scholarly journals Proposing the Model of a Storytelling-based Smart Board Game for Children - Case Study of the Game Development Process for Go! Space Express

2014 ◽  
Vol 10 (2) ◽  
pp. 74-82
Author(s):  
Hye-Won Han ◽  
Seo-Yeon Kim ◽  
Se-Jin Song
2020 ◽  
Vol 12 (24) ◽  
pp. 10509
Author(s):  
Mathias Lanezki ◽  
Catharina Siemer ◽  
Steffen Wehkamp

Communicating knowledge about energy transition is a challenge of sustainable development. Serious games are a possible approach to explain complex relationships and present them to citizens. This paper discusses the development process of the serious board game “Changing the Game—Neighbourhood”. Therefore, this paper describes our approach of developing a serious game with co-designers in four phases and illustrates the process using an example. Doing so, the paper focus on two central challenges: (1) How can a serious game be developed for the energy transition, which keeps a balance between learning and playability? (2) How can co-design contribute to the development of a serious game? We found out that the use of prototypes and the influence of different stakeholders as informants, co-designers, and testers were crucial for the expansion of the learning content, the improvement of the gameplay, and the balancing of the difficulty level. In addition, the energy transition at the neighborhood level appeared to be a suitable topic for a serious game. During the development process, the serious game was already used for citizen participation, involving about 120 participants in 15 workshops.


2020 ◽  
Author(s):  
Stéphane Goria ◽  
Louise Dupet ◽  
Maëva Négroni ◽  
Gabriel Sega ◽  
Philippe Arnoux ◽  
...  

BACKGROUND most serious games and other game-based tools are designed as digital games or escape games. They are designed for learning or sometimes in the field of medicine as an aid to care. However, they can also be seen as an aid to research, in our case, to evaluate the advantages and disadvantages of imaging techniques for cancer detection. OBJECTIVE we present a case study of action research on the design of a serious board game intended to consider the advantages and weaknesses of a diagnostic method in a different ways. The goal was to better understand the principles of designing a tool using game or play. METHODS we explicitly implemented another process than gamification to develop a structure reminiscent of the game to highlight the strengths and weaknesses of different imaging techniques from the point of view of the respondents (in this case specialists not directly involved in the project). Based on this feedback and the scientific literature on this subject, we detail the main categories of games and games developed for serious use in order to understand their differences. Concerning the cancer research part to which game contributes, our method is based on questions asked to experts and practitioners of this specialty. RESULTS an expert point of view translation tool in the form of a game has been realized to apprehend a research in a different way. CONCLUSIONS we show with the help of a diagram, some possible design paths leading to this type of design result including two hidden dimensions to consider (the awareness of the game or play by the "player" and his role as a contributor or recipient).


Author(s):  
Ling He ◽  
Qing Yang ◽  
Xingxing Liu ◽  
Lingmei Fu ◽  
Jinmei Wang

As the impact factors of the waste Not-In-My-Back Yard (NIMBY) crisis are complex, and the scenario evolution path of it is diverse. Once the crisis is not handled properly, it will bring adverse effects on the construction of waste NIMBY facilities, economic development and social stability. Consequently, based on ground theory, this paper takes the waste NIMBY crisis in China from 2006 to 2019 as typical cases, through coding analysis, scenario evolution factors of waste NIMBY crisis are established. Furtherly, three key scenarios were obtained, namely, external situation (E), situation state (S), emergency management (M), what is more, scenario evolution law of waste NIMBY crisis is revealed. Then, the dynamic Bayesian network theory is used to construct the dynamic scenario evolution network of waste NIMBY crisis. Finally, based on the above models, Xiantao waste NIMBY crisis is taken as a case study, and the dynamic process of scenario evolution network is visually displayed by using Netica. The simulation results show that the scenario evolution network of Xiantao waste NIMBY crisis is basically consistent with the actual incident development process, which confirms the effectiveness and feasibility of the model.


i-com ◽  
2021 ◽  
Vol 20 (1) ◽  
pp. 19-32
Author(s):  
Daniel Buschek ◽  
Charlotte Anlauff ◽  
Florian Lachner

Abstract This paper reflects on a case study of a user-centred concept development process for a Machine Learning (ML) based design tool, conducted at an industry partner. The resulting concept uses ML to match graphical user interface elements in sketches on paper to their digital counterparts to create consistent wireframes. A user study (N=20) with a working prototype shows that this concept is preferred by designers, compared to the previous manual procedure. Reflecting on our process and findings we discuss lessons learned for developing ML tools that respect practitioners’ needs and practices.


2021 ◽  
Vol 1 ◽  
pp. 3159-3168
Author(s):  
Sohail Ahmed Soomro ◽  
Yazan A M Barhoush ◽  
Zhengya Gong ◽  
Panos Kostakos ◽  
Georgi V. Georgiev

AbstractPrototyping is an essential activity in the early stages of product development. This activity can provide insight into the learning process that takes place during the implementation of an idea. It can also help to improve the design of a product. This information and the process are useful in design education as they can be used to enhance students' ability to prototype their ideas and develop creative solutions. To observe the activity of prototype development, we conducted a study on students participating in a 7-week course: Principles of Digital Fabrication. During the course, eight teams made prototypes and shared their weekly developments via internet blog posts. The posts contained prototype pictures, descriptions of their ideas, and reflections on activities. The blog documentation of the prototypes developed by the students was done without the researchers' intervention, providing essential data or research. Based on a review of other methods of capturing the prototype development process, we compare existing documentation tools with the method used in the case study and outline the practices and tools related to the effective documentation of prototyping activity.


2021 ◽  
Vol 1 ◽  
pp. 531-540
Author(s):  
Albert Albers ◽  
Miriam Wilmsen ◽  
Kilian Gericke

AbstractThe implementation of agile frameworks, such as SAFe, in large companies causes conflicts between the overall product development process with a rigid linkage to the calendar cycles and the continuous agile project planning. To resolve these conflicts, adaptive processes can be used to support the creation of realistic target-processes, i.e. project plans, while stabilizing process quality and simplifying process management. This enables the usage of standardisation methods and module sets for design processes.The objective of this contribution is to support project managers to create realistic target-processes through the usage of target-process module sets. These target-process module sets also aim to stabilize process quality and to simplify process management. This contribution provides an approach for the development and application of target-process module sets, in accordance to previously gathered requirements and evaluates the approach within a case study with project managers at AUDI AG (N=21) and an interview study with process authors (N=4) from three different companies.


2012 ◽  
Vol 174-177 ◽  
pp. 2520-2523
Author(s):  
Yan Sun ◽  
Wen Cui

By analyzing the formation and development of urban industry district and the industrial building heritages in Luoyang, this paper expounds the current problems and contradictions about the industrial building heritages protection and utilization in urban construction and development process. Aiming at these problems, some suggestions about the protection and reuse of industrial building heritages are put forward, in order to perserve and utilize them well.


2015 ◽  
Vol 137 (11) ◽  
Author(s):  
Kaci E. Madden ◽  
Ashish D. Deshpande

The field of rehabilitation robotics has emerged to address the growing desire to improve therapy modalities after neurological disorders, such as a stroke. For rehabilitation robots to be successful as clinical devices, a number of mechanical design challenges must be addressed, including ergonomic interactions, weight and size minimization, and cost–time optimization. We present additive manufacturing (AM) as a compelling solution to these challenges by demonstrating how the integration of AM into the development process of a hand exoskeleton leads to critical design improvements and substantially reduces prototyping cost and time.


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