(Design) thinking out loud: adolescents’ design talk in a library makerspace tabletop game design camp

IF 1.6 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Information and Learning Sciences Pub Date : 2021-08-10 DOI:10.1108/ils-08-2020-0185
T. Kessner, Priyanka Parekh, Earl Aguliera, Luis E. Pérez Cortés, Kelly Tran, Sinem Siyahhan, Elisabeth R. Gee
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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.
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(设计)大声思考:图书馆创客空间桌面游戏设计营青少年设计对话
目的本研究旨在探讨桌面游戏的制作如何在青少年参加当地图书馆的暑期游戏设计营时激发他们的设计思维。设计/方法/方法本研究利用定性方法对参与者的谈话文本进行编码。本研究采用斯坦福大学Hasso-Plattner设计研究所的设计思维框架作为临时代码来识别和理解参与者的语言化设计活动。研究结果:该研究发现,设计桌面游戏的制作背景会引起参与者高频的设计谈话,这可以从数据的定量和定性报告中得到证明。此外,参与者在很大程度上消除了本研究引入的设计思维模型的线性概念对他们的设计活动施加的限制,而不是在设计模式之间流畅地移动。最后,参与者在生活和游戏方面的经验显著影响了他们的设计研究。独创性/价值这项研究特别强调了以制作为中心的方法在设计桌面游戏方面的独特之处,比如参与者对设计研究的快速和持续参与。这项研究还强调了游戏设计需要特定的设计思维概念。
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来源期刊
Information and Learning Sciences
Information and Learning Sciences INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
9.50
自引率
2.90%
发文量
30
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.
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