Design And Play Download Ebook PDF Epub Online

Author : Colleen Macklin
John Sharp
Publisher : Addison-Wesley Professional
Release : 2016-05-19
Page : 288
Category : Computers
ISBN 13 : 0134392221
Description :


The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!


Author : Ms Barbara E Hendricks
Publisher : Ashgate Publishing, Ltd.
Release : 2013-06-28
Page : 260
Category : Architecture
ISBN 13 : 1409482332
Description :


10 years ago Barbara Hendricks brought together thinking from child development and child psychology perspectives on play with practical issues confronted by designers and policy makers. The result was a beautifully-crafted, well-illustrated guide challenging established notions of play provision. This second edition brings the text up to date from 2001 to 2010 with added discussion about new ideas for play area designs and what has not worked in the past decade.


Author : Barbara E. Hendricks
Publisher : Routledge
Release : 2017-03-02
Page : 260
Category : Architecture
ISBN 13 : 1351945041
Description :


Architects, landscape designers, builders, gardeners and teachers have all at some time been called upon to design a play area. Unfortunately, this diversity has not resulted in a similar diversity of design solutions for this very problematic task. Despite a proliferation of 'how to' books on this subject, playgrounds have remained virtually the same throughout the world since their creation over a century ago. This is not a 'how to' design book. Instead, based on thirty years' experience as a specialist play area designer, Barbara Hendricks details a radically new approach, applying cutting-edge thinking from child development and child psychology to find innovative design solutions, challenging the established notions of play provision. Covering key sociological, public policy, environmental and design issues, this book provides designers with an exploration of and guide to, designing from a 'child's eye' view of the world. Beautifully crafted and copiously illustrated with numerous examples of recently designed playgrounds, this book is not only stimulating and informative, but fun to read and seriously playful in itself. This second edition brings the text up to date from 2001 to 2010 with added discussion about new ideas for play area designs and what has not worked in the past decade.


Author : Matluba Khan
Simon Bell
Publisher : Routledge
Release : 2020
Page : 234
Category : Children and the environment
ISBN 13 : 9780367086374
Description :


Manufactured play equipment or loose parts? : examining the relationship between play materials and young children's creative play / Reyhaneh Mozaffar, Napier University -- Becoming naturish: ways of coming to know nature in the primary school / Cathy Francis, University of Aberdeen -- A view from China : reflecting on the participation of children and young people in urban planning / Yupeng Ren, Yantai University.


Author : Sam Aquillano
Amanda Hawkins
Publisher :
Release : 2017-09-20
Page : 173
Category : Play environments
ISBN 13 : 9780999090602
Description :



Author : Katie Salen
Katie Salen Tekinbaş
Publisher : MIT Press
Release : 2004
Page : 672
Category : COMPUTERS
ISBN 13 : 9780262240451
Description :


Meaningful play - Design - Systems - Interactivity - Defining games - The magic circle - Defining rules - Rules on three levels - The rules of digital games - Games as systems of uncertainty - Games as systems of information - Games as cybernetic systems - Games as systems of conflict - Games as the play of experience - Games as the play of meaning - Games as the play of simulation - Games as cultural rhetoric - Games as cultural resistance - Games as cultural environment.


Author : Sophie Cure
Barbara Seggio
Publisher : Laurence King Publishing
Release : 2019-06-25
Page : 80
Category : Design
ISBN 13 : 9781786273963
Description :


An entertaining and highly original introduction to graphic design, this beautifully designed book uses puzzles and visual challenges to demonstrate how typography, signage, posters, and branding work. Through a series of games and activities, including spot the difference, matching games, drawing, and dot-to-dot, readers are introduced to concepts and techniques in an engaging and interactive way. Further explanation and information is provided by solution pages and a glossary, and a loose-leaf section contains stickers, die-cut templates, and colored paper to help readers complete the activities. Illustrated with typefaces, posters, and pictograms by distinguished designers including Otl Aicher, Pierre Di Sciullo, Otto Neurath and Gerd Arntz, the book will be enjoyed both by graphic designers, and anyone interested in finding out more about visual communication.


Author : Matluba Khan
Simon Bell
Publisher : Routledge
Release : 2020-07-29
Page : 280
Category : Architecture
ISBN 13 : 0429657447
Description :


Place, Pedagogy and Play connects landscape architecture with education, psychology, public health and planning. Over the course of thirteen chapters it examines how design and research of places can be approached through multiple lenses – of pedagogy and play and how children, as competent social agents, are engaged in the process of designing their own spaces – and brings a global perspective to the debate around child-friendly environments. Despite growing evidence of the benefits of nature for health, wellbeing, play and learning, children are increasingly spending more time indoors. Indeed, new policy ideas and public campaigns suggest how children can become better connected with nature, yet linking outdoor space to pedagogy is largely overlooked in research. By focusing on three themes within these debates, place and play; place and pedagogy; and place and participation, this book explores a variety of angles to show that best practice requires dialogue between research disciplines, designers, educationists and psychologists, and a move beyond seeing the spaces children inhabit as the domain only of childhood professionals. Through illustrated case studies this book presents a wider picture of the state of childhood today, and offers practical solutions and further research avenues that promote a more holistic and internationally focused perspective on place, pedagogy and play for built-environment professionals. Chapter 12 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.


Author : Margaret Honey
David E. Kanter
Publisher : Routledge
Release : 2013-03-12
Page : 256
Category : Education
ISBN 13 : 1136265686
Description :


Design, Make, Play: Growing the Next Generation of STEM Innovators is a resource for practitioners, policymakers, researchers and program developers that illuminates creative, cutting edge ways to inspire and motivate young people about science and technology learning. The book is aligned with the National Research Council’s new Framework for Science Education, which includes an explicit focus on engineering and design content, as well as integration across disciplines. Extensive case studies explore real world examples of innovative programs that take place in a variety of settings, including schools, museums, community centers, and virtual spaces. Design, Make, and Play are presented as learning methodologies that have the power to rekindle children’s intrinsic motivation and innate curiosity about STEM (science, technology, engineering, and mathematics) fields. A digital companion app showcases rich multimedia that brings the stories and successes of each program—and the students who learn there—to life.


Author : Krystina Castella
Publisher : Routledge
Release : 2018-11-08
Page : 466
Category : Design
ISBN 13 : 1351968866
Description :


Designers, especially design students, rarely have access to children or their worlds when creating products, images, experiences and environments for them. Therefore, fine distinctions between age transitions and the day-to-day experiences of children are often overlooked. Designing for Kids brings together all a designer needs to know about developmental stages, play patterns, age transitions, playtesting, safety standards, materials and the daily lives of kids, providing a primer on the differences in designing for kids versus designing for adults. Research and interviews with designers, social scientists and industry experts are included, highlighting theories and terms used in the fields of design, developmental psychology, sociology, cultural anthropology and education. This textbook includes more than 150 color images, helpful discussion questions and clearly formatted chapters, making it relevant to a wide range of readers. It is a useful tool for students in industrial design, interaction design, environmental design and graphic design with children as the main audience for their creations.


Author : Sune Gudiksen
Helle Maria Skovberg
Publisher : Bis Publishers
Release : 2020-06-29
Page : 240
Category :
ISBN 13 : 9789063695729
Description :


For many decades, play has been placed outside of learning spheres and only meant for children. What can be observed now is a revival of the phenomenal characteristics and potentials found in strong play experiences across life-long learning target groups and applied situations as well as broadly in the product, service and experience development industry. The effect play can have on participants and surroundings can be extremely effective. This book provides operational design guidelines on how to find strong balances in the making of specific play-based designs as well as how to involve users and stakeholders in the process of play design making. Through curious mindsets and surprising features, designers, learners and innovators are moved to new types of perspectives, approaches, beliefs and routines. This is considered to be a vital ingredient in the 21st century and of the coming decade because of rapid changes in school sectors and industry markets. This book provides frameworks and theories at a more operational level, which can guide those interested in designing for particular play experiences at a hands-on level.


Author : Richard Dattner
Publisher : MIT Press (MA)
Release : 1974
Page : 144
Category : Play environments
ISBN 13 :
Description :


This thoughtful, thought-provoking guide approaches playground design from a logical but often-overlooked starting point--the child. All too often, play facilities are designed for the benefit of those who build and maintain them rather than those who use them. "Design for Play" begins with an examination of what play is--a learning process--and shows that the typical playground, a sterile expanse of asphalt relieved only by steel swings and steep slides, is dangerous not only to children's physical safety but also to their mental and emotional development. This book demonstrates that there are sensible alternatives to the "asphalt-desert" playground.The criteria for design outlined here are based on the needs of all those who are involved with playgrounds--and on the lessons to be learned from the way children play in the streets of our cities, when they invent their own facilities and create their own play environment. The practical application of these criteria is illustrated and evaluated in the case history of a major playground and in a survey of creative play facilities in the United States and Europe.Also discussed are the design of playgrounds for handicapped children and a variety of neglected opportunities for play facilities, including rooftops, sidewalks, and barges.Richard Dattner, an architect, has designed numerous playgrounds, including the highly acclaimed Adventure Playground in New York City's Central Park. A number of these are pictured in this fully illustrated book.


Author : Alyssa Gallagher
Kami Thordarson
Publisher : ASCD
Release : 2020-04-08
Page : 166
Category : Education
ISBN 13 : 141662886X
Description :


Design thinking is a person-centered, problem-solving process that's a go-to for innovative businesses and gaining traction with school leaders interested in positive change. But understanding design thinking is one thing; actually putting it in play is something else. Authors Alyssa Gallagher and Kami Thordarson offer educators a practical guide for navigating design thinking's invigorating challenges and reaping its considerable rewards. They dig deep into the five-stage design thinking process, highlighting risk factors and recommending specific steps to keep you moving forward. The 25 downloadable and reproducible tools provide prompts and supports that will help you and your team • Identify change opportunities. • Dig deeper into complex problems. • Analyze topics to isolate specific challenges. • Connect with and solve for user needs. • Apply what you've learned about users to design challenges. • Maximize brainstorming power. • Create and employ solution prototypes. • Pitch solutions and secure buy-in from stakeholders. • Organize and analyze user feedback. • Map out a solution's specific actions and resource requirements. Design Thinking in Play is a must-have for education leaders who are tired of waiting for someone else to solve their problems and ready to take action, have fun, and leverage collective insight to figure out what will really work for their school, their colleagues, and their students.


Author : Katie Salen
Katie Salen Tekinbas
Publisher : MIT Press
Release : 2006
Page : 924
Category : Computers
ISBN 13 : 0262195364
Description :


The Game Design Reader is a one-of-a-kind collection on game design and criticism,from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and EricZimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroomsourcebook, a reference for working game developers, and a great read for game fans andplayers.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists,media theorists, and others consider fundamental questions: What are games and how are theydesigned? How do games interact with culture at large? What critical approaches can game designerstake to create game stories, game spaces, game communities, and new forms of play?Salen andZimmerman have collected seminal writings that span 50 years to offer a stunning array ofperspectives. Game journalists express the rhythms of game play, sociologists tackle topics such asrole-playing in vast virtual worlds, players rant and rave, and game designers describe the sweatand tears of bringing a game to market. Each text acts as a springboard for discussion, a potentialclass assignment, and a source of inspiration. The book is organized around fourteen topics, fromThe Player Experience to The Game Design Process, from Games and Narrative to CulturalRepresentation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas andresearch fundamental to the study of games, and points to relevant texts within the Reader. Visualessays between book sections act as counterpoint to the writings.Like Rules of Play, The Game DesignReader is an intelligent and playful book. An invaluable resource for professionals and a uniqueintroduction for those new to the field, The Game Design Reader is essential reading for anyone whotakes games seriously.


Author : Mark Schlichting
Barbara Chase
Publisher : CRC Press
Release : 2019-09-23
Page : 388
Category : Computers
ISBN 13 : 0429664834
Description :


This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children’s designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children’s interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds


Author : Mitsuru Senda
Publisher : McGraw-Hill Companies
Release : 1992
Page : 186
Category : Art
ISBN 13 :
Description :


This book presents an innovative, highly successful model of playground design that can be applied to any locale around the world. The model, "Circular Play Systems," developed by noted Japanese architect Mitsuru Senda, incorporates various architectural elements and demonstrates the healthiest play environments for children and how to go about creating them. Starting with a sound explanation of the structure and meaning of a play environment, this book: Develops a new model for understanding the essential elements for making a stimulating and healthy play environment; Features beautifully illustrated examples of indoor and outdoor play areas. Architects, planners, and builders will find new, highly creative solutions to utilizing both interior and exterior spaces--even in the most constrained and unpromising locales. The book also includes numerous examples of projects that have successfully incorporated new play structures and play environments. This is an essential reference for professionals involved in the design of children's indoor and outdoor play environments.


Author : Gregory Trefry
Publisher : CRC Press
Release : 2010-01-26
Page : 400
Category : Art
ISBN 13 : 0080959237
Description :


From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casua


Author : Oscar Clark
Publisher : CRC Press
Release : 2014-02-05
Page : 312
Category : Games & Activities
ISBN 13 : 1317908872
Description :


The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.


Author : Tibor Kalman
Publisher : Princeton Architectural Press
Release : 2000-08
Page : 420
Category : Design
ISBN 13 : 9781568982588
Description :


Tibor Kalman: Perverse Optimist is the definitive and exuberant document of the late Tibor Kalman's work and ideas. This full-color, oversize title reveals Kalman's thoughts on magazines, advertising, sex, bookstores, food, and the design profession. Product designs, stills and storyboards from his film and video projects, and spreads from his book and magazine work are included. The impressive list of contributors includes Kurt Andersen, Paola Antonelli, David Byrne, Jay Chiat, Steven Heller, Isaac Mizrahi, Chee Pearlman, Rick Poynor, and Ingrid Sischy.


Author : Christopher A. Paul
Publisher : Routledge
Release : 2012-03-15
Page : 230
Category : Social Science
ISBN 13 : 1136343059
Description :


In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.