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Game Design 2
                         Lecture 18: Revision




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


    ...
Exam


• January 15th, 2pm - 4pm, W610*


                            * if this is wrong, it is your responsibility to find the correct details
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.
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.
  • That means lectures 1 - 13
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
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
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.
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
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 colour scheme?
 • What tools can we use?
 • What is the reasoning behind these choices?
• How do colours ‘pop’?
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?
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?
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?
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?
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?
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?
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?
Lecture 10: Prototypes

• Why bother?
• What are your prototyping tools?
 • Wireframes / Paper / Digital prototypes
 • what are the differences?
 • why cascade?
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.
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?
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)
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
Good Luck!


• It’s been a pleasure.

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Games Design 2 - Lecture 18 - Revision

  • 1. Game Design 2 Lecture 18: Revision http://www.comu346.com dfarrell@davidlearnsgames.com
  • 3. Exam • January 15th, 2pm - 4pm, W610* * if this is wrong, it is your responsibility to find the correct details
  • 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.
  • 6. So what’s in the exam?
  • 7. So what’s in the exam? • Material from lectures 1 - 17!
  • 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
  • 9. 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
  • 10. 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
  • 11. 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.
  • 12. 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
  • 13. Lecture 2: UI standards • You should understand when and where you would use each type of UI component.
  • 14. 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’?
  • 15. 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?
  • 16. 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?
  • 17. 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?
  • 18. 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?
  • 19.
  • 20. 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?
  • 21. 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?
  • 22. 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?
  • 23. Lecture 10: Prototypes • Why bother? • What are your prototyping tools? • Wireframes / Paper / Digital prototypes • what are the differences? • why cascade?
  • 24. 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.
  • 25. 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?
  • 26. 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)
  • 27. 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
  • 28. Good Luck! • It’s been a pleasure.