Project
Keywords |
Classification |
Keyword |
CNAEF |
Design |
Instance: 2022/2023 - 2S (edição n.º 1)
Cycles of Study/Courses
Teaching language
Suitable for English-speaking students
Objectives
To be able to develop an interaction design, web, or video game project from the initial conceptualization phase to evaluation in various stages of the project to the production of final deliverables or implementation. Students will experience the project's entire development and production cycle, producing a final project as part of their coursework.
Learning outcomes and competences
The development of the final project will integrate all the knowledge acquired throughout the course, which aligns to integrate all the acquired knowledge into a project context. The development of prototypes, documentation, and assets, the iterative development process, and the evaluation of prototypes also align to evaluate the project in various stages. Finally, the case studies in digital health may provide insights and inspiration for the final project, making it more relevant and applicable to real-world contexts.
Working method
B-learning
Program
• Integration of all the knowledge acquired throughout the course in a project context
• Development of a final project, including:
o Ideation
o Contextual research
o User model development
o Definition of requirements and functionalities
o Development of prototypes, documentation, and assets
o Prototype evaluation
o Iterative development
• Case studies in digital health
Mandatory literature
Benyon, D. & Macauley, C; Scenarios and the HCI-SE design problem. Interacting with computers
Benyon, D. & Macauley, C; Scenarios and the HCI-SE design problem. Interacting with computers
Blomquist, Å. & Arvola, M.; Personas in action: Ethnography in an interaction design team
Blomquist, Å. & Arvola, M.; Personas in action: Ethnography in an interaction design team
Making use: Scenario-based design of human-computer interactions; Carroll, J.
Making use: Scenario-based design of human-computer interactions; Carroll, J.
Adams, Ernest, and Joris Dormans; Game Mechanics: Advanced Game Design
Adams, Ernest, and Joris Dormans; Game Mechanics: Advanced Game Design
Teaching methods and learning activities
The classes will take place in a laboratory, which is an operational and experimental space, where students will develop their projects, implement scientific content and consolidate technical skills.
The classes will reserve space for "Flipped Classes", where students will present and explain the work process and project results to the class, constituting these classes as relevant moments of learning and skills assessment.
Type of evaluation: Distributed
Terms of frequency: 75% (remote or presential)
Formula Evaluation: 3 'Flipped Classes': 25%+25%+50%
Evaluation Type
Distributed evaluation without final exam
Assessment Components
Designation |
Weight (%) |
Trabalho prático ou de projeto |
100,00 |
Total: |
100,00 |
Amount of time allocated to each course unit
Designation |
Time (hours) |
Trabalho laboratorial |
43,00 |
Total: |
43,00 |
Eligibility for exams
Students can implement scientific content and consolidate technical skills while developing their projects by providing an experimental space. The "Flipped Classes" also allow students to present and explain their work process and project results to the class. It is a relevant learning and skills assessment moment, aligning to evaluate the project in various stages. Overall, these teaching methodologies help students experience the project's entire development and production cycle, leading to the production of a final project as part of their coursework.
Type of evaluation: Distributed
Terms of frequency: 75% (remote or presential)
Formula Evaluation: 3 'Flipped Classes': 25%+25%+50%
Calculation formula of final grade
Formula Evaluation: 3 'Flipped Classes': 25%+25%+50%