Game Design for Designers
Richard Saul Wurman explained his approach to teaching in an interview with GK VanPatter:
The epiphany [that] occurred in the first day of class was: Do I teach about what I know or do I teach what I want to learn about? A fundamental bifurcation, and I chose the latter. I never teach from my knowledge. When I teach, which I did for many years, I always teach from my ignorance and what I want to learn about. Terrifying, but changes all teaching and consequently, all learning.
I came upon this when I was preparing to teach my first class at WVU in the Fall of 2005. I was constantly questioning my qualifications. Who was I to be teaching design theory? It really inspired me, and since then, I haven’t hesitated to teach any design-related subject, from typography and data visualization, to product innovation and service design. Next semester, it’s looking like I’ll have the opportunity to teach game design, another area that I have never actually practiced, but have a deep interest in, as well as a love for the end result. It’s a topic that I’ve been wanting to learn more about—what better way to learn than to teach?
The point of the course will not be to turn my students into professional game developers, but to give them another tool for general design use. Game design is becoming increasingly important in business, education, and the general consumer landscape. I believe it to be an extremely useful skill for any design specialty. And so, I have begun to hunt and gather resources. I want to select a textbook that the lesson plan will be loosely based on, and I’m leaning towards Jesse Schell’s The Art of Game Design: A Book of Lenses. I’m also thinking of picking up Challenges for Game Designers by Brenda Brathwaite as my own resource for examples and exercises.
If you have any suggestions, please make them in the comments.

