GAMIFYING ORIGAMI - RULE-BASED IMPROVISATION FOR DESIGN EXPLORATION

Zeynep S. Bacinoğlu, Özlem Çavuş
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Abstract

Abstract Origami, which originated as a folding paper game in Japan, has turned into a source of learning and inspiration for design and engineering studies. Complex two-dimensional patterns of origami sustain visual rules of space transformation. So, this paper proposes to gamify origami to get users more involved in the design space exploration process. For the gamification of origami, the study alters the origami patterns in a 3D modular composition with rules, scoring, and rounds in a design context. Gamifying origami becomes a tool for a learning experience for first-year architecture students in the early design phases. Accordingly, this paper presents a gaming experience model based on origami for the foundation studios. This model consists of three main stages: start, rounds, and finish. The teaching of the model is the mereological relationship providing continuity concerning improvisations with visual rules. The reward is the model complexity, such as folding numbers, and regular or modified folding. The penalty is losing scores if the continuity is not maintained. The presented experience model is performed twice in the foundation studios. The former is for understanding how much preliminary knowledge is required for the first-year students to grasp and complete the game. The second is for testing the experience. The results of the study prove the role of visual reflection-on/in action by creating pauses during the origami design and the importance of sustaining the visual inference with transformations between individuals to experience form to formation, complexity, unity, and creativity in origami design. This study would contribute to the literature on experimental methods for design pedagogy.
游戏化折纸——基于规则的设计探索即兴创作
Origami起源于日本的一种折叠纸的游戏,已经成为设计和工程研究的学习和灵感来源。复杂的二维折纸图案维持着空间变换的视觉规律。因此,本文提出将折纸游戏化,让用户更多地参与到设计空间的探索过程中。对于折纸的游戏化,该研究在设计环境中改变了3D模块组成的折纸图案,包括规则,得分和回合。游戏化折纸成为一年级建筑系学生在早期设计阶段学习经验的工具。据此,本文提出了一种基于折纸的基金会工作室游戏体验模型。这个模型包括三个主要阶段:开始、回合和结束。模型的教学是一种气象学关系,提供了具有视觉规则的即兴表演的连续性。回报是模型的复杂性,例如折叠数,以及规则或修改的折叠。如果不保持连续性,处罚就是失分。所提出的体验模型在基金会工作室进行了两次实验。前者是为了了解一年级学生掌握和完成游戏需要多少初步知识。第二个是测试体验。研究结果通过在折纸设计过程中创造停顿,证明了视觉反射在行动中的作用,以及在折纸设计中,个体之间通过体验形式到形成、复杂性、统一性和创造性的转换来维持视觉推理的重要性。本研究对设计教育学实验方法的研究有一定的贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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