Skip to content
Walk Along Not Alone Permainan Papan Persuasif by Peixin Wang

Walk Along Not Alone Permainan Papan Persuasif by Peixin Wang is a highly esteemed winner of the very prestigious 2021 A' Design Award Gangsa in Reka Bentuk Sosial Competition Category.


GangsaSosial· 2021

Walk Along Not Alone Permainan Papan Persuasif

by Peixin Wang

Client: Pharos(Dutch Centre of Expertise on Health Disparities)

A' Design Award Gangsa Winner in Sosial Category

Colors

Email this page

The Design

About Walk Along Not Alone Permainan Papan Persuasif

'Walk along, not alone' memperkenalkan persediaan akhir hayat dengan cara yang mesra dan berstruktur. Melalui permainan ini, warga emas imigran Cina belajar bagaimana menghadapi penuaan dan akhir hayat dalam konteks Belanda. Permainan ini menawarkan maklumat praktikal tentang persediaan akhir hayat, mewujudkan suasana selesa untuk berbincang tentang akhir hayat.

The Recognition

About the A' Design Award Gangsa

Walk Along Not Alone Permainan Papan Persuasif ialah pemenang A' Design Award Gangsa, pengiktirafan yang amat berprestij yang dianugerahkan kepada reka bentuk cemerlang yang dicirikan oleh kreativiti, kecerdikan dan ketajaman fikiran. Pemenang Gangsa ialah artifak yang amat mahir dan sangat kreatif yang membuktikan pengalaman luas, imaginasi dan akal budi pereka bentuknya. Walk Along Not Alone Permainan Papan Persuasif diharapkan menjadi objek yang sangat dihargai, dikagumi dan disayangi, sangat profesional dan inovatif. Reka bentuk pemenang A' Design Award Gangsa ini merangkumi amalan terbaik dalam seni, sains, reka bentuk dan teknologi, dan cemerlang dalam perhatiannya terhadap butiran. Walk Along Not Alone Permainan Papan Persuasif memenuhi keperluan dengan indah, menyentuh keinginan, memikat perasaan dan menarik rasa ingin tahu.

Behind the Design

Press Kit

Credits, team members and technical details provided by the designer.

Unique Properties
This board game introduces the end of life preparation in a friendly and structured way. With this game, the elderly Chinese immigrants learn how to cope with ageing and end of life in the Netherlands. The game offers practical information on end of life preparation. It creates a comfortable atmosphere for talking about the end of life. From develop perspective, the game is easy to update with new information and knowledge input. Besides, this game format is adaptable. With research input on the target group, this game can fit other immigrant groups in different contexts.
Dimensions & Packaging
The size of the game board is A2(594mm*420mm). The game kit includes a game board, four pawns, four character cards, four sets of tips capsule cards, and three groups of flip-over cards. The game kit consists of both Chinese and English version. For viewing convenience, the English version was showcased in the pictures. The Chinese version is designed to be used with immigrants from a Chinese background.
Tags
Social innovation, cultural sensitive design, end of life, persuasive board game
Production Technology
This design originated from solid research and iterative development.
To find design intervention opportunities, the designer conducted research on elderly immigrants and the supporting system. The research insights indicated that a tool that introduces end of life preparation is in need. With a reliable tool, the elderly can proactively explore the end of life topics. Based on design requirements synthesised from the research stage, the designer conducted ideation and brainstorming sessions. The board game idea stood out. The game content and mechanism were adjusted by testing and iterating and finally developed into a feasible game.
The game kit includes a game board, tips capsule cards and pawns. The game board and cards were created on Adobe Illustrator and SketchBook.
Design Challenge
As the client requests, the solution should target on current problem, be easy to carry out, and be sustainable for further development. I solve this challenge by providing a structured game. The content of this game is adaptable for new input. The game logic is applicable in other digital games, APP, and VR games. In this way, the design outcome fulfils the client request.
Research
To find out design opportunities, I first built an empathy understanding of the elderly through qualitative research. I knew about their motivation and mindset from in-depth interviews. Nextly, I built a holistic understanding of the supporting system through literature research and expert interviews. From the practical experience of social workers and experts, I found out the hindrances and enablers in the current support. The conclusion is: The elderly need a reliable and friendly tool to know about end-of-life preparation.
Inspiration
By giving thoughts to the wishes and boundaries, people can achieve a better-prepared trip towards the final stage of life. In the Netherlands, the healthcare system and social culture enable people to prepare for their end of life. However, the immigrants residing here face challenges because of the disparities in health literacy, values, as well as economic and physical condition. Ageing in a different culture feels like walking in a jungle full of obstacles. The elderly feel helpless and fearful. Therefore, I would like to create a path, help them walk smoother and achieve a better-prepared end.
Project Duration
The project started in April 2020 and finished in October 2020, in the Netherlands. This project can be tested out with elderly Chinese immigrants and can be adjusted to fit the immigrants from other cultural backgrounds. This project is a graduation project of the Industrial Design Engineering Faculty at the Delft University of Technology. The project client is Pharos, the Dutch Centre of Expertise on Health Disparities.
Operation Flow
This game is designed for multiple elderly players. The players each use a character to play through the game. Players can experience different conditions and mindsets. By answering questions in the tone of the character and playing funny tasks, players get into the context gradually and build an easy atmosphere. When encounter challenges, the player refers to the tips capsule and learn to react towards real-life challenges. The challenges include: Seek medical treatment, accompany, care options, and the last phase living place. Players unlock information about healthy living, hospice service, and last wishes. Players can also share opinions on topics such as sedation and resuscitation. In this way, players get new insights and think about their own preferences. In the end, the players receive a pleasing blessing. The game wraps up in a positive manner. Through the combination of reliable information and interactive game experience, the elderly gain understanding and confidence towards better-prepared ageing.
Patents
Copyrights belong to Peixin Wang, 2020.
Team Members
Supervisor: Marieke Sonneveld
Supervisor: Annemiek van Boeijen
Company mentor: Gudule Boland
Image Credits
Image #1: Photographer Peixin Wang, 2020.
Image #2: Photographer Peixin Wang, 2020.
Image #3: Photographer Peixin Wang, 2020.
Image #4: Photographer Peixin Wang, 2020.
Image #5: Photographer Peixin Wang, 2020.

Sponsored

Explore Beyond Designers.org

Discover products, services and opportunities from our advertising partners.

Good Design Deserves Great Recognition

Nominate Your Work for the A' Design Award.

Nominate