The Use of Card-Game Design to Teach Universal Design Theory.

Richard Herriott
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Abstract

This paper discusses the use of a card-game design task to teach the implementation of Universal Design (UD) principles to undergraduate students. The underlying assumption is that in order to implement UD methods, designers need to select the right tools to gather information and they need to understand the theoretical basis of the tools chosen. The aim is to bridge the theory/practice gap by getting students to actively consider how each aspect of their design research contribute to the implementation of the theory. Work by Herriott (2023) shows that design researchers are not consistent in explaining or making transparent the underlying reasons for why a UD tool was chosen. UD theory is also somewhat weak on the topic of implementation, a necessary element of design theory according to Jones & Gregor (2007). The didactic purpose of the card-game design was to encourage students to become conscious of the reason they chose the design tools eventually used in their course project. It was also to examine how, from a UD theory standpoint, implementation of UD could be enhanced since this aspect of UD theory appears to be in need of reinforcement. The students developed in class a card-game which could be used to create and advance their designs and also to retrospectively analyse them upon completion. The in-class discussion of what was required for a game also focused studentst' attention to the elements of UD and their possible implementation. The work shows that more time is needed to explain game design; mapping of UD concept to game affordances is necessary; the course learning outcomes require addition of demonstration of theory-to-implementation.

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利用卡片游戏设计教授通用设计理论。
本文讨论了如何利用纸牌游戏设计任务来教授本科生实施通用设计(UD)原则。其基本假设是,为了实施通用设计方法,设计者需要选择正确的工具来收集信息,并且需要了解所选工具的理论基础。这样做的目的是让学生积极考虑他们设计研究的每个方面如何有助于理论的实施,从而弥合理论与实践之间的差距。Herriott(2023)的研究表明,设计研究人员在解释或阐明选择UD工具的根本原因方面并不一致。根据 Jones & Gregor (2007)的观点,设计理论的一个必要元素--实施,也是 UD 理论的一个薄弱环节。卡片游戏设计的教学目的是鼓励学生意识到他们选择最终用于课程项目的设计工具的原因。这也是为了从通识教育理论的角度研究如何加强通识教育的实施,因为通识教育理论的这一方面似乎需要加强。学生们在课堂上开发了一个卡片游戏,用来创建和推进他们的设计,并在设计完成后对其进行回顾性分析。在课堂上讨论游戏的要求,也使学生关注到了 "用户为本 "的要素及其可能的实施。这项工作表明,需要更多的时间来解释游戏设计;将 UD 概念映射到游戏承受能力是必要的;课程学习成果需要增加理论到实施的演示。
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