{"title":"INNOVATIVE BOARD GAME DESIGN IN AN ACADEMIC ENVIRONMENT DURING THE COVID-19 PANDEMIC","authors":"João Martins, Luís Mota","doi":"10.35199/epde.2022.57","DOIUrl":null,"url":null,"abstract":"Leisure or entertainment, like other everyday needs, are fundamental activities for human well-being. The creation of activities that lead to moments of satisfaction and relaxation are also a focus of attention and one of the areas of intervention where design can contribute solutions. This project challenged a group of students on a degree course in product design to develop modern, alternative board games, centred on users and on situations and environments of use, in order to exercise the practice of product design and seek to present innovative solutions. The challenge came through a local Cultural Association, with a tradition in promoting this type of game. The project followed a design project methodology that led students through a first phase of immersion in the theme, mechanics and strategies of games and their variety, going through the generation of ideas, models, evaluation tests, to the production of prototypes. The project was subject to the constraints of the Covid-19 pandemic, which forced students and teachers to work at home. To improve teaching and learning experiences, the project involved specialists and professionals who shared their knowledge and experience in developing this type of product. This gave rise to a great diversity of solutions, resulting from the use of an adequate methodology, making it possible to design new board games in which the mechanics, when articulated with a theme of interest to the target audience, can result in a proposal for an appealing and unique game. © Proceedings of the 24th International Conference on Engineering and Product Design Education: Disrupt, Innovate, Regenerate and Transform, E and PDE 2022. All rights reserved.","PeriodicalId":147286,"journal":{"name":"DS 117: Proceedings of the 24th International Conference on Engineering and Product Design Education (E&PDE 2022), London South Bank University in London, UK. 8th - 9th September 2022","volume":"63 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"DS 117: Proceedings of the 24th International Conference on Engineering and Product Design Education (E&PDE 2022), London South Bank University in London, UK. 8th - 9th September 2022","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.35199/epde.2022.57","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
COVID-19大流行期间学术环境中的创新桌游设计
休闲或娱乐,像其他日常需要一样,是人类幸福的基本活动。创造能够带来满足和放松的活动也是关注的焦点,也是设计可以提供解决方案的干预领域之一。这个项目挑战了一群在产品设计学位课程上的学生,以开发以用户和使用情况和环境为中心的现代替代棋盘游戏,以锻炼产品设计的实践并寻求提出创新的解决方案。这个挑战来自当地的文化协会,他们有推广这类游戏的传统。该项目采用了一种设计项目方法,让学生首先沉浸在游戏的主题、机制和策略及其多样性中,然后产生想法、模型、评估测试,最后制作原型。该项目受到新冠肺炎大流行的限制,学生和教师被迫在家工作。为了改善教学和学习体验,该项目涉及专家和专业人士,他们分享了开发此类产品的知识和经验。这就产生了多种多样的解决方案(游戏邦注:因为使用了适当的方法),从而能够设计出新的桌面游戏,当机制与目标用户感兴趣的主题结合在一起时,便能够创造出一款吸引人且独特的游戏。©第24届工程与产品设计教育国际会议论文集:破坏,创新,再生和转型,E和PDE 2022。版权所有。
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