scholarly journals Design Space Cards

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-21
Author(s):  
James Derek Lomas ◽  
Mihovil Karac ◽  
Mathieu Gielen

The potential space of game designs is astronomically large. This paper shows how game design theories can be translated into a simple, tangible card deck that can assist in the exploration of new game designs within a broader "design space." By translating elements of game design theory into a physical card deck, we enable users to randomly sample a design space in order to synthesize new game design variations for a new play platform ("Lumies"). In a series of iterative design and testing rounds with various user groups, the deck has been optimized to merge relevant game theory elements into a concise card deck with limited categories and clear descriptions. In a small, controlled experiment involving groups of design students, we compare the effects of brainstorming with the card deck or the "Directed Brainstorming" method. We show that the deck does not increase ideation speed but is preferred by participants. We further show that our target audience, children, were able to use the card deck to develop dozens of new game ideas. We conclude that design space cards are a promising way to help adults and children to generate new game ideas by making it easier to explore the game design space.

2016 ◽  
Vol 40 (2) ◽  
pp. 101-114
Author(s):  
Laureline Chiapello

At a time when the video game industry is booming in Canada and game studies departments begin to emerge in universities, this article assesses the evolution of video game design theories. These can be considered as the combination of two worlds, design theories and video game studies, a union that seems largely under-examined. Using a theoretical model drawn from design theory, namely “the eclipse of the object,” this article reveals similarities between design and video game design theories. It argues that the parallels that can be drawn between these theories constitute the basis for a shared theoretical outlook. Building on this commonality, this paper concludes with some suggestions concerning research, pedagogy, and the video gaming industry that aim at unifying these two domains.


Author(s):  
Tomasz Arciszewski

Abstract The paper provides a brief review of general tendencies and interesting developments in the area of engineering design theory and methodology in Eastern Europe. This review is limited to East Germany, Poland, and the Soviet Union. Particular attention was given to the design research environments in individual countries, and to developed design theories and methods in the context of these environments.


Author(s):  
Gillian McGregor ◽  
Emma Bartle

The education of healthcare professionals is critical for the safe delivery of services to patients (Ricciardi & de Paolis, 2014). Postgraduate psychology students undertaking a professional degree encounter a steep learning curve when transitioning from theoretical knowledge to professional practice. This beginning student stage of development is fraught with anxiety and high-stress levels, and has implications for both student and client wellbeing (Skovholt & Ronnestad, 2003). Successful navigation of this phase is critical to psychology graduate competence and employability, with potentially lasting consequences for psychologists’ perceptions of self-efficacy and career trajectory (De Stefano et al., 2007; Skovholt & Ronnestad, 2003). Serious games in health provide the potential for safe practice opportunities in an engaging and entertaining manner (Hawn, 2009; Knight et al., 2010). The author developed a serious game with the intention of providing postgraduate professional psychology students with increased and more convenient opportunity to practice psychological competencies. This paper synthesises game design theory into a prototype for educators to provide innovative solutions in a health context. It contributes to the body of research determining the efficacy of games in educational contexts and advances knowledge in the use of simulation pedagogies.


Author(s):  
Sara de Freitas ◽  
Steve Jarvis

This chapter reviews some of the key research supporting the use of serious games for training in work contexts. The review indicates why serious games should be used to support training requirements, and in particular identifies “attitudinal change” in training as a key objective for deployment of serious games demonstrators. The chapter outlines a development approach for serious games and how it is being evaluated. Demonstrating this, the chapter proposes a game-based learning approach that integrates the use of a “four-dimensional framework”, outlines some key games principles, presents tools and techniques for supporting data collection and analysis, and considers a six-stage development process. The approach is then outlined in relation to a serious game for clinical staff concerned with infection control in hospitals and ambulances, which is being developed in a current research and development project. Survey findings from the target user group are presented and the use of tools and techniques explained in the context of the development process. The chapter proposes areas for future work and concludes that it is essential to use a specific development approach for supporting consistent game design, evaluation and efficacy for particular user groups.


Author(s):  
El-Sayed Abou-Zeid

In the last decade a new generation of information systems (ISs), such as Web-based information systems and knowledge management support systems, have emerged in response to ever-changing organizational needs. Therefore, the need for new “Information System Design Theories” for the emerging ISs is recognized. According to Walls, Widmeyer, and El-Sawy (1992), an “IS design theory” must have two aspects?one dealing with the description of the system and one dealing with the prescription, that is, the process of developing of the system. The prescription aspect includes a description of procedures and guidelines for system development. In addition, these two aspects must be grounded on theories from natural or social sciences (i.e., kernel theories). As information systems are socio-technical phenomena in which social and technical factors interweave the ways in which people work, the issue of “how to integrate the work activity and social context of users into the IS which is being designed” becomes one of the principal problems of IS development (Bai & Lindberg, 1999). Therefore, the development of new IS design theories requires a closer look at the system theories that go beyond the traditional system theory that is based, among other things, on Cartesian dualism (i.e., mind/body or cognition/action) and on a model of cognition as the processing of representational information (Mingers, 2001). One of the candidate theories is the theory of autopoiesis, which can be best viewed as a system-grounded way of thinking with biological foundations, together with its extension into social domain.


Author(s):  
Myounghoon Jeon

While design theories in visual displays have been well developed and further refined, relatively little research has been conducted on design theories and models in auditory displays. The existing discussions mainly account for functional mappings between sounds and referents, but these do not fully address design aspects of auditory displays. To bridge the gap, the present proposal focuses on design affordances in sound design among many design constructs. To this end, the definition and components of design affordances are briefly explored, followed by the auditory display examples of those components to gauge whether sound can deliver perceived affordances in interactive products. Finally, other design constructs, such as feedback and signifier, are discussed together with future work. This exploratory proposal is expected to contribute to elaborating sound design theory and practice.


2019 ◽  
Vol 3 (3) ◽  
pp. 64
Author(s):  
Jeffrey C. F. Ho

A shape-changing user interface is a type of interface that interacts with users by changing its physical form. Although researchers have been extensively studying shape-changing user interfaces, relevant research on its various design aspects—including tools and methods—remains limited. Prototyping shape-changing interfaces often requires sophisticated equipment and knowledge, which makes this sphere of design unwelcoming for designers with limited resources and technical knowledge (e.g., design students). In this study, we propose ClothSurface—a simple and low-cost prototyping tool to design for shape displays—and explore its use through a series of design sessions. The results reveal that ClothSurface can allow inexperienced designers to illustrate their ideas and to explore the design space of shape displays.


2017 ◽  
Vol 14 (4) ◽  
pp. 387-409 ◽  
Author(s):  
Stephanie de Smale ◽  
Martijn J. L. Kors ◽  
Alyea M. Sandovar

This article reports on a study with 11 bit studios and their game, This War of Mine. Rather than a formal analysis of the game, our objective was to situate the research in game production studies by documenting the design context (gamework) and designer perceptions about the game that inform morally complex gameplay. The research was conducted with four team members of 11 bit studios: a senior game designer, a writer, a senior writer (with stakes in marketing), and a quality assurance lead. We employed reflective interviewing techniques and visual methods to better understand how moral gameplay was designed. Our analysis illustrates the roles underlying narratives in the design process and balancing everyday work negotiations play in the design of moral gameplay, how a designer’s research informs the vision to create emotional realism in the game, and the importance of a player-centered iterative design process to produce morally engaging gameplay.


Author(s):  
Thomas Jensen

Abstract In mechanical engineering design, the conceptual design phase involves the determination of the structural means for realizing the functions of a product. Function integration is a means for achieving an efficient design, where the same means contributes to the realization of multiple functions. This paper contributes to a phenomenological understanding of function integration and aims at refining design theories treating this subject. The work rests upon and contributes to German design theory and the design theories of the WDK School. For explaining function integration, the concept of wirk element is introduced. A wirk element is defined as a functionally active form element that is part of an organ and contributes to the realization of a function. Furthermore, based upon the allocation and activation of wirk elements, a definition of function integration is given, and six kinds of integration are classified. Finally, opportunistic design is explained by the wirk element concept and the implication of function integration on product modeling in configuration systems is treated. Throughout the paper, several examples are given to illustrate the explanatory power of the proposed modeling concept.


Author(s):  
Pascal Le Masson ◽  
Kenza El Qaoumi ◽  
Armand Hatchuel ◽  
Benoit Weil

AbstractFor more than two decades, mobile phone industry has shown that innovation is not only functional optimization and combination but can also be a "functional expansion”. Sometimes called radical or disruptive innovation, this phenomenon leads to the development of new method for engineers and designers. However, the intensity remains undemonstrated: is functional expansion a rare phenomenon (few products during very short periods of time) – or is it an intense phenomenon, that even might have accelerated in the last decades? To answer these questions, the paper overcomes two main obstacles: how to measure functional expansion? And what would be a law of functional expansion, that would enable to test the importance and newness of the phenomena? Building on recent advances on the measurement of innovation and on new computational models of design derived from most advanced design theories, this paper presents unique data on functional expansion of 8 consumer products and tests that functional expansion significantly accelerated in the mid 1990s. The paper confirms quantitatively that our societies are now in a new design regime, a regime of innovative design.


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