T. Kessner, Priyanka Parekh, Earl Aguliera, Luis E. Pérez Cortés, Kelly Tran, Sinem Siyahhan, Elisabeth R. Gee
{"title":"(Design) thinking out loud: adolescents’ design talk in a library makerspace tabletop game design camp","authors":"T. Kessner, Priyanka Parekh, Earl Aguliera, Luis E. Pérez Cortés, Kelly Tran, Sinem Siyahhan, Elisabeth R. Gee","doi":"10.1108/ils-08-2020-0185","DOIUrl":null,"url":null,"abstract":"Purpose This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library. Design/methodology/approach This study leverages qualitative approaches to coding transcripts of participants’ talk. This study uses the design thinking framework from the Hasso-Plattner Institute of Design at Stanford University as provisional codes to identify and make sense of participants’ verbalized design activity. Findings This study found that the making context of designing tabletop board games elicited a high frequency of design talk in participants, evidenced by both quantitative and qualitative reports of the data. Additionally, participants in large measure obviated constraints on their design activity imposed by linear conceptions of the design thinking model this study introduces, instead of moving fluidly across design modes. Finally, participants’ prior experiences in both life and in regard to games significantly influenced their design study. Originality/value This study highlights the unique affordances of making-centric approaches to designing tabletop games in particular, such as participants’ quick and sustained engagement in the study of design. This study also highlights the need for conceptions of design thinking specific to designing games.","PeriodicalId":44588,"journal":{"name":"Information and Learning Sciences","volume":"69 1","pages":""},"PeriodicalIF":1.6000,"publicationDate":"2021-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Information and Learning Sciences","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1108/ils-08-2020-0185","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"INFORMATION SCIENCE & LIBRARY SCIENCE","Score":null,"Total":0}
引用次数: 1
Abstract
Purpose This paper aims to explore how making tabletop board games elicited adolescents’ design thinking during their participation in a summer game design camp at their local library. Design/methodology/approach This study leverages qualitative approaches to coding transcripts of participants’ talk. This study uses the design thinking framework from the Hasso-Plattner Institute of Design at Stanford University as provisional codes to identify and make sense of participants’ verbalized design activity. Findings This study found that the making context of designing tabletop board games elicited a high frequency of design talk in participants, evidenced by both quantitative and qualitative reports of the data. Additionally, participants in large measure obviated constraints on their design activity imposed by linear conceptions of the design thinking model this study introduces, instead of moving fluidly across design modes. Finally, participants’ prior experiences in both life and in regard to games significantly influenced their design study. Originality/value This study highlights the unique affordances of making-centric approaches to designing tabletop games in particular, such as participants’ quick and sustained engagement in the study of design. This study also highlights the need for conceptions of design thinking specific to designing games.
期刊介绍:
Information and Learning Sciences advances inter-disciplinary research that explores scholarly intersections shared within 2 key fields: information science and the learning sciences / education sciences. The journal provides a publication venue for work that strengthens our scholarly understanding of human inquiry and learning phenomena, especially as they relate to design and uses of information and e-learning systems innovations.