A. Kloeckner, Jonatas Ost Scherer, J. D. C. Ribeiro
{"title":"这是一款教授并应用设计思维进行创新的游戏","authors":"A. Kloeckner, Jonatas Ost Scherer, J. D. C. Ribeiro","doi":"10.5585/iji.v9i3.20286","DOIUrl":null,"url":null,"abstract":"Objective: Develop and apply a game to facilitate the use of design thinking for innovation.Method: The construction of the game was based upon the Constructivism Theory. The game was developed following the steps of: (i) understanding the target audience and the context; (ii) defining learning objectives; (iii) structuring the experience; (iv) identifying resources and applying gamification elements; (v) evaluation. Originality/Relevance: Design Thinking emerges as an alternative to improve the innovation process in companies. To facilitate this innovation process, this paper presents a game, through its development and application, based on the principles and stages of Design Thinking, focusing on difficulties of its implementation.Results: The game provides an iterative passage through all stages of the design thinking, giving a holistic view of the process, starting with a deep understanding of the problem, and coming to a design solution.Social / management contributions: The results of the game application have shown its potential to: (i) ease teamwork, avoiding negative discussions and providing active participation from all students; (ii) lead to insight generation in a comprehensible way, making clear the difference between insights and ideas; (iii) simplify the use of inspiring methods and techniques (such as Persona, Empathy Map and Napkin Pitch); (iv) develop creative confidence; (v) provide a pleasant and motivating learning environment for collaborative multidisciplinary work.Theoretical/Methodological contributions: The game provides a method for building serious games and the game as a method of applying Design Thinking for Innovation.","PeriodicalId":43121,"journal":{"name":"International Journal of Innovation","volume":" ","pages":""},"PeriodicalIF":0.5000,"publicationDate":"2021-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A game to teach and apply design thinking for innovation\",\"authors\":\"A. Kloeckner, Jonatas Ost Scherer, J. D. C. Ribeiro\",\"doi\":\"10.5585/iji.v9i3.20286\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Objective: Develop and apply a game to facilitate the use of design thinking for innovation.Method: The construction of the game was based upon the Constructivism Theory. The game was developed following the steps of: (i) understanding the target audience and the context; (ii) defining learning objectives; (iii) structuring the experience; (iv) identifying resources and applying gamification elements; (v) evaluation. Originality/Relevance: Design Thinking emerges as an alternative to improve the innovation process in companies. To facilitate this innovation process, this paper presents a game, through its development and application, based on the principles and stages of Design Thinking, focusing on difficulties of its implementation.Results: The game provides an iterative passage through all stages of the design thinking, giving a holistic view of the process, starting with a deep understanding of the problem, and coming to a design solution.Social / management contributions: The results of the game application have shown its potential to: (i) ease teamwork, avoiding negative discussions and providing active participation from all students; (ii) lead to insight generation in a comprehensible way, making clear the difference between insights and ideas; (iii) simplify the use of inspiring methods and techniques (such as Persona, Empathy Map and Napkin Pitch); (iv) develop creative confidence; (v) provide a pleasant and motivating learning environment for collaborative multidisciplinary work.Theoretical/Methodological contributions: The game provides a method for building serious games and the game as a method of applying Design Thinking for Innovation.\",\"PeriodicalId\":43121,\"journal\":{\"name\":\"International Journal of Innovation\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.5000,\"publicationDate\":\"2021-12-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Innovation\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.5585/iji.v9i3.20286\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"BUSINESS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Innovation","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5585/iji.v9i3.20286","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"BUSINESS","Score":null,"Total":0}
A game to teach and apply design thinking for innovation
Objective: Develop and apply a game to facilitate the use of design thinking for innovation.Method: The construction of the game was based upon the Constructivism Theory. The game was developed following the steps of: (i) understanding the target audience and the context; (ii) defining learning objectives; (iii) structuring the experience; (iv) identifying resources and applying gamification elements; (v) evaluation. Originality/Relevance: Design Thinking emerges as an alternative to improve the innovation process in companies. To facilitate this innovation process, this paper presents a game, through its development and application, based on the principles and stages of Design Thinking, focusing on difficulties of its implementation.Results: The game provides an iterative passage through all stages of the design thinking, giving a holistic view of the process, starting with a deep understanding of the problem, and coming to a design solution.Social / management contributions: The results of the game application have shown its potential to: (i) ease teamwork, avoiding negative discussions and providing active participation from all students; (ii) lead to insight generation in a comprehensible way, making clear the difference between insights and ideas; (iii) simplify the use of inspiring methods and techniques (such as Persona, Empathy Map and Napkin Pitch); (iv) develop creative confidence; (v) provide a pleasant and motivating learning environment for collaborative multidisciplinary work.Theoretical/Methodological contributions: The game provides a method for building serious games and the game as a method of applying Design Thinking for Innovation.