Game Glitch + Learning = Aesthetics. Design. Preservation.


Book Description

Are you up for the challenge? Unlock and open up with games. Games can be used as a tool to learn and create. Do you want to rethink games, innovative pedagogy, critical thinking? Do you think that an innovative pedagogical approach increases the likelihood that marginalized students will acquire media literacy skills? How do you unlock your-Self and the world of game glitches? Do you want to rethink how we play? Join us in reading this book and activate the gamer in you.




Glitch Art in Theory and Practice


Book Description

Chapter Introduction -- chapter 1 Origins of “Glitch” in The Stoppage -- chapter 2 The Heritage of Materialist Media -- chapter 3 Digital Mis function and Materialist Approaches -- chapter 4 Critical Engagements with Failure.




Speculative Everything


Book Description

How to use design as a tool to create not only things but ideas, to speculate about possible futures. Today designers often focus on making technology easy to use, sexy, and consumable. In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be—to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose “what if” questions that are intended to open debate and discussion about the kind of future people want (and do not want). Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more—about everything—reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.




Ten Principles for Good Design


Book Description

Exquisitely produced to reflect Dieter Rams' aesthetic philosophy, this book presents highlights from a forty-year career designing iconic consumer products that enhance our daily lives. For decades, anyone who cared about product design looked to the Braun label when choosing their appliances, radios, and other consumer items. Now Dieter Rams, the guiding force behind the Braun look, breaks down his design principles and processes in this elegant book. Enumerating each of his ten principles such as good design is innovative; good design is aesthetic; good design is useful, etc., this book presents one hundred items that embody these guidelines. Readers will find items that are familiar such as the ubiquitous coffee grinder but also those that are more unusual such as shelving systems and cigarette lighters. A fascinating essay places Dieter Rams in the context of modern design, from Bauhaus to Philip Johnson. Archival materials include photos of Rams' design team and excerpts from his publications and speeches. The book closes with a chronological overview of design icons, categorized by function, that show the enormous breadth of Rams' vision. Taken together, these images and texts offer the most comprehensive overview of Dieter Rams' work to date and will serve as both a reference and an inspiration for anyone interested in how and why good design matters.




The Unpredictability of Gameplay


Book Description

The Unpredictability of Gameplay explores the many forms of unpredictability in games and proposes a comprehensive theoretical framework for understanding and categorizing non-deterministic game mechanics. Rather than viewing all game mechanics with unpredictable outcomes as a single concept, Mark R. Johnson develops a three-part typology for such mechanics, distinguishing between randomness, chance, and luck in gameplay, assessing games that range from grand strategy and MMORPGs to slot machines and card games. He also explores forms of unanticipated unpredictability, where elements of games fail to function as intended and create new forms of gameplay in the process. Covering a range of game concepts using these frameworks, The Unpredictability of Gameplay then explores three illustrative case studies: 1) procedural generation, 2) replay value and grinding, and 3) player-made practices designed to reduce the level of luck in non-deterministic games. Throughout, Johnson demonstrates the importance of looking more deeply at unpredictability in games and game design and the various ways in which unpredictability manifests while offering an invaluable tool for game scholars and game designers seeking to integrate unpredictability into their work.




High-Tech Trash


Book Description

A free ebook version of this title will be available through Luminos, University of California Press’ Open Access publishing program for monographs. Visit www.luminosoa.org to learn more. High-Tech Trash analyzes creative strategies in glitch, noise, and error to chart the development of an aesthetic paradigm rooted in failure. Carolyn L. Kane explores how technologically influenced creative practices, primarily from the second half of the twentieth and first quarter of the twenty-first centuries, critically offset a broader culture of pervasive risk and discontent. In so doing, she questions how we continue onward, striving to do better and acquire more, despite inevitable disappointment. High-Tech Trash speaks to a paradox in contemporary society in which failure is disavowed yet necessary for technological innovation.




e-Learning by Design


Book Description

From William Horton -- a world renowned expert with more than thirty-five years of hands-on experience creating networked-based educational systems -- comes the next-step resource for e-learning training professionals. Like his best-selling book Designing Web-Based Training, this book is a comprehensive resource that provides practical guidance for making the thousand and one decisions needed to design effective e-learning. e-Learning by Design includes a systematic, flexible, and rapid design process covering every phase of designing e-learning. Free of academic jargon and confusing theory, this down-to-earth, hands-on book is filled with hundreds of real-world examples and case studies from dozens of fields. "Like the book's predecessor (Designing Web-based Training), it deserves four stars and is a must read for anyone not selling an expensive solution. -- From Training Media Review, by Jon Aleckson, www.tmreview.com, 2007




Better Game Characters by Design


Book Description

Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.




Dust & Grooves


Book Description

A photographic look into the world of vinyl record collectors—including Questlove—in the most intimate of environments—their record rooms. Compelling photographic essays from photographer Eilon Paz are paired with in-depth and insightful interviews to illustrate what motivates these collectors to keep digging for more records. The reader gets an up close and personal look at a variety of well-known vinyl champions, including Gilles Peterson and King Britt, as well as a glimpse into the collections of known and unknown DJs, producers, record dealers, and everyday enthusiasts. Driven by his love for vinyl records, Paz takes us on a five-year journey unearthing the very soul of the vinyl community.




The Art of Computer Game Design


Book Description

Discusses the elements of games, surveys the various types of computer games, and describes the steps in the process of computer game development