Design thinking and iterative design (5cr)
Code: GD00FA67-3001
General information
- Enrollment
- 10.11.2025 - 21.11.2025
- Registration for introductions has not started yet.
- Timing
- 01.01.2026 - 30.04.2026
- The implementation has not yet started.
- Number of ECTS credits allocated
- 5 cr
- Local portion
- 0 cr
- Virtual portion
- 5 cr
- Mode of delivery
- Distance learning
- Unit
- Department of Culture
- Campus
- Ecampus
- Teaching languages
- English
- Seats
- 15 - 25
- Degree programmes
- Degree Programme in Game Design
- Teachers
- Suvi Pylvänen
- Nicholas Leppanen
- Groups
-
GDKV25SVGame design, online studies
- Course
- GD00FA67
Realization has 10 reservations. Total duration of reservations is 20 h 0 min.
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Thu 22.01.2026 time 09:00 - 11:00 (2 h 0 min) |
Design thinking and iterative design GD00FA67-3001 |
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Thu 22.01.2026 time 12:00 - 14:00 (2 h 0 min) |
Design thinking and iterative design GD00FA67-3001 |
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Thu 29.01.2026 time 09:00 - 11:00 (2 h 0 min) |
Design thinking and iterative design GD00FA67-3001 |
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Fri 06.02.2026 time 09:00 - 11:00 (2 h 0 min) |
Design thinking and iterative design GD00FA67-3001 |
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Fri 13.02.2026 time 09:00 - 11:00 (2 h 0 min) |
Design thinking and iterative design GD00FA67-3001 |
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Fri 20.02.2026 time 12:00 - 14:00 (2 h 0 min) |
Design thinking and iterative design GD00FA67-3001 |
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Thu 12.03.2026 time 09:00 - 11:00 (2 h 0 min) |
Design thinking and iterative design GD00FA67-3001 |
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Thu 19.03.2026 time 12:00 - 14:00 (2 h 0 min) |
Design thinking and iterative design GD00FA67-3001 |
remote teaching (scheduled)
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Fri 27.03.2026 time 09:00 - 11:00 (2 h 0 min) |
Design thinking and iterative design GD00FA67-3001 |
remote teaching (scheduled)
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Fri 10.04.2026 time 12:00 - 14:00 (2 h 0 min) |
Design thinking and iterative design GD00FA67-3001 |
remote teaching (scheduled)
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Objective
You learn the principles of the iterative design process.
You learn how to prototype ideas, conduct play testing and gather user feedback.
You develop skills in design thinking.
You effectively communicate your ideas and iterate based on constructive feedback.
You learn to place the user's experience and needs at the forefront of the design process.
Content
How to prototype your ideas and refine your designs through playtesting and user feedback?
What are the key principles of design thinking, and how can they be applied to game design?
What are the stages, challenges and benefits of iterative design process?
How do you utilise playtesting and user feedback as part of the development process?
How do you effectively communicate your design ideas to team members and stakeholders?
Evaluation
Students can
– use professional vocabulary systematically.
– identify interrelated tasks.
– work together with customers/clients, users and target groups.
– use the key models, methods, software and techniques of the professional field.
– work as team members in a goal-oriented way.
Course material
The student is required to study the following literature/The following literature is used in the course
• Fullerton, T. 2024. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. Available at: ProQuest Ebook Central.
• den, DT. 2020. Design Thinking. Available at: ProQuest Ebook Central.
• Lewrick, M, Link, P, & Leifer, L. 2020. The Design Thinking Toolbox: A Guide to Mastering the Most Popular and Valuable Innovation Methods. Available at: ProQuest Ebook Central.
Other study materials are provided by the teacher in class or via the Learn platform.
Study forms and methods
The course consists of unscheduled online study, supplemented by scheduled online lessons. Your active participation in these scheduled lessons is mandatory.
You will conduct your studies on the Learn platform, which becomes accessible on the course start date.
You must have an internet connection, as well as video and audio capabilities for online lessons.
You must complete and submit your assignments individually by the specified deadlines.
RDI and work-related cooperation
The assignments are based on the needs of operators in the field.
A project assignment is completed in groups.
Opportunity to utilise course assignments for product development.
Timing of exams and assignments
The course is completed by assignments that are assessed according to specified criteria. There is no exam in this course.
Student workload
• 1 ECTS credits equals 27 hours of work by the student.
• In a 5-credit course, the student's total maximum workload is approximately 135 hours including lessons, group work and independent study.
Course part description
Describe here the parts of the course implementation that are stated on Peppi and their relative share of the whole. If necessary, describe the completion methods of these parts.
Evaluation scale
Approved/Failed
Assessment methods and criteria
The course completion requires that all assignments are assessed with a passing grade.