DIGITAL LIBRARY
USING UNIVERSAL DESIGN GAME AS AN EDUCATIONAL TOOL – CASE RUFFPROTO
Laurea University of Applied Sciences (FINLAND)
About this paper:
Appears in: ICERI2022 Proceedings
Publication year: 2022
Pages: 468-475
ISBN: 978-84-09-45476-1
ISSN: 2340-1095
doi: 10.21125/iceri.2022.0152
Conference name: 15th annual International Conference of Education, Research and Innovation
Dates: 7-9 November, 2022
Location: Seville, Spain
Abstract:
Design games are tools for collaborative design that serve play-qualities such as playful mindset and structure, which are supported by game materials and rules. In pedagogical context the aim of these design games is usually to support collaborative explorations of future opportunities in inspiring way.

The general aim of the design games is to help facilitate a User-Centered Design process for design groups early in the design process. Framing collaborative design activities in a game format, arguably improves idea generation and communication between students or other participants. Also, by shifting focus to the game, power relations and other factors that might harm learning and the idea generation, are downplayed.

RuffProto design game was created as an universal innovation tool for developing new digital products and services for use of creative teams. Universality in this context means that the design game in question can be applied to the design process of almost any type of digital service. It´s potentiality in pedagogical use was studied in several Service Design, User-Centered Design and Digital Prototyping courses in Laurea University of Applied Sciences and Haaga-Helia University of Applied Sciences. Workshops were organized as part of the courses for both bachelor and master level students. RuffProto design game was used and evaluated in 10 workshops involving more than 200 students. In addition to course observations and student interviews, total of 60 students took part in evaluation survey.

As a study result RuffProto design game provided a practical introduction to all course projects and offered a new form learning experience through gamification, strengthening also the group forming. The results highlight also that universal design game can help student groups to form coherent digital service concepts in relatively short time in various different types of digital projects.

As an Universal Design Game RuffProto innovation game is also transferable to targets outside the classroom and school projects. Implementing design game as part of a course provided students understanding of fast collaborative innovation process and skills to use design games in future, in real-life projects.
Keywords:
Design games, collaborative design, digital service, higher education.