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Thursday, June 13 • 10:30am - 11:30am
Design is a Bitch

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This Hall of Failure session, ”Design is a Bitch”, will include the following:

“You Know You’re Going to Fail, Right?”: Learning From Design Flaws in Just Press Play at RIT
In the fall of 2010, faculty in the School of Interactive Games & Media at RIT began the initial planning for an achievement system meant to recognize and reward student engagement in non-curricular activities—specifically activities that successful graduates of the program regularly cited as significant factors in their undergraduate experience. This paper describes the design process used to create the initial version of the Just Press Play achievement system, the results of the implementation during the 2011-12 academic year, and the significant redesign of the system that took place based on assessment of the first year of the system. We focus on the elements that didn’t work in our initial design, and how those failures informed our redesign process. 
Elizabeth Lawley, Andrew Phelps

Awe and Blunder in Science Games
From 2008-2010, the author produced dozens of science education games for a national science education organization. The games were created in collaboration with scientists from numerous agencies and universities and are currently being played in classrooms across the globe. Many of these games have gone on to win awards and several are currently available for free and online. The successes, however, were purchased via fruitful mistakes. In this micro-presentation, the author will discuss the most productive failures during those two years and highlight guiding principles used to inform more successful subsequent projects. While the talk centers around science games in particular, many of the ideas can be applied to anyone designing games with the intent of having them played in formal education settings.
Marjee Chmiel

Hurry up and fail!
For 20 years Brian has developed retail games for Raven software and Activision and is currently working for Learning Games Network in Partnership with the GLS Center to create games for research and social & educational impact. Good Game design is an amorphous intangible object that needs to be cultivated into existence. Iterative prototypes bring the ideas to life quickly; however, it’s more important to get the bad ideas out of your system. Developing around bad game design is a colossal waste of time, energy and money. Creating design pillars for your game to stand on can be the key to solving those nagging design problems and forge ahead with confidence. This talk will give examples from past games where the design was flawed from inception and through quick failure and the creation of pillars did the designs finally emerge to become award winning multi-million selling games. The principles presented can be applied to any game design so you can hurry up and fail, then create the game your audience will enjoy.
Brian Pelletier

Ellen Jameson, Discussant


Discussants
avatar for Ellen Jameson

Ellen Jameson

Learning Specialist, Filament Games
I am a Learning Specialist at Filament Games, and a Visiting Research Associate at Indiana University's Center for Research on Learning and Technology. My research interests include investigating the use of games to facilitate education and discussion around issues in environmental science. I work with games as tools offering a useful balance of complexity, contextualization, visualization, and control, for communities to explore, debate, and... Read More →

Speaker
avatar for Marjee Chmiel

Marjee Chmiel

Educational Technology Specialist, Smithsonian Science Education Center
Marjee Chmiel has been growing locally sourced, organic educational technology for over 15 years. She specializes in several heirloom varietals, though her favorites are science and early childhood. Her educational technology is 100% vegan and fair trade. Fresh from ed tech orchards near the Nation's Capital and served piping hot to eager learners world-wide.
avatar for Liz Lawley

Liz Lawley

Professor, Rochester Institute of Technology
avatar for Brian Pelletier

Brian Pelletier

Creative Director & Head of Development, Games Learning Society Center & Learning Games Network
I'm a professional artist and appreciate the comic book art form for storytelling. I have been developing video games for 21 years. I love creating story through art and games provided me the opportunity to bring artwork to life in an interactive story. After developing and shipping 16 AAA retail games that my kids could not play I became passionate about creating games for them that would be fun and meaningful. I'm able to follow that passion... Read More →


Thursday June 13, 2013 10:30am - 11:30am
Beefeaters

Attendees (54)