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design protocol analysis game design: art vs science simon ferrari. problem space. game design still considered a “dark art” game design heavily non-disclosed game designers attempting to break into the white cube. zach gage. antagonistic books. killing spree. lose/lose. halcyon.
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design protocol analysisgame design: art vs sciencesimon ferrari
problem space • game design still considered a “dark art” • game design heavily non-disclosed • game designers attempting to break into the white cube
test one: personal design • self-motivated, “personal” design • 90 minutes • record speech, sketches, and code prototypes • find patterns in 4 activity modes • 3 previous + “thinking”
test two: contract design • simulation of contract design work • 90 minutes • design specification provided by me • mobile (iOS), OpenFrameworks, popular genre • record speech, sketches, and code prototypes • find patterns in 4 activity modes
analysis • cross-analysis of contract vs personal design • identify modes during “novel design decisions” • predict speech from cold viewing of sketches
hypothesis • contract and personal design will not significantly differ • even if the designer thinks/says that they are • goals may differ, but methods/tasks will remain the same
motivations • Daniel Fallman (CHI 2003) • “Design-oriented Human-Computer Interaction” • “romantic” • design as art • “conservative” • design as science
motivations • Omer Akin and Chengtah Lin (Design Studies) • “Design protocol data and novel design decisions” • “activity-based model” • thinking, drawing, and speaking • data interpolation experiment
motivations • Ellen Do and Mark Gross (C&C ‘07) • leonardo model • an artist/designer who can code • “owning the problem” • personal, self-motivated design • emphasis on prototypes
motivations • Andrea Goncher (C&C 2009) • “Creativity under Constraints: The Affect of Problem Space on Design Learning among Engineering Students” • how do constraints contribute to decision-making • goal constraints vs. task constraints