M Sousa - International Journal of Serious Games, 2021 - journal.seriousgamessociety.org
Modern board games are booming, exploring new design elements, and providing dynamics that can support unique experiences. Serious game approaches can benefit from …
Background User involvement is widely accepted as key for designing effective applied games for health. This especially holds true for children and young people as target …
J Montero - International Journal of Art & Design Education, 2023 - Wiley Online Library
Past research has suggested incorporating design thinking in upper elementary art education helps students develop what are known as the Four Cs: collaboration …
KJ Lee, S Na, HC Wang, H Park, M Jo… - Behaviour & …, 2024 - Taylor & Francis
Participatory Design (PD) is a commonly used method in Western cultures with roots in Scandinavia. After the COVID-19 pandemic, many PD practitioners have transitioned to an …
The timeless social activity of passing down oral stories preserves family memory, identity, values, and culture. Existing tools for family memories often take a techno-determinist …
JC Frølund, A Løkke, HI Jensen… - Journal of Health …, 2024 - Taylor & Francis
Patient information plays a pivotal role in preparing individuals for hospital visits and empowering them to actively participate in decision-making processes regarding their …
S Grönman, E Lindfors, ML Rönkkö - International Journal of Technology …, 2024 - Springer
Abstract Design thinking is a cognitive, iterative process that involves identifying goals, understanding users, and creating solutions. It has changed from a designers' activity to an …
N Jingili, SS Oyelere, SM Berghem… - … Journal of Human …, 2024 - Taylor & Francis
This research delves into the dynamics of active school transport (AST) by utilizing a two- stage co-design process and leveraging persuasive technology within a game for promoting …
T Williams, K Ward, M Smith - Children, Youth and Environments, 2023 - muse.jhu.edu
This scoping review identified 36 peer-reviewed studies that used a co-creation, co-design or co-production process with children (0-17 years) to understand and/or influence the …