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Incorporating "care" into design education through games
conference contribution
posted on 2020-02-12, 10:09 authored by George TorrensGeorge Torrens, Ying Jiang, Hua Dong“Universal Care” can be regarded as the ultimate goal for Universal Design. It implies that design takes care of not only the user, but also the environment, and all other people directly or indirectly influenced by the design. However, “care” as a concept is not necessarily recognised or incorporated in existing design education.
In order to understand what “care” means for design education, the authors have developed two models: the “care” model addresses an Interior Design context, mapping the designer, the client/design, and the environment, to care-giving and care-receiving roles; the “relations” model shows the overlapping between Client, Design object, Design and Environment, for a product design context.
Subsequently two case studies (“My home” and “VI Boccia grid”) were presented to illustrate how the models could inform Interior Design education and accessible product design innovation. The game “My home” enabled the Interior Design students to have a detailed conversation about the client’s needs and family relations, thus helping raise the designer’s awareness of care. The “VI Boccia grid” is a game designed for visually impaired people, and the whole design process highlighted issues critical for the success of accessible product development. Design educators, students, design researchers and practitioners can learn from the two models and the two case studies when applying “care” in their design process.
In order to understand what “care” means for design education, the authors have developed two models: the “care” model addresses an Interior Design context, mapping the designer, the client/design, and the environment, to care-giving and care-receiving roles; the “relations” model shows the overlapping between Client, Design object, Design and Environment, for a product design context.
Subsequently two case studies (“My home” and “VI Boccia grid”) were presented to illustrate how the models could inform Interior Design education and accessible product design innovation. The game “My home” enabled the Interior Design students to have a detailed conversation about the client’s needs and family relations, thus helping raise the designer’s awareness of care. The “VI Boccia grid” is a game designed for visually impaired people, and the whole design process highlighted issues critical for the success of accessible product development. Design educators, students, design researchers and practitioners can learn from the two models and the two case studies when applying “care” in their design process.
History
School
- Design
Published in
Designing for Inclusion, Gamification and Learning ExperiencePages
54 - 68Source
E3_Universal Design Practice Conference III_Design and Ergonomics - “Designing for Inclusive Learning Experience”Publisher
FrancoAngeli s.r.l.Version
- VoR (Version of Record)
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© FrancoAngeli s.r.l., Milano, ItalyPublisher statement
This is an open access article. It is published by FrancoAngeli under the Creative Commons -NonCommercial-NoDerivatives 4.0 International Licence (CC BY-NC-ND 4.0). Full details of this licence are available at: https://creativecommons.org/licenses/by-nc-nd/4.0/Acceptance date
2019-12-16Publication date
2020-05-22Copyright date
2020ISBN
9788891797780Publisher version
Book series
Serie di architettura e designLanguage
- en
Editor(s)
Francesca Tosi, Antonella Serra, Alessia Brischetto, Ester IaconoLocation
Florence, ItalyEvent dates
10th May 2019 - 10th May 2019Depositor
Prof Hua Dong. Deposit date: 8 February 2020Usage metrics
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