Press Release
Bronze A' Design Award in Social Design Goes to Walk Along Not Alone Persuasive Board Game by Peixin Wang
The international grand jury of the 2020 - 2021 A' Design Award & Competition recognizes Peixin Wang for social design
FOR IMMEDIATE RELEASE
COMO, Italy, April 23, 2021 /DesignNewswire/ A' Design Award & Competition has confirmed the Bronze A' Design Award in the Social Design category for Walk Along Not Alone Persuasive Board Game by Peixin Wang, designed for Pharos(Dutch Centre of Expertise on Health Disparities). The recognition forms part of the 2020 - 2021 A' Design Award & Competition and was determined through blind peer review by an international grand jury panel of established academics, design professionals and press members, who evaluated anonymized entries against predetermined criteria.
About the Bronze A' Design Award
The Bronze A' Design Award is given to outstanding designs that showcase a high degree of creativity and practicality. It recognizes the dedication and skill of designers who produce work that stands out for its thoughtful development and innovative use of materials and technology. These designs are acknowledged for their professional execution and potential to influence industry standards positively. Winning this award highlights the designer's ability to blend form and function effectively, offering solutions that enhance people's lives and wellbeing.
More About Walk Along Not Alone Persuasive Board Game
'Walk along, not alone' introduces 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 context. The game offers practical information about end of life preparation, creates a comfortable atmosphere for talking about the end of life.
About Peixin Wang
Peixin Wang is a designer with the background of integrated product design. As a designer, her enthusiasm comes from tackling design challenges and creating impacts.
Award Record
This recognition makes Peixin Wang a winner of 1 A' Design Award.
About the A' Social Design Award
The A' Social Design Award is an international design competition recognizing excellence in social design by social impact designers and think-tanks worldwide. The competition is organized within the A' Design Award & Competition and is open to social designers, social brands, social manufacturers and social design professionals from all countries. Entries typically include community projects, social campaigns, public installations, educational programs, sustainable initiatives and healthcare solutions. Awarded social designs are published at https://dezigners.org/design-category/social
About A' Design Award & Competition
A' Design Award & Competition is an international, juried design accolade organized annually since 2008. The competition is open to entries from all countries. The A' Design Award has a philanthropic mission to advance society through good design by recognizing and promoting superior products, projects and services that benefit society, and by creating a global awareness and appreciation for good design practices and principles. Entries are peer reviewed and anonymously evaluated by an international grand jury panel of established academics, design professionals and press members against predetermined criteria such as functionality, ergonomics, engineering, presentation, innovation, usability, sustainability and technology, with score normalization applied to remove biases. Awards are conferred at Platinum, Gold, Silver, Bronze and Iron levels. The A' Design Prize granted to eligible laureates includes the award trophy, the certificate of design excellence, the hardcover yearbook, a lifetime license to use the A' Design Award winner logo, exhibition of awarded works, an invitation to the gala night and award ceremony in Italy, inclusion in the World Design Rankings and Designer Rankings, and public relations and publicity services. Registration, the upload of a work and the preliminary score are free of charge, and Professional and Digital Edition laureates are not contractually obliged to pay further fees to claim the A' Design Prize. Further information is available at https://competition.adesignaward.com
Press Resources
- Winner Page: https://dezigners.org/122271
- A' Design Award Page: https://competition.adesignaward.com/122271
- Media Showcase: https://www.designnewsroom.com/!122271
- Laureate Profile: https://dezigners.org/d/292878
- Further Information from the Laureate: https://www.peixinwangdesign.com
Media Contact
Giulia Ferrari, Press Office
Designers.Org
Via Leone Leoni 32, 22100 Como, Italy
press@designers.org
+39 031 4491953
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Fact Sheet
The Work
- Project
- Walk Along Not Alone Persuasive Board Game
- Function
- Persuasive Board Game
- Category
- Social Design
- Discipline
- Communication Design
- Industry
- Social Impact
- Colors
- Silver, Gainsboro, Linen, Rosy Brown and Cadet Blue
- Images
- 5
- Client
- Pharos(Dutch Centre of Expertise on Health Disparities)
The Recognition
- Laureate
- Peixin Wang
- Country
- Netherlands
- Recognition
- Bronze A' Design Award
- Edition
- 2020 - 2021
- Design ID
- #122271
Credits
- Team
- Marieke Sonneveld, Annemiek van Boeijen and Gudule Boland
- Image Credits
- Photographer Peixin Wang, 2020.
Design Details
- Unique Properties
- 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.
- Inspiration
- 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.
- Research
- 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.
- Challenge
- 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.
- Realization and Technology
- 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.
- Operation and Interaction
- 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.
- Project Duration and Location
- 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.
- Specifications
- 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.
- Keywords
- Social innovation, cultural sensitive design, end of life, persuasive board game