Rudy McDaniel
6 articles-
Abstract
This article describes an interdisciplinary, partially online honors course entitled Video Game Theory and Design. The article reviews the literature surrounding video games and technical communication and then outlines the learning objectives for the course. The authors describe individual and team-produced assignments and suggest game design techniques for motivating students. We explain how we assess different projects, including oral game pitches and the complex technical Game Design Documents that are students’ final deliverables. Finally, we discuss how game design techniques provide new perspectives on writing and generate new possibilities for technical communication assignments. We close by proposing three tactics that are useful for teaching technical communication students in hybrid and fully online courses: (a) nonlinear association for creative thinking; (b) team-based assignments for writing and editing using game-based tools; and (c) iterative prototyping and playtesting for multimodal production. Each tactic is contextualized using examples drawn from the field.
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Creative Content Management: Importance, Novelty, and Affect as Design Heuristics for Learning Management Systems ↗
Abstract
Background: This paper examines creativity in content management (CM) by presenting a case study analysis of an original, open-source, Web-based learning-management system (LMS). It explores existing literature and suggests new ideas about creativity and CM. Research questions: How can we conceptualize creativity in relation to CM? How can creativity be operationalized into specific design practices within CM? What dimensions of creativity should be considered when designing or evaluating creative CM systems?Situating the case: Theoretical research in content-management systems (CMSs) and LMSs has revealed a gap in our field's current understanding of how creativity relates to CM. Research studies related to the measurement of creativity have provided insight into characteristics and methodologies that could be adopted and adapted to evaluate creativity in CM. Studies from the learning sciences have investigated where LMSs fall short and suggested where new opportunities exist to better facilitate the informational needs of users. These works have pointed to a need for research on integrating creativity and CM, both in content and in the systems that manage content, and have laid the groundwork for this study. Methodology: This research investigates theories of creativity as they relate to CM by conducting a case study analysis of unique instructional software designed to deliver content to students enrolled in a university course. The primary evidence is taken from notes about the design and evaluation of the software and from survey data illustrating students' user experiences. About the case: We developed a classification strategy for exploring creativity along three dimensions-importance, novelty, and affect-and then used this strategy to explore a unique system's approach to deal with content challenges in each of those areas. User experience impressions provide evidence of successes and failures of experimental CM in these domains. Conclusions: The study finds that this original LMS design did contain features that exhibited novelty, importance, and affect, and that such features can be used to identify creativity in product design as well as to assess the design of complex software systems such as CMSs and LMSs. This detailed analysis of an original design for an LMS suggests new ideas for implementing and using CMSs and LMSs in technical communication. The study concludes by presenting a rubric for evaluating creativity in CMSs and LMSs, or for designing such systems with creativity in mind.
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Abstract
This study examines the discourse style of managers, developers, engineers, and artists working for an independent game development studio. Fourteen employees were interviewed, and then the results were coded and analyzed using an exploratory, single-case case study methodology. The authors argue that the texts, tactics, and technologies used by these professionals reveal insights into the practical, outcome-oriented dimensions of technical communication within the games industry as well as deeper cultural characteristics of this community.
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Cross-cultural cinematic communication: learning from the information design process for a Sino-American film competition ↗
Abstract
This article examines the 2014 Sino-American University Student Digital Micro Film Competition, a collaboration developed and administered between the University of Central Florida in the United States and Shanghai University in the People's Republic of China (PRC). By using qualitative text analysis and visual content analysis to review key materials and events from this case, the researchers studied information design and cross-cultural communication practices of various aspects of the partnership. The resulting analysis reveals unique information design challenges associated with cultural differences in communication practices, visual design, and administrative style. The summary of the case and the results of the related research presented here also provide readers with information design strategies that can facilitate design practices---and the associated coordination of event planning---across different cultural groups.
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Understanding digital badges through feedback, reward, and narrative: a multidisciplinary approach to building better badges in social environments ↗
Abstract
Digital badges are studied and implemented for a variety of purposes. Regardless of the specific application, all badges have one thing in common: they contain explicitly designed information meant to motivate users. This information is created by the badge's developer, transferred using the badge as a vessel, and assimilated by the user. In other words, badges are devices for communication. This article examines this communication process within social environments from three different perspectives---badges as rewards, feedback mechanisms, and narrative. For each of these perspectives, this article provides examples and discusses the type of information that can be communicated as well as the design considerations required for successful communication.
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Abstract
research-article Share on Understanding microinteractions as applied research opportunities for information designers Author: Rudy McDaniel University of Central Florida University of Central FloridaView Profile Authors Info & Claims Communication Design QuarterlyVolume 3Issue 2February 2015 pp 55–62https://doi.org/10.1145/2752853.2752860Published:27 March 2015Publication History 1citation151DownloadsMetricsTotal Citations1Total Downloads151Last 12 Months41Last 6 weeks7 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access