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BlindBox Houtspel deur Ufuk Bircan Özkan

Die ontwerp BlindBox Houtspel deur Ufuk Bircan Özkan is 'n hoogs gewaardeerde wenner van die baie prestigieuese 2014 A' Design Award in Yster in die Speelgoed-, Speletjie- en Stokperdjieprodukte Ontwerp-kompetisiekategorie.


YsterSpeelgoed· 2014

BlindBox Houtspel

deur Ufuk Bircan Özkan

Kliënt: Ufuk Bircan Özkan

Wenner van die A' Design Award in Yster in die Speelgoed-kategorie

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Kleure

Die Ontwerp

Oor BlindBox Houtspel

BlindBox is 'n houtspeletjie wat legkaarte met geheue-speletjies kombineer en die gevoelens soos gehoor en aanraking versterk. Dit is 'n turn-based spel vir twee spelers. Die speler wat sy / haar eie albasters versamel voordat die ander speler wen. Horisontale laaie word deur spelers verskuif om die gate in die middel daarvan in lyn te bring om vertikale paaie te skep vir albasters om neer te val. Die spel vereis strategiese denkvermoë om u teenstander te blokkeer, 'n goeie geheue vir regte bewegings en baie aandag om uit te vind waar u albasters beweeg na.

Die Erkenning

Oor die A' Design Award in Yster

BlindBox Houtspel is 'n wenner van die A' Design Award in Yster, 'n prestigieuse erkenning wat toegeken word aan goeie ontwerpe wat voldoen aan die professionele en industriële vereistes wat van goed ontwerpte skeppings verwag word. Wenners in Yster toon groot vaardigheid, hoë spesialisasie, kundige begrip en die kreatiewe vermoë van hul skeppers. Daar word verwag dat BlindBox Houtspel 'n hoog aangeskrewe, bewonderde en gekoesterde skepping is wat prakties en innoverend is. Hierdie ontwerp wat die A' Design Award in Yster gewen het, integreer die beste praktyke in die bedryf en het bekwame tegniese kenmerke gekoppel aan kundigheid en talent. BlindBox Houtspel word gerespekteer vir sy deeglikheid en is ontwerp om verbeterings in lewensgehalte te bied wat help om die wêreld 'n beter plek te maak.

Agter die Ontwerp

Persstel

Krediete, spanlede en tegniese besonderhede verskaf deur die ontwerper.

Unieke Eienskappe
BlindBox is a wooden game which combines puzzles with memory games. Because of the natural materials used, it strengthens feelings like hearing and touching. Players change the 3D maze in each move during the game in order to gather their own marbles. Players need to consider the position of their opponent's marble too, when making moves. Because of the unique game scenario, players may score for their opponents by causing their opponent's marble fall down first. Causing a marble to fall out of the structure requires the marble to start from top layer.
Afmetings & Verpakking
Proposed package dimensions are mm x mm x mm
Etikette
wood, game, puzzle, maze, turn based, marbles, sound
Produksietegnologie
BlindBox can be produced by conventional production techniques as it requires basic geometrical shapes to be formed in wood, glass and steel.
Ontwerpuitdaging
The hardest part was checking the game against any bugs which will effect the gameplay. As far as I experienced, there are no bugs that allow cheating or stucking.
Navorsing
User and market research es are done at the first stages of the esign studies. 3-dimensional gameplay, risk of scoring for your opponent and selection of the natural materials used in production are the results of these researches.
Inspirasie
I wondered if I will be able to add a 3rd dimension to classic maze games. A static 3D maze would be boring as it would have just one solution; so I created one where users change the path in each turn. As it contains small parts, it is suitible for children aged over 6.
Projekduur
The design was an old student project of mine from 2006 in Ankara. I revised it in Bursa in February 2014 to make it a commercial product.
Bedryfsvloei
Placing the drawers randomly to the storeys, and marbles diagonally to the holes on top are the preperation stages of the game. One player plays with glass marbles and the other player plays with steel ones. Players can choose any classic method to select who will start. The aim is to collect your marbles before your opponent does. What you can do is to slide the drawers in turns in order to align holes in the drawers with the ones in the storey below to make marbles fall down. Because you don't see where the marbles are in the construction; you need to remember or guess their places by the help of the sounds they create when hitting the wooden drawers. You can recognize your own marbles by the different sound they create than your opponent's because of their different materials.
During the gameflow, you may fall your own or your opponent's marbles outside the box which means they need to be placed in and start from the holes at the top. Similarly, you may accidentally gather your opponent's marble from bottom, which means an own-goal.
The next game set can start with the last winner's move after replacing the marbles.
Beeldkrediete
Image #1: Industrial Designer Ufuk Bircan Özkan, BlindBox, 2014.
Image #2: Industrial Designer Ufuk Bircan Özkan, BlindBox, 2014.
Image #3: Industrial Designer Ufuk Bircan Özkan, BlindBox, 2014.
Image #4: Industrial Designer Ufuk Bircan Özkan, BlindBox, 2014.
Image #5: Industrial Designer Ufuk Bircan Özkan, BlindBox, 2014.

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Goeie Ontwerp Verdien Groot Erkenning

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