Playtesting and UsabilityLaajuus (5 cr)
Code: IM00DS64
Credits
5 op
Objectives
Student is able to plan, conduct and analyze playtests for game prototypes and finalized games. He is also able to do heuristic game evaluations, iterate and communicate test results and integrate user research into game design process.
Content
Playtest planning, test preparation, test execution, test outcome analysis, expert evaluation and working with checklists, lean user testing, continuous testing.
Prerequisites
None
Assessment criteria, satisfactory (1-2)
The student is able to perform a usability study.
The student is able to create a checklist for an expert review.
The student is able to recognize playtesting plan, test executions and outcome analysis.
Assessment criteria, good (3-4)
The student is able to perform a usability study.
The student is able to discuss and defend study outcomes.
The student is able to pitch about the effectiveness of usability studies.
The student is able to identify and discuss a suitable user research method.
Assessment criteria, excellent (5)
The student understand heuristic game evaluations, iterate and communicate test results.
The student know how to integrate user research into game design process.
Further information
Aimed for Game Academy students.
Enrolment period
07.06.2024 - 30.09.2024
Timing
02.09.2024 - 13.12.2024
Credits
5 op
Virtual portion
3 op
RDI portion
3 op
Mode of delivery
40 % Contact teaching, 60 % Online learning
Unit
Business Information Systems
Campus
- TAMK Main Campus
- TAMK Mediapolis
Teaching languages
- English
Seats
15 - 30
Degree programmes
- Degree Programme in Business Information Systems
- Bachelor's Degree Programme in Media and Arts
Teachers
- Pasi Pekkanen
- Jan Krebber
Person in charge
Pasi Pekkanen
Groups
-
23TIKOGAME
-
23MEDIAARTDegree Programme in Media and Arts
Objectives (course unit)
Student is able to plan, conduct and analyze playtests for game prototypes and finalized games. He is also able to do heuristic game evaluations, iterate and communicate test results and integrate user research into game design process.
Content (course unit)
Playtest planning, test preparation, test execution, test outcome analysis, expert evaluation and working with checklists, lean user testing, continuous testing.
Prerequisites (course unit)
None
Further information (course unit)
Aimed for Game Academy students.
Assessment criteria, satisfactory (1-2) (course unit)
The student is able to perform a usability study.
The student is able to create a checklist for an expert review.
The student is able to recognize playtesting plan, test executions and outcome analysis.
Assessment criteria, good (3-4) (course unit)
The student is able to perform a usability study.
The student is able to discuss and defend study outcomes.
The student is able to pitch about the effectiveness of usability studies.
The student is able to identify and discuss a suitable user research method.
Assessment criteria, excellent (5) (course unit)
The student understand heuristic game evaluations, iterate and communicate test results.
The student know how to integrate user research into game design process.
Location and time
Wednesdays 15-18, GameStudio C3-13
Exam schedules
No final exam.
Students have to demonstrate knowledge and learned skills during the lectures and with assignments.
Assessment methods and criteria
- Active participation to lecture
- Preparation and presentation of homework
- Knowledge transfer to others (teach back)
Assessment scale
0-5
Teaching methods
Lecture with integrated exercises and homework as pairs or single.
Learning materials
Based on following publications:
- Korhonen, Hannu, Evaluating Playability of Mobile Games with Expert Review Method
- Fullerton, Tracy, Game Design Workshop
- Krug, Steve, Rocket Surgery made Easy
- Schell, Jesse, The Art of Game Design
- Rubin, Jeffry and Chisnell, Dana, Handbook of Uability Testing
- Ibister, Katherin, Game Usability: Advancing the Player Experience
- Own material
Student workload
45 hours for attending to lectures
84 hours for homework and course preparation
129 hours in total
Content scheduling
- Introduction to playtesting and usability
- Expert evaluation based on heuristics
- Considering disabled game plalyers
- Usability test fundamentals
- Recruiting
- Questionnaire design
- Playtesting fundamentals
- Remote testing
- Implementing playtesting into a project
- User research methods
- External lecture (planned)
Practical training and working life cooperation
All major methods will be exercised with real life examples.
Assessment criteria - satisfactory (1-2) (Not in use, Look at the Assessment criteria above)
- Student is capable of demonstrating basic skills
- Student shows active participation for few major topics
- Student is satisfactory prepared for most lectures
- Student is capable of transferring basic knowledge and skills to others for most major topics
Assessment criteria - good (3-4) (Not in use, Look at the Assessment criteria above)
- Student is capable of demonstrating basic skills
- Student shows constant active participation for most major topics
- Student is well prepared for most lectures
- Student is capable of transferring knowledge and skills to others for most major topics
Assessment criteria - excellent (5) (Not in use, Look at the Assessment criteria above)
- Student shows constant active participation for all major topics
- Student is well prepared for all lectures
- Student is capable of transferring knowledge and skills to others for all major topics
Enrolment period
07.06.2023 - 30.09.2023
Timing
01.09.2023 - 08.12.2023
Credits
5 op
Virtual portion
3 op
RDI portion
3 op
Mode of delivery
40 % Contact teaching, 60 % Online learning
Unit
Business Information Systems
Campus
- TAMK Main Campus
- TAMK Mediapolis
Teaching languages
- English
Seats
15 - 30
Degree programmes
- Degree Programme in Business Information Systems
- Bachelor's Degree Programme in Media and Arts
Teachers
- Pasi Pekkanen
- Jan Krebber
Person in charge
Pasi Pekkanen
Groups
-
22MEDIAART
-
22TIKOGAME
Objectives (course unit)
Student is able to plan, conduct and analyze playtests for game prototypes and finalized games. He is also able to do heuristic game evaluations, iterate and communicate test results and integrate user research into game design process.
Content (course unit)
Playtest planning, test preparation, test execution, test outcome analysis, expert evaluation and working with checklists, lean user testing, continuous testing.
Prerequisites (course unit)
None
Further information (course unit)
Aimed for Game Academy students.
Assessment criteria, satisfactory (1-2) (course unit)
The student is able to perform a usability study.
The student is able to create a checklist for an expert review.
The student is able to recognize playtesting plan, test executions and outcome analysis.
Assessment criteria, good (3-4) (course unit)
The student is able to perform a usability study.
The student is able to discuss and defend study outcomes.
The student is able to pitch about the effectiveness of usability studies.
The student is able to identify and discuss a suitable user research method.
Assessment criteria, excellent (5) (course unit)
The student understand heuristic game evaluations, iterate and communicate test results.
The student know how to integrate user research into game design process.
Location and time
Wednesdays 15-18, GameStudio C3-13
Exam schedules
No final exam.
Students have to demonstrate knowledge and learned skills during the lectures and with assignments.
Assessment methods and criteria
- Active participation to lecture
- Preparation and presentation of homework
- Knowledge transfer to others (teach back)
Assessment scale
0-5
Teaching methods
Lecture with integrated exercises and homework as pairs or single.
Learning materials
Based on following publications:
- Korhonen, Hannu, Evaluating Playability of Mobile Games with Expert Review Method
- Fullerton, Tracy, Game Design Workshop
- Krug, Steve, Rocket Surgery made Easy
- Schell, Jesse, The Art of Game Design
- Rubin, Jeffry and Chisnell, Dana, Handbook of Uability Testing
- Ibister, Katherin, Game Usability: Advancing the Player Experience
- Own material
Student workload
45 hours for attending to lectures
84 hours for homework and course preparation
129 hours in total
Content scheduling
- Introduction to playtesting and usability
- Expert evaluation based on heuristics
- Considering disabled game plalyers
- Usability test fundamentals
- Recruiting
- Questionnaire design
- Playtesting fundamentals
- Remote testing
- Implementing playtesting into a project
- User research methods
- External lecture (planned)
Practical training and working life cooperation
All major methods will be exercised with real life examples.
Assessment criteria - satisfactory (1-2) (Not in use, Look at the Assessment criteria above)
- Student is capable of demonstrating basic skills
- Student shows active participation for few major topics
- Student is satisfactory prepared for most lectures
- Student is capable of transferring basic knowledge and skills to others for most major topics
Assessment criteria - good (3-4) (Not in use, Look at the Assessment criteria above)
- Student is capable of demonstrating basic skills
- Student shows constant active participation for most major topics
- Student is well prepared for most lectures
- Student is capable of transferring knowledge and skills to others for most major topics
Assessment criteria - excellent (5) (Not in use, Look at the Assessment criteria above)
- Student shows constant active participation for all major topics
- Student is well prepared for all lectures
- Student is capable of transferring knowledge and skills to others for all major topics
Enrolment period
10.06.2022 - 30.09.2022
Timing
01.08.2022 - 16.12.2022
Credits
5 op
Mode of delivery
Contact teaching
Unit
Business Information Systems
Campus
- TAMK Main Campus
- TAMK Mediapolis
Teaching languages
- English
Seats
15 - 30
Degree programmes
- Degree Programme in Business Information Systems
- Bachelor's Degree Programme in Media and Arts
Teachers
- Pasi Pekkanen
- Jan Krebber
Person in charge
Pasi Pekkanen
Groups
-
21MEDIAART
-
21TIKOGAME
Objectives (course unit)
Student is able to plan, conduct and analyze playtests for game prototypes and finalized games. He is also able to do heuristic game evaluations, iterate and communicate test results and integrate user research into game design process.
Content (course unit)
Playtest planning, test preparation, test execution, test outcome analysis, expert evaluation and working with checklists, lean user testing, continuous testing.
Prerequisites (course unit)
None
Further information (course unit)
Aimed for Game Academy students.
Assessment criteria, satisfactory (1-2) (course unit)
The student is able to perform a usability study.
The student is able to create a checklist for an expert review.
The student is able to recognize playtesting plan, test executions and outcome analysis.
Assessment criteria, good (3-4) (course unit)
The student is able to perform a usability study.
The student is able to discuss and defend study outcomes.
The student is able to pitch about the effectiveness of usability studies.
The student is able to identify and discuss a suitable user research method.
Assessment criteria, excellent (5) (course unit)
The student understand heuristic game evaluations, iterate and communicate test results.
The student know how to integrate user research into game design process.
Exam schedules
No final exam.
Students have to demonstrate knowledge and learned skills during the lectures and with assignments.
Assessment methods and criteria
- Active participation to lecture
- Preparation and presentation of homework
- Knowledge transfer to others (teach back)
Assessment scale
0-5
Teaching methods
Lecture with integrated exercises and homework as pairs or single.
Learning materials
Based on following publications:
- Korhonen, Hannu, Evaluating Playability of Mobile Games with Expert Review Method
- Fullerton, Tracy, Game Design Workshop
- Krug, Steve, Rocket Surgery made Easy
- Schell, Jesse, The Art of Game Design
- Rubin, Jeffry and Chisnell, Dana, Handbook of Uability Testing
- Ibister, Katherin, Game Usability: Advancing the Player Experience
- Own material
Student workload
45 hours for attending to lectures
84 hours for homework and course preparation
129 hours in total
Content scheduling
- Introduction to playtesting and usability
- Expert evaluation based on heuristics
- Considering disabled game plalyers
- Usability test fundamentals
- Recruiting
- Questionnaire design
- Playtesting fundamentals
- Remote testing
- Implementing playtesting into a project
- User research methods
- External lecture (planned)
Practical training and working life cooperation
All major methods will be exercised with real life examples.
Assessment criteria - satisfactory (1-2) (Not in use, Look at the Assessment criteria above)
- Student is capable of demonstrating basic skills
- Student shows active participation for few major topics
- Student is satisfactory prepared for most lectures
- Student is capable of transferring basic knowledge and skills to others for most major topics
Assessment criteria - good (3-4) (Not in use, Look at the Assessment criteria above)
- Student is capable of demonstrating basic skills
- Student shows constant active participation for most major topics
- Student is well prepared for most lectures
- Student is capable of transferring knowledge and skills to others for most major topics
Assessment criteria - excellent (5) (Not in use, Look at the Assessment criteria above)
- Student shows constant active participation for all major topics
- Student is well prepared for all lectures
- Student is capable of transferring knowledge and skills to others for all major topics