of every ActionScript entity using ‘.’ dot syntax




Monday, February 9, 2009                                                                                21
Instances

                  Created whenever we make a ‘copy’ of a symbol from the library

                  In ActionScript, we refer to instances individually using the
                  names assigned through the Properties inspector

                  Names used should be consistent and reference the symbol type:
                  contact_btn, nav_mc, body_txt




Monday, February 9, 2009                                                           22
Properties


                  Properties are variables attached to the instance of a symbol

                  Accessed in ActionScript via dot syntax
                  ex: to set x position of a movie clip instance (my_mc) to 100
                  would be my_mc.x = 100




Monday, February 9, 2009                                                          23
Functions


                  Re-usable blocks of code that can be executed again and again
                  within a project without having to be copied and pasted

                  There are hundreds of functions pre-defined in ActionScript

                  It is very easy to create new functions




Monday, February 9, 2009                                                          24
Events, Handlers, Listeners

                  Events happen whenever someone interacts with your Flash
                  program (mouse click, type, open a file, etc.)

                  Handlers are bits of code that tell Flash what to do in response to
                  an event such as clicking on a button

                  Listeners attach an event to an event handler




Monday, February 9, 2009                                                                25
Conditionals


                  Conditionals allow you to choose to execute a block of code
                  based on a condition being true

                  General form is:       if (condition is true) {
                                            Do something;
                                         } else {
                                             Do something else;
                                         }




Monday, February 9, 2009                                                        26
Controlling Movie Clips Demo



                  From Chap 12 in Perkins

                  Files are on Blackboard




Monday, February 9, 2009                     27

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Game Design Process

  • 1. DESIGN PROCESS IT 7220 - February 9, 2009 Monday, February 9, 2009 1
  • 2. Agenda Syllabus Check-in Quinn Chap 6 “A Design Process” Flash Lab Action Script Basics Continue to work in H.O.T. Monday, February 9, 2009 2
  • 3. Syllabus Check-in How are we feeling at this point? Pain points Knowledge gaps Pace/structure to achieve objectives Will cover Perkins Ch 13 (text) next week Paper is due at beginning of class Feb 16 (email or dropbox) Need to form groups tonight (between lecture and lab); begin transition to applied skills development Monday, February 9, 2009 3
  • 4. Quinn - “A Design Process” Last week, we covered strategy for 4 different levels of scenarios (mini, linked, contingent, full-on game) in chapter 5 This helps to make high level decisions regarding ways to handle complexity and the use of theme in order to integrate all of the elements of engaged learning (theme, goal, challeng, action- domain link, problem-learner link, active, direct, feedback, and affect) in chapter 4 Now, we turn our attention to the systematic and systemic processes for learning game design Monday, February 9, 2009 4
  • 5. Basic Design Models Waterfall Model (p 114) ADDIE fits in here Implies one pass from concept to delivery May work for very simple projects Design Cycle (p115) Four stages: analysis, specification, implementation, and evaluation Iterative in nature Requires parameters to know when to stop iterating Design Spiral (115) Same stages as design cycle Iterative and incremental Monday, February 9, 2009 5
  • 6. Other Models... From Software Engineering: Agile development (rapid prototyping; iterative) Extreme programming (object-based teams) Bottom line - there probably is no single best model Models generally tied to methodology and communities of practice Models are only as good as the teams using them (discipline, competence, experience) Monday, February 9, 2009 6
  • 7. A brief look at the Design Stages Using an Iterative Approach A very high level look at: Analysis Specification Implementation Evaluation Monday, February 9, 2009 7
  • 8. Analysis Stage How well do we understand the problem and solution domains? What are the relevant parameters and sources of data? What are the measures of success? Ease of use Ease of learning Retention Errors User experience Output of this phase is a set of criteria that a solution must meet Monday, February 9, 2009 8
  • 9. Specification Stage Creative part of the design cycle Look at a wide range of alternatives to cover the solution space Involves brainstorming to answer design questions Identifies standards, guidelines, and heuristics Output of this phase is a proposal for design implementation of a set of questions to be answered by the implementation Monday, February 9, 2009 9
  • 10. Implementation Stage Begins building the solution May involve prototyping for testing low and high fidelity solutions with representative users The output and goal of this stage is to produce the best product for the lowest cost Monday, February 9, 2009 10
  • 11. Evaluation Stage Formative and summative evaluation should be included in an iterative approach Determines if implementation answers the questions raised in specification Repeat the process through all stages until parameters established in analysis phase have been met Monday, February 9, 2009 11
  • 12. Engaged Design Synergistic framework bringing instructional design and engagement together to put learning into context at all levels Getting learners to make decisions is key Require learners to apply knowledge to make a decision, not just test their knowledge (table 6-1, p 129) Learn by the consequence of decisions, right or wrong Monday, February 9, 2009 12
  • 13. Quinn’s Design Process Analysis Determine target performance (what should learners be able to do?) Determine learner characteristics (cognitive, conative, and affective) Determine learner interests (analysis questionnaire on p 136) Establish metrics Monday, February 9, 2009 13
  • 14. Quinn’s Design Process Specification - Design the Experience Situate the task in a model world (perspective or view, interaction model, game play) Elaborate the details (story line, theme, tension, novelty to maintain interest) Incorporate underlying pedagogical support (learning support/job aids, feedback, direction) Map learning to interface (build the model) Monday, February 9, 2009 14
  • 15. Quinn’s Design Process Implementation Prototype •Highly dependent on the quality of the output from specification stage •Success tied to skills and resources available on within the team Monday, February 9, 2009 15
  • 16. Quinn’s Design Process Evaluation Test for usability (time to complete task, retention, # errors, satisfaction) Test for educational effectiveness (pre-test/post-test, accomplishment of objectives) Test for engagement (self-report, observation, ability to meet expectations) Monday, February 9, 2009 16
  • 17. Team Formation! Self select (3-5 members) Try to get a variety of skills Designer Project Manager Graphic Artist Flash Developer Gamer Monday, February 9, 2009 17
  • 18. Flash Lab ActionScript 3.0 overview Variables and Data Types Functions Controlling Movie Clips (demo example) Work in tutorial Monday, February 9, 2009 18
  • 19. ActionScript 3.0 ActionScript can be placed directly into the timeline or into a document class (i.e., separate .as file) ActionScript allows interactivity and makes game development possible ActionScript is created and managed using the Actions Panel which is an advanced editing utility Monday, February 9, 2009 19
  • 20. ActionScript 3.0 Elements Variables Instances Properties Functions Events, event handlers, and event listeners Conditional statements Monday, February 9, 2009 20
  • 21. Variables Containers that store information In ActionScript 3.0, variables are strongly typed Number 4.5 Any number including floating point int -5 Any integer or whole number uint 1 Unsigned integer String “hello” Text or string of characters Boolean TRUE True or False Array [2, 9, 17] More than one value of same type, in a single variable Object myObject Basis structure of every ActionScript entity using ‘.’ dot syntax Monday, February 9, 2009 21
  • 22. Instances Created whenever we make a ‘copy’ of a symbol from the library In ActionScript, we refer to instances individually using the names assigned through the Properties inspector Names used should be consistent and reference the symbol type: contact_btn, nav_mc, body_txt Monday, February 9, 2009 22
  • 23. Properties Properties are variables attached to the instance of a symbol Accessed in ActionScript via dot syntax ex: to set x position of a movie clip instance (my_mc) to 100 would be my_mc.x = 100 Monday, February 9, 2009 23
  • 24. Functions Re-usable blocks of code that can be executed again and again within a project without having to be copied and pasted There are hundreds of functions pre-defined in ActionScript It is very easy to create new functions Monday, February 9, 2009 24
  • 25. Events, Handlers, Listeners Events happen whenever someone interacts with your Flash program (mouse click, type, open a file, etc.) Handlers are bits of code that tell Flash what to do in response to an event such as clicking on a button Listeners attach an event to an event handler Monday, February 9, 2009 25
  • 26. Conditionals Conditionals allow you to choose to execute a block of code based on a condition being true General form is: if (condition is true) { Do something; } else { Do something else; } Monday, February 9, 2009 26
  • 27. Controlling Movie Clips Demo From Chap 12 in Perkins Files are on Blackboard Monday, February 9, 2009 27