MS2306 New Media Research Concepts and Methodologies Module Title: New Media Research Methodologies Module Code: MS2306 Level: 2 Credit: 20 ECTS credit: 10 Pre-requisite: MS1304, MS1303 or equivalent researchfocused level 1 module Co-requisite: none Skills module: No Module Leader: Tony Sampson Date Modified: May 2011 Pre-cursor: none Excluded combinations (eg skills modules): none University-wide option: No Location of delivery: UEL Main aim(s) of the module: To introduce methods and concepts for researching new media To develop students’ awareness of theoretical concepts and methodologies for understanding new media To expand students’ knowledge of new media forms in research context To examine examples of new media research To encourage students to critically assess research methods, theoretical frameworks, media forms and examples presented in the module To develop students’ ability to produce new media proposals Main topics of study: Methods: usability; ethnography and other qualitative and quantitative methods relevant to new media research Concepts: new media related debates – e.g. affect and serious games Media forms: Interactive, multimedia and computer games Learning Outcomes for the module At the end of this module, students will: Knowledge 1. Demonstrate an understanding of new media in a research context 2. Apply theoretical and methodological tools to new media research questions Thinking skills 3. Develop a research problem and subsequent research project for level 3 4. Evaluate concepts and methods used in new media research Subject-based practical skills 5. Produce new media research proposals Skills for life and work (general skills) 6. Present ideas coherently in a specified format 7. Communicate written and visual information February 2007 8. Develop the ability to listen effectively, and thus to participate constructively in discussion 9. Develop an independent argument that is informed by but not dependent on authorities in the subject area Teaching/ learning methods/strategies used to enable the achievement of learning outcomes: Lectures, seminars Assessment methods which enable students to demonstrate the learning outcomes for the module: Weighting: CW1: Essay (2,400 words) CW2: New Media Research Proposal (1,600 words) 60% 40% Learning Outcomes demonstrate d 1, 2, 4, 6, 7 2, 3, 5, 6, 7 Reading and resources for the module: Full reading lists will accompany lectures and will be recommended by seminar tutors according to research interest See lecture notes: http://ms2306.blogspot.com/ See module guide: http://homepages.uel.ac.uk/T.D.Sampson/DocLand/MS2306/MS2306.htm Core Reading Harrison, S. Tatar D, and Sengers, P (2007) “The Three Paradigms of HCI,” Proceedings of CHI, San Jose, CA,. Archived at: http://people.cs.vt.edu/~srh/Downloads/TheThreeParadigmsofHCI.pdf (accessed 5th April, 2011). Norman, D (2004) Emotional design: Why We Love (or hate) Everyday Things, New York: Basic Books. Preece, J, Rogers, Y., Sharp, H., Benyon, D., Holland, S. & Carey, T (1994) HumanComputer Interaction. Wokingham, UK: Addison-Wesley. Picard R W (1999) “Affective Computing for HCI”. Proceedings of HCI International (the 8th International Conference on Human-Computer Interaction) on Human-Computer Interaction: Ergonomics and User Interfaces, Volume I - Volume I 829 - 833 http://affect.media.mit.edu/pdfs/99.picard-hci.pdf Shouse, E (2005) "Feeling, Emotion, Affect," M/C Journal, 8(6). Retrieved 23 Apr. 2009 from <http://journal.media-culture.org.au/0512/03-shouse.php>. Wardrip-Fruin, Noah and Montfort, Nick (eds) (2003) The New Media Reader, Cambridge: MIT Press. Wider reading Brennan, T (2004) The Transmission of Affect, Ithaca & London: Cornell University Press, Moggridge, B (2007) Designing Interactions, Cambridge, MA: The MIT Press, Norman, D (1988) The Design of Everyday Things, New York: Basic Books, February 2007 Thrift, N (2007) Non-Representational Theory: Space, Politics, Affect, London and New York: Routledge. Thrift, N (2005) Knowing Capitalism, London: Sage. Additional Reading for 2011/12 Fritsch, “Affective Experience in Interactive Environments,” The Fibreculture Journal, issue 19, 2011: Ubiquity http://fibreculturejournal.org/wp-content/pdfs/FCJ137Jonas%20Fritsch.pdf Gamez (2009), “On the Core Elements of the Experience of Playing Video Games.” PhD thesis, UCL Interaction Centre Department of Computer Science. http://discovery.ucl.ac.uk/18510/1/18510.pdf Hassenzahl, “User Experience and Experience Design” http://www.interactiondesign.org/encyclopedia/user_experience_and_experience_design.html Hughes et al (1995), “The Role of Ethnography in Interactive Systems Design,” Technical report from Cooperative Systems Engineering Group at Lancaster University. http://www.google.co.uk/search?q=The+Role+of+Ethnography+in+Interactive+System s+Design&rls=com.microsoft:en-gb:IE-Address&ie=UTF-8&oe=UTF8&sourceid=ie7&rlz=1I7ADSA_enGB459&redir_esc=&ei=ceAVT4G5B8rG8QPX1aXSAw McCarthy and Wright (2004), Technology as Experience, MIT Press, see chapter one “Living with Technology.” http://mitpress.mit.edu/books/chapters/0262134470chap1.pdf McCarthy and Wright, Empathy and Experience in HCI, April 5-10, 2008 · Florence, Italy CHI 2008 Proceedings · Dignity in Design http://courses2.cit.cornell.edu/HCI/images/6/6c/P637-wright.pdf Shinkle (2005), “Feel It, Don’t Think: the Significance of Affect in the Study of Digital Games” Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play. http://www.digra.org/dl/db/06276.00216.pdf Stone et al (2005), User Interface Design and Evaluation, Elsevier: Science and Technology. See Chapter 6 “Thinking about requirements and describing them” http://www.elsevierdirect.com/companions/9780120884360/casestudies/Chapter_06. pdf Indicative learning and teaching time (10 hrs per credit): Activity February 2007 1. Student/tutor contact time: 18 hrs/semester 24 hrs/semester 2. Student learning time: Activity: (e.g. lectures/seminars/tutorials/ email and social networking etc) 158 Reading in preparation for/review of lecture material; seminar preparation; workshop preparation and completion of exercises; assessment preparation Lecture Seminar Activity: (e.g. seminar reading and preparation/assignment preparation/ background reading/ on-line activities etc) Total hours (1 and 2): 200 February 2007