Using Universal Design Game as an Education Tool - Case Ruffproto
Lahti, Janne (2022)
Lahti, Janne
International Academy of Technology, Education and Development
2022
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi-fe2022112867335
https://urn.fi/URN:NBN:fi-fe2022112867335
Tiivistelmä
Design games are tools for collaborative design that provide play qualities such as a playful mindset and structure, supported by game materials and rules. In a pedagogical context, the aim of these design games is usually to support collaborative explorations of future opportunities in an inspiring way.
The general aim of the design games is to help facilitate a User-centered design process for design groups early in the design process. Framing collaborative design activities in a game format arguably improves idea generation and communication between students or other participants. Also, by shifting focus to the game, power relations and other factors that might harm learning and idea generation are downplayed.
The RuffProto design game was created as a universal innovation tool for developing new digital products and services for creative teams. Universality in this context means that the design game in question can be applied to the design process of almost any type of digital service. Its potential in pedagogical use was studied in several Service Design, User-centered Design and Digital Prototyping courses in Laurea University of Applied Sciences and Haaga-Helia University of Applied Sciences. Workshops were organized as part of courses for both bachelor and master-level students. The RuffProto design game was used and evaluated in 10 workshops involving more than 200 students. In addition to course observations and student interviews, a total of 60 students took part in an evaluation survey.
The results of the study gave evidence to the RuffProto design game serving as a practical introduction to all course projects and offering a new type of learning experience via gamification, strengthening also group formation. The results highlight also that a universal design game can help student groups form coherent digital service concepts in a relatively short time in various types of digital projects.
As a Universal Design Game, the RuffProto innovation game is also transferable to targets, such as digital service innovation, outside the classroom and school projects. Implementing the design game as part of a course provided students with an understanding of a fast and collaborative innovation process and skills to use design games in future real-life projects.
The general aim of the design games is to help facilitate a User-centered design process for design groups early in the design process. Framing collaborative design activities in a game format arguably improves idea generation and communication between students or other participants. Also, by shifting focus to the game, power relations and other factors that might harm learning and idea generation are downplayed.
The RuffProto design game was created as a universal innovation tool for developing new digital products and services for creative teams. Universality in this context means that the design game in question can be applied to the design process of almost any type of digital service. Its potential in pedagogical use was studied in several Service Design, User-centered Design and Digital Prototyping courses in Laurea University of Applied Sciences and Haaga-Helia University of Applied Sciences. Workshops were organized as part of courses for both bachelor and master-level students. The RuffProto design game was used and evaluated in 10 workshops involving more than 200 students. In addition to course observations and student interviews, a total of 60 students took part in an evaluation survey.
The results of the study gave evidence to the RuffProto design game serving as a practical introduction to all course projects and offering a new type of learning experience via gamification, strengthening also group formation. The results highlight also that a universal design game can help student groups form coherent digital service concepts in a relatively short time in various types of digital projects.
As a Universal Design Game, the RuffProto innovation game is also transferable to targets, such as digital service innovation, outside the classroom and school projects. Implementing the design game as part of a course provided students with an understanding of a fast and collaborative innovation process and skills to use design games in future real-life projects.