Download
designing games to improve social interactions on the work floor n.
Skip this Video
Loading SlideShow in 5 Seconds..
Designing Games to Improve Social Interactions on the Work Floor PowerPoint Presentation
Download Presentation
Designing Games to Improve Social Interactions on the Work Floor

Designing Games to Improve Social Interactions on the Work Floor

79 Vues Download Presentation
Télécharger la présentation

Designing Games to Improve Social Interactions on the Work Floor

- - - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - - -
Presentation Transcript

  1. Designing Games to Improve Social Interactions on the Work Floor Steven Malliet Thomas Laureyssens University College of Limburg - MAD Faculty Research Group 'Play & Game'

  2. Context: 'Play' Module • Master 'Communication & Multimedia Design' • Design + implementation of game application in a public space context • Students: • Avid gamers • Inexperienced game designers • 85% male, 22-25 years old

  3. Context: workfloor of TexOkazi • Textile sorting centre • Government-funding to support social integration of socio-economically vulnerable persons • Target group: • Very little experience with games • 75% female; 72% 40-50 years old • Different ethnic origins, subgroup formation

  4. Context: collaboration with Streetwize VZW • Streetwize and the philosophy of guerilla design: bringing education 'to the streets' • Design principles: • Low learning treshold • Absence of teacher model • Goal of the module: to develop games to be used on the workfloor, aiming to stimulate social contact and cultural integration among laborers of TexOkazi

  5. Process • Paper prototyping: • Expert evaluations by Streetwize VZW • User evaluations by laborers of TexOkazi • Iterative prototype design (2 iterations) • Expert evaluations by Streetwize VZW • User evaluations by laborers of TexOkazi

  6. Process • Struggle between • Desire of students to create game mechanics based upon games they love • Negative evaluations of such game mechanics by both expert group and user group

  7. Process • Resulting prototypes • Casual games and/or playful applications for public space • Connection with laborers' personal lives / culture more important than innovative game concept • Importance of creating a 'serious' experience

  8. TexOkazi Avatar: Clothing trade game

  9. TexOkazi Fooz: Collaborative AR ball game

  10. PhotOkazi: collection of real-life objects for picture moment.

  11. Jukazi: Coin-game operated digital Jukebox