Session S1E
0-7803-7961-6/03/$17.00 © 2003 IEEE November 5-8, 2003, Boulder, CO
33
rd
ASEE/IEEE Frontiers in Education Conference
S1E-6
EXPLORING DESIGN THROUGH GAME
Eunice Ratna Sari
1
1
Eunice Ratna Sari, translate-easy.com, sari@translate-easy.com
Abstract - A design project is a social process that typically
involves social interaction and collaboration among people
with different backgrounds. Within the process, the pattern
of social interaction and collaboration is not always trivial.
To cope with these challenges, a designer needs to be
equipped with some good social skills to achieve an optimal
professional work quality. Unfortunately, the typical design
education is lack of emphasise in the development of social
competence. In this paper, we propose a creation of board
game as a means of exploring design in a context of a
balance design repertoire development within a design
education framework. A first-hand experience in the
development of 4 Seasons board game serves its purpose to
explore design through game. The results, conclusions, and
observations of the study were parts of the design and
development of the game itself.
Index Terms – 4 Seasons, design education, design
repertoire, exploring design, board game.
INTRODUCTION
Introducing design literatures and conducting some project-
based design activities are the typical methods of teaching
design. Reference [5] argues that it is necessary to move
beyond the introduction of design literatures and individual
project-based design activities to nourish Schoen’s reflective
practicum [7] in teaching design.
The introduction of design literatures that includes
literature tutorial, literature discussion, and literature study
can help students develop their understanding of design
theories and learn from previous design works. Some
project-based design experience can give students some
opportunities to apply their knowledge of design theories.
Nevertheless, both of the methods are insufficient to help the
students in developing collaborative design competence,
thus, reference [5] describes some board games as learning
design collaboration test beds.
Despite of its significant contribution, reference [5] only
provides a concise description of board game creation
process by design practitioners and only emphasised the
values and lessons of playing board games. The lack of
description in the board game creation process from
students’ point of view disregards the role of board game
creation process as a significant part of the development of
students’ design practice repertoire.
To augment the previous research effort and to provide
a holistic view of design exploration through board game,
this paper reports an empirical study of 4 Seasons board
game (see Figure 1) creation at the University of Southern
Denmark. Furthermore, the results of questionnaires to the
design students who created several other board games serve
their purposes to enrich the value of this empirical study.
FIGURE 1
THE 4 SEASONS BOARD GAME
GAME IN DESIGN
Game is an adaptable framework for social interaction to
build design vocabulary for fruitful idea generation and
design discussion. It can spur creativity of participants in a
co-design process [2,5]. Furthermore, the familiar,
egalitarian and relaxed atmosphere of a game can help
different stakeholders to work together [6]. The Silent game
[4] is an example of a game that simulates certain aspects of
design process, design moves and strategies.
Searching for an inspiration for a design task is
sometimes frustrating. Even if there is an inspiration,
another potential obstacle is a transformation of inspiration
into solutions or design artifacts. In a design study class, ten
design participants were asked how they usually got an idea
or inspiration. Nine out of ten participants told that they
usually got an inspiration or idea when they were not
engaged with design tasks. Furthermore, some participants
said that they got an inspiration when they looked at the sky,
sat on the beach, and lied under the sun. Sky, sea, sun or
clouds as a part of nature has become a source of inspiration,
idea, or vision; Creative ideas and solutions are the results of
mimicking the design and process of nature [1].
In the initial design stage, we had planned to make a
game that simulates a designer-client interaction. In the
game, a client presented some hints of needs and problems
to the designers. The designers, on the other hand, tried to
understand the problems and the needs of the client. The
designers and the client needed to communicate
collaboratively in the form of story telling, role -