際際滷shows by User: unthank / http://www.slideshare.net/images/logo.gif 際際滷shows by User: unthank / Sun, 01 Dec 2013 14:53:14 GMT 際際滷Share feed for 際際滷shows by User: unthank Game design 2 (2013): Lecture 14 - Revision /slideshow/game-design-2-lecture-14-revision-slideshare/28783807 gamedesign2-lecture14-revisionslideshare-131201145314-phpapp02
Exam exam exam exam]]>

Exam exam exam exam]]>
Sun, 01 Dec 2013 14:53:14 GMT /slideshow/game-design-2-lecture-14-revision-slideshare/28783807 unthank@slideshare.net(unthank) Game design 2 (2013): Lecture 14 - Revision unthank Exam exam exam exam <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture14-revisionslideshare-131201145314-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Exam exam exam exam
Game design 2 (2013): Lecture 14 - Revision from David Farrell
]]>
4618 6 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture14-revisionslideshare-131201145314-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation White http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Game design 2 (2013): Lecture 13 - Colour /slideshow/game-design-2-2013-lecture-13-colour/28590122 gamedesign2-lecture13-colourslideshare-131125012037-phpapp02
Use of colour as information design in games.]]>

Use of colour as information design in games.]]>
Mon, 25 Nov 2013 01:20:37 GMT /slideshow/game-design-2-2013-lecture-13-colour/28590122 unthank@slideshare.net(unthank) Game design 2 (2013): Lecture 13 - Colour unthank Use of colour as information design in games. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture13-colourslideshare-131125012037-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Use of colour as information design in games.
Game design 2 (2013): Lecture 13 - Colour from David Farrell
]]>
3303 2 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture13-colourslideshare-131125012037-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation White http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Game design 2 (2013): Lecture 12 - Usability, Layout and Metaphor /slideshow/game-design-2-lecture-12-usability-layout-slideshare/28590091 gamedesign2-lecture12-usabilitylayoutslideshare-131125011916-phpapp01
Grab bag of topics this week.]]>

Grab bag of topics this week.]]>
Mon, 25 Nov 2013 01:19:16 GMT /slideshow/game-design-2-lecture-12-usability-layout-slideshare/28590091 unthank@slideshare.net(unthank) Game design 2 (2013): Lecture 12 - Usability, Layout and Metaphor unthank Grab bag of topics this week. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture12-usabilitylayoutslideshare-131125011916-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Grab bag of topics this week.
Game design 2 (2013): Lecture 12 - Usability, Layout and Metaphor from David Farrell
]]>
2896 2 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture12-usabilitylayoutslideshare-131125011916-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds presentation White http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Game design 2 (2013): Lecture 11 - User Feedback in Game Design /slideshow/game-design-2-lecture-11-user-evaluation-slideshare/28343515 gamedesign2-lecture11-userevaluationslideshare-131117155022-phpapp02
How to take advantage of playtests - questionnaires, observations, card sorts.]]>

How to take advantage of playtests - questionnaires, observations, card sorts.]]>
Sun, 17 Nov 2013 15:50:22 GMT /slideshow/game-design-2-lecture-11-user-evaluation-slideshare/28343515 unthank@slideshare.net(unthank) Game design 2 (2013): Lecture 11 - User Feedback in Game Design unthank How to take advantage of playtests - questionnaires, observations, card sorts. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture11-userevaluationslideshare-131117155022-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> How to take advantage of playtests - questionnaires, observations, card sorts.
Game design 2 (2013): Lecture 11 - User Feedback in Game Design from David Farrell
]]>
2738 2 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture11-userevaluationslideshare-131117155022-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation White http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Game design 2 (2013): Lecture 10 - Expert Evaluation Methods for Game UI /slideshow/game-design-2-lecture-10-expert-evaluation-slideshare/28340002 gamedesign2-lecture10-expertevaluationslideshare-131117130042-phpapp02
We look at Heuristic Evaluation and Cognitive Walkthrough for UI evaluation.]]>

We look at Heuristic Evaluation and Cognitive Walkthrough for UI evaluation.]]>
Sun, 17 Nov 2013 13:00:42 GMT /slideshow/game-design-2-lecture-10-expert-evaluation-slideshare/28340002 unthank@slideshare.net(unthank) Game design 2 (2013): Lecture 10 - Expert Evaluation Methods for Game UI unthank We look at Heuristic Evaluation and Cognitive Walkthrough for UI evaluation. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture10-expertevaluationslideshare-131117130042-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> We look at Heuristic Evaluation and Cognitive Walkthrough for UI evaluation.
Game design 2 (2013): Lecture 10 - Expert Evaluation Methods for Game UI from David Farrell
]]>
2282 3 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture10-expertevaluationslideshare-131117130042-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation White http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication /slideshow/game-design-2-2013-lecture-9-micro-and-macro-design-for-game-communication/28090843 gamedesign2-lecture9-micromacroreadingsslideshare-131110123334-phpapp02
We look at presenting more than one scale of info at a time.]]>

We look at presenting more than one scale of info at a time.]]>
Sun, 10 Nov 2013 12:33:34 GMT /slideshow/game-design-2-2013-lecture-9-micro-and-macro-design-for-game-communication/28090843 unthank@slideshare.net(unthank) Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication unthank We look at presenting more than one scale of info at a time. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture9-micromacroreadingsslideshare-131110123334-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> We look at presenting more than one scale of info at a time.
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication from David Farrell
]]>
2744 3 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture9-micromacroreadingsslideshare-131110123334-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication /unthank/game-design-2-lecture-8-layering-and-separation-for-game-communication gamedesign2-lecture8-layeringandseparation-slideshare-131110122609-phpapp01
We look at how to layer information and separate it through techniques like weight and colour.]]>

We look at how to layer information and separate it through techniques like weight and colour.]]>
Sun, 10 Nov 2013 12:26:09 GMT /unthank/game-design-2-lecture-8-layering-and-separation-for-game-communication unthank@slideshare.net(unthank) Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication unthank We look at how to layer information and separate it through techniques like weight and colour. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture8-layeringandseparation-slideshare-131110122609-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> We look at how to layer information and separate it through techniques like weight and colour.
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication from David Farrell
]]>
2096 2 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture8-layeringandseparation-slideshare-131110122609-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds presentation White http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Game Design 2 (2013): Immersion Through Game UI /slideshow/game-design-2-lecture-7-immersion-through-ui-slideshare/27866402 gamedesign2-lecture7-immersionthroughuislideshare-131103161228-phpapp01
Diegesis can help the player lose themselves in UI.]]>

Diegesis can help the player lose themselves in UI.]]>
Sun, 03 Nov 2013 16:12:28 GMT /slideshow/game-design-2-lecture-7-immersion-through-ui-slideshare/27866402 unthank@slideshare.net(unthank) Game Design 2 (2013): Immersion Through Game UI unthank Diegesis can help the player lose themselves in UI. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture7-immersionthroughuislideshare-131103161228-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Diegesis can help the player lose themselves in UI.
Game Design 2 (2013): Immersion Through Game UI from David Farrell
]]>
3620 6 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture7-immersionthroughuislideshare-131103161228-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds presentation White http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design /slideshow/game-design-2-lecture-6-semiotics-icons-handout/27863986 gamedesign2-lecture6-semioticsiconshandout-131103141116-phpapp01
We look at how to take advantage of domain literacy to 'shortcut' the communication process.]]>

We look at how to take advantage of domain literacy to 'shortcut' the communication process.]]>
Sun, 03 Nov 2013 14:11:16 GMT /slideshow/game-design-2-lecture-6-semiotics-icons-handout/27863986 unthank@slideshare.net(unthank) Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design unthank We look at how to take advantage of domain literacy to 'shortcut' the communication process. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture6-semioticsiconshandout-131103141116-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> We look at how to take advantage of domain literacy to &#39;shortcut&#39; the communication process.
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design from David Farrell
]]>
3740 5 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture6-semioticsiconshandout-131103141116-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds presentation White http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Game Design 2 (2013): Lecture 5 - Game UI Prototyping /slideshow/game-design-2-lecture-5-game-interface-prototyping-slide-share/27620743 gamedesign2-lecture5-gameinterfaceprototypingslideshare-131027145414-phpapp02
Paper prototyping and wireframes for game UI design]]>

Paper prototyping and wireframes for game UI design]]>
Sun, 27 Oct 2013 14:54:14 GMT /slideshow/game-design-2-lecture-5-game-interface-prototyping-slide-share/27620743 unthank@slideshare.net(unthank) Game Design 2 (2013): Lecture 5 - Game UI Prototyping unthank Paper prototyping and wireframes for game UI design <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture5-gameinterfaceprototypingslideshare-131027145414-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Paper prototyping and wireframes for game UI design
Game Design 2 (2013): Lecture 5 - Game UI Prototyping from David Farrell
]]>
3076 2 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture5-gameinterfaceprototypingslideshare-131027145414-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Game Design 2 (2013): Lecture 4 - UI Components /slideshow/game-design-2-2013-lecture-4-ui-components/27147445 gamedesign2-lecture4-uicomponentsslideshare-131013132125-phpapp02
How do you pick a UI component for your interface element?]]>

How do you pick a UI component for your interface element?]]>
Sun, 13 Oct 2013 13:21:25 GMT /slideshow/game-design-2-2013-lecture-4-ui-components/27147445 unthank@slideshare.net(unthank) Game Design 2 (2013): Lecture 4 - UI Components unthank How do you pick a UI component for your interface element? <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture4-uicomponentsslideshare-131013132125-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> How do you pick a UI component for your interface element?
Game Design 2 (2013): Lecture 4 - UI Components from David Farrell
]]>
2223 2 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture4-uicomponentsslideshare-131013132125-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation White http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Game Design 2 (2013): Lecture 3 - Use of Text in design. /slideshow/game-design-3-lecture-3-slideshare/27147081 gamedesign3-lecture3slideshare-131013125916-phpapp02
Text isn't just about words. The fonts, colours, and places you use text have a huge influence your game's design.]]>

Text isn't just about words. The fonts, colours, and places you use text have a huge influence your game's design.]]>
Sun, 13 Oct 2013 12:59:16 GMT /slideshow/game-design-3-lecture-3-slideshare/27147081 unthank@slideshare.net(unthank) Game Design 2 (2013): Lecture 3 - Use of Text in design. unthank Text isn't just about words. The fonts, colours, and places you use text have a huge influence your game's design. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign3-lecture3slideshare-131013125916-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Text isn&#39;t just about words. The fonts, colours, and places you use text have a huge influence your game&#39;s design.
Game Design 2 (2013): Lecture 3 - Use of Text in design. from David Farrell
]]>
2123 3 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign3-lecture3slideshare-131013125916-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
GCU Game Design 2 (2013): Lecture 2 - Menu Flow /slideshow/game-design-2-lecture-2-ppt/26908763 gamedesign2-lecture2-ppt-131006081509-phpapp01
This lecture shows what can happen if you DON'T plan your menu flows and discusses some techniques to help do so.]]>

This lecture shows what can happen if you DON'T plan your menu flows and discusses some techniques to help do so.]]>
Sun, 06 Oct 2013 08:15:09 GMT /slideshow/game-design-2-lecture-2-ppt/26908763 unthank@slideshare.net(unthank) GCU Game Design 2 (2013): Lecture 2 - Menu Flow unthank This lecture shows what can happen if you DON'T plan your menu flows and discusses some techniques to help do so. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture2-ppt-131006081509-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This lecture shows what can happen if you DON&#39;T plan your menu flows and discusses some techniques to help do so.
GCU Game Design 2 (2013): Lecture 2 - Menu Flow from David Farrell
]]>
3054 5 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture2-ppt-131006081509-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds presentation White http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13 /slideshow/cognitive-walkthrough-for-learning-through-game-mechanics-at-ecgbl13/26855423 cwltgmpresentationcopy-131004034946-phpapp02
This presentation supports my paper at ECGBL13. The central idea to the presentation is that making serious games that are reliably able to achieve their goal is really hard. Good theory tends to be at a very high level, whereas game design happens on a day to day basis at a much lower level. We need procedures and processes that can help designers bridge the gap between theory and practice. Cognitive Walkthrough is a well established UI process that helps UI designers to correct their mistaken assumptions and biases by scaffolding their thinking - but there is nothing magical about UI design. All interaction design requires the designer to think "like" another type of user. So I'm arguing that we should adapt Cognitive Walkthrough to support our game designers, particularly serious game designers. I also present one adaptation of Cognitive Walkthrough and use it to evaluate why very similar sections of one educational game differed greatly in their success. ]]>

This presentation supports my paper at ECGBL13. The central idea to the presentation is that making serious games that are reliably able to achieve their goal is really hard. Good theory tends to be at a very high level, whereas game design happens on a day to day basis at a much lower level. We need procedures and processes that can help designers bridge the gap between theory and practice. Cognitive Walkthrough is a well established UI process that helps UI designers to correct their mistaken assumptions and biases by scaffolding their thinking - but there is nothing magical about UI design. All interaction design requires the designer to think "like" another type of user. So I'm arguing that we should adapt Cognitive Walkthrough to support our game designers, particularly serious game designers. I also present one adaptation of Cognitive Walkthrough and use it to evaluate why very similar sections of one educational game differed greatly in their success. ]]>
Fri, 04 Oct 2013 03:49:46 GMT /slideshow/cognitive-walkthrough-for-learning-through-game-mechanics-at-ecgbl13/26855423 unthank@slideshare.net(unthank) Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13 unthank This presentation supports my paper at ECGBL13. The central idea to the presentation is that making serious games that are reliably able to achieve their goal is really hard. Good theory tends to be at a very high level, whereas game design happens on a day to day basis at a much lower level. We need procedures and processes that can help designers bridge the gap between theory and practice. Cognitive Walkthrough is a well established UI process that helps UI designers to correct their mistaken assumptions and biases by scaffolding their thinking - but there is nothing magical about UI design. All interaction design requires the designer to think "like" another type of user. So I'm arguing that we should adapt Cognitive Walkthrough to support our game designers, particularly serious game designers. I also present one adaptation of Cognitive Walkthrough and use it to evaluate why very similar sections of one educational game differed greatly in their success. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cwltgmpresentationcopy-131004034946-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation supports my paper at ECGBL13. The central idea to the presentation is that making serious games that are reliably able to achieve their goal is really hard. Good theory tends to be at a very high level, whereas game design happens on a day to day basis at a much lower level. We need procedures and processes that can help designers bridge the gap between theory and practice. Cognitive Walkthrough is a well established UI process that helps UI designers to correct their mistaken assumptions and biases by scaffolding their thinking - but there is nothing magical about UI design. All interaction design requires the designer to think &quot;like&quot; another type of user. So I&#39;m arguing that we should adapt Cognitive Walkthrough to support our game designers, particularly serious game designers. I also present one adaptation of Cognitive Walkthrough and use it to evaluate why very similar sections of one educational game differed greatly in their success.
Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13 from David Farrell
]]>
1785 4 https://cdn.slidesharecdn.com/ss_thumbnails/cwltgmpresentationcopy-131004034946-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Game Design 2: Lecture 1 - Introduction /slideshow/game-design-2-lecture-1-introduction-26538714/26538714 gamedesigntwo-lecture1-introduction-130925085323-phpapp02
This serves as an introduction to the module which will focus on game interface design and information communication.]]>

This serves as an introduction to the module which will focus on game interface design and information communication.]]>
Wed, 25 Sep 2013 08:53:22 GMT /slideshow/game-design-2-lecture-1-introduction-26538714/26538714 unthank@slideshare.net(unthank) Game Design 2: Lecture 1 - Introduction unthank This serves as an introduction to the module which will focus on game interface design and information communication. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamedesigntwo-lecture1-introduction-130925085323-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This serves as an introduction to the module which will focus on game interface design and information communication.
Game Design 2: Lecture 1 - Introduction from David Farrell
]]>
2718 5 https://cdn.slidesharecdn.com/ss_thumbnails/gamedesigntwo-lecture1-introduction-130925085323-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha) /slideshow/alchemy-vs-chemistry-the-emperors-new-serious-game-pecha-kucha/25682597 20130728alchemychemistry-pechakucha-template-130828091916-phpapp02
From my 6 minute IGDA Scotland talk. Basic idea is too much (serious) game design is reinventing the wheel, based on rumour, speculation and it isn't good enough. We need to be evidence based. We need to share practice and we need design technique support to leave the alchemic approaches behind and become more dependable as designers.]]>

From my 6 minute IGDA Scotland talk. Basic idea is too much (serious) game design is reinventing the wheel, based on rumour, speculation and it isn't good enough. We need to be evidence based. We need to share practice and we need design technique support to leave the alchemic approaches behind and become more dependable as designers.]]>
Wed, 28 Aug 2013 09:19:16 GMT /slideshow/alchemy-vs-chemistry-the-emperors-new-serious-game-pecha-kucha/25682597 unthank@slideshare.net(unthank) Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha) unthank From my 6 minute IGDA Scotland talk. Basic idea is too much (serious) game design is reinventing the wheel, based on rumour, speculation and it isn't good enough. We need to be evidence based. We need to share practice and we need design technique support to leave the alchemic approaches behind and become more dependable as designers. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/20130728alchemychemistry-pechakucha-template-130828091916-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> From my 6 minute IGDA Scotland talk. Basic idea is too much (serious) game design is reinventing the wheel, based on rumour, speculation and it isn&#39;t good enough. We need to be evidence based. We need to share practice and we need design technique support to leave the alchemic approaches behind and become more dependable as designers.
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha) from David Farrell
]]>
1289 6 https://cdn.slidesharecdn.com/ss_thumbnails/20130728alchemychemistry-pechakucha-template-130828091916-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Serious games career quest /slideshow/serious-games-career-quest/17433401 seriousgames-careerquest-130320205933-phpapp01
implementing a SDT based motivation model in a serious game]]>

implementing a SDT based motivation model in a serious game]]>
Wed, 20 Mar 2013 20:59:33 GMT /slideshow/serious-games-career-quest/17433401 unthank@slideshare.net(unthank) Serious games career quest unthank implementing a SDT based motivation model in a serious game <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/seriousgames-careerquest-130320205933-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> implementing a SDT based motivation model in a serious game
Serious games career quest from David Farrell
]]>
830 4 https://cdn.slidesharecdn.com/ss_thumbnails/seriousgames-careerquest-130320205933-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Serious games cwltgm /slideshow/serious-games-cwltgm/16989638 seriousgames-cwltgm-130306181822-phpapp01
]]>

]]>
Wed, 06 Mar 2013 18:18:22 GMT /slideshow/serious-games-cwltgm/16989638 unthank@slideshare.net(unthank) Serious games cwltgm unthank <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/seriousgames-cwltgm-130306181822-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
Serious games cwltgm from David Farrell
]]>
560 2 https://cdn.slidesharecdn.com/ss_thumbnails/seriousgames-cwltgm-130306181822-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Mindset Training 2 - Goal Orientation /slideshow/mindset-training-2-goal-orientation/15146244 training2-learningorientation-121112173934-phpapp02
]]>

]]>
Mon, 12 Nov 2012 17:39:33 GMT /slideshow/mindset-training-2-goal-orientation/15146244 unthank@slideshare.net(unthank) Mindset Training 2 - Goal Orientation unthank <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/training2-learningorientation-121112173934-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
Mindset Training 2 - Goal Orientation from David Farrell
]]>
1175 5 https://cdn.slidesharecdn.com/ss_thumbnails/training2-learningorientation-121112173934-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Mindset Training 1 - what are growth and fixed mindsets /slideshow/mindset-training-1-what-are-growth-and-fixed-mindsets/15097215 training1-growthandfixedmindsets-121109043625-phpapp01
]]>

]]>
Fri, 09 Nov 2012 04:36:21 GMT /slideshow/mindset-training-1-what-are-growth-and-fixed-mindsets/15097215 unthank@slideshare.net(unthank) Mindset Training 1 - what are growth and fixed mindsets unthank <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/training1-growthandfixedmindsets-121109043625-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
Mindset Training 1 - what are growth and fixed mindsets from David Farrell
]]>
2282 8 https://cdn.slidesharecdn.com/ss_thumbnails/training1-growthandfixedmindsets-121109043625-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
https://cdn.slidesharecdn.com/profile-photo-unthank-48x48.jpg?cb=1522839521 I am presently a lecturer in Games Design at GCU. I am interested in most aspects of game design but lean towards: serious games, systems design, user centred game design, emotion in games, and technical game design. In my research I'm trying to establish techniques to help designers more reliably design serious games. So instead of relying on instinct and a high level model, having actual craft support to structure the design process in order to reasonably predict that the player will actually learn the content. That's the plan anyway. comu346.com https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture14-revisionslideshare-131201145314-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/game-design-2-lecture-14-revision-slideshare/28783807 Game design 2 (2013): ... https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture13-colourslideshare-131125012037-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/game-design-2-2013-lecture-13-colour/28590122 Game design 2 (2013): ... https://cdn.slidesharecdn.com/ss_thumbnails/gamedesign2-lecture12-usabilitylayoutslideshare-131125011916-phpapp01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/game-design-2-lecture-12-usability-layout-slideshare/28590091 Game design 2 (2013): ...