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Developing a Tabletop Game that Stimulates Creativity through Design Thinking and Design Ethnography

机译:开发一种桌面游戏,通过设计思考和设计民族志刺激创造力

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Science and technological advancement in the automation era called the 4th Industrial Revolution requires human to adapt in terms of skill set, particularly creativity, lest they are replaced by the machines. Creativity enables collaboration with the machine, providing opportunity rather than viewing it as a threat. As a country with demographical advantage in 2030, Indonesia's creativity rate is counterintuitive to the fact, thus it has to be improved considering the rise of creativity demand from 10th top skill to the 3rd top skill in 2020. Therefore, this study aims to develop a tabletop game as a learning tool to stimulate creativity by using qualitative ethnographic approach based on Design Thinking and Design Ethnography. Semi-structured interviews with 32 youths aged 17-35 in Tangerang Regency and Tangerang Selatan City were conducted as data collection method. Merged with the ethnographic observation result and literature review, the researchers found out that their needs for a tabletop game are: "fast-paced", "interesting in content and visual", "ergonomics packaging and components", "improved quality of material", "fun", "educative", and "interactive", as well as indirectly delivering moral messages in accordance to the missing values from the millennials. Through ideation, prototyping, and testing stages, tabletop game ideas were being generated, enhanced, and examined in order to meet the needs. The result is Animazzle, an animal characters puzzle-card game of which the features can address the issues. This study concludes that aligning with the process, empathy is the utmost importance of the process because it enables the problem to be properly defined and shapes an urge of continuous development to produce a sound solution.
机译:自动化时代的科技进步称为第四届工业革命需要人类适应技能组织,特别是创造力,以免它们被机器所取代。创造力使得能够与机器合作,提供机会,而不是将其视为威胁。作为一个人群优势的国家,在2030年,印度尼西亚的创造力率对此事实违反了这一事实,因此考虑到2020年第10个顶级技能的创造性需求的崛起必须得到改善。因此,这项研究旨在开发一个桌面游戏作为一种学习工具,通过使用基于设计思维和设计民族识别的定性民族图方法来激发创造力。与坦克丽晶和唐先兰塞拉坦市的32名青少年的半结构化访谈作为数据收集方法进行。与民族造影结果和文献综述合并,研究人员发现他们对桌面游戏的需求是:“快节奏”,“内容和视觉”,“人体工程学包装和组件”,“材料质量提高” ,“有趣”,“教育”和“互动”,以及根据千禧一代的缺失的价值观间接地提供道德信息。通过观点,原型设计和测试阶段,正在产生,增强和检查桌面游戏的想法,以满足需求。结果是Animazzle,一种动物人物拼图卡游戏,其功能可以解决这些问题。这项研究结论是,与过程保持一致,同情是该过程的最重要的,因为它使得能够正确定义问题并塑造连续开发的推动以产生声音解决方案。

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