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Peixin Wang 嘅作品 Walk Along Not Alone 說服性桌上遊戲

由設計師 Peixin Wang 創作嘅 Walk Along Not Alone 說服性桌上遊戲 係備受推崇嘅 2021 A' Design Award 銅獎 得獎作品,獲獎類別為 社會設計。


銅社會· 2021

Walk Along Not Alone 說服性桌上遊戲

由 Peixin Wang

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

社會 類別嘅 A' Design Award 銅獎 得獎者

34,679

色彩

設計

關於 Walk Along Not Alone 說服性桌上遊戲

「同行不孤單」以友善而有系統的方式介紹臨終準備。透過這個遊戲,年長華人移民學習如何在荷蘭背景下應對老齡化及臨終議題。此遊戲提供有關臨終準備的實用資訊,並營造舒適的氛圍以討論臨終話題。

榮譽認可

關於A' Design Award 銅獎

Walk Along Not Alone 說服性桌上遊戲是 A' Design Award 銅獎得主,這是授予以創造力、獨創性和敏銳見長的傑出設計的極具聲望的認可。銅獎得主是技藝嫻熟、創意驚人的作品,印證了其設計師豐富的經驗、想像力與機智。預計Walk Along Not Alone 說服性桌上遊戲將成為一件備受推崇、令人欽佩且被珍愛的物品,兼具顯著的專業性與創新性。這件贏得 A' Design Award 銅獎的設計融入藝術、科學、設計和技術領域的最佳實踐,並因注重細節而出類拔萃。Walk Along Not Alone 說服性桌上遊戲出色地滿足需求,觸動渴望,迷住情感,並吸引好奇心。

設計背後

新聞資料包

由設計師提供嘅製作人員名單、團隊成員同技術詳情。

獨特屬性
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.
尺寸同包裝
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.
標籤
Social innovation, cultural sensitive design, end of life, persuasive board game
生產技術
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.
設計挑戰
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.
研究
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.
靈感
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.
項目時長
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.
操作流程
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.
專利
Copyrights belong to Peixin Wang, 2020.
團隊成員
Supervisor: Marieke Sonneveld
Supervisor: Annemiek van Boeijen
Company mentor: Gudule Boland
圖片來源
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.

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