Mazmuna geç
Peixin Wang tarapyndan Walk Along Not Alone Ynandyryjy stol oýny

Peixin Wang tarapyndan döredilen Walk Along Not Alone Ynandyryjy stol oýny dizaýny Jemgyýetçilik Dizaýny Bäsleşik Kategoriýasynda 2021 A' Design Award Bürünç Baýragy baýragynyň abraýly ýeňijisidir.


BürünçJemgyýetçilik· 2021

Walk Along Not Alone Ynandyryjy stol oýny

dizaýner: Peixin Wang

Müşderi: Pharos(Dutch Centre of Expertise on Health Disparities)

Jemgyýetçilik Kategoriýasynda A' Design Award Bürünç Baýragy Ýeňijisi

35,315

Tassyklanan Baýrak Ýeňijisi

#122271 üçin Baýrak Ýagdaýyny Barlaň

Reňkler

Dizaýn

Walk Along Not Alone Ynandyryjy stol oýny hakynda

'Bile ýör, ýeke däl' ömrüň ahyryna taýýarlyk bilen dostlukly we gurluşly görnüşde tanyşdyrýar. Bu oýun bilen ýaşuly hytaýly immigrantlar Niderlandlar şertlerinde garramak we ömrüň ahyry bilen nädip başaşmalydygyny öwrenýärler. Oýun ömrüň ahyryna taýýarlyk hakynda amaly maglumat berýär we ömrüň ahyry barada gürrüň etmek üçin rahat atmosfera döredýär.

Ykrar etme

A' Design Award Bürünç Baýragy hakynda

Walk Along Not Alone Ynandyryjy stol oýny A' Design Award Bürünç Baýragynyň ýeňijisidir; bu döredijilik, ussatlyk we ýiti akyl bilen tapawutlanýan tapawutly dizaýnlara berilýän aşa abraýly ykrarnamadyr. Bürünç ýeňijileri dizaýnerleriniň giň tejribesini, hyýalyny we tapawutlylygyny tassyklaýan örän ussat we geň galdyryjy derejede döredijilikli eserlerdir. Walk Along Not Alone Ynandyryjy stol oýny uly baha berilýän, haýran galynýan we söýülýän, üns çekiji derejede hünärmenlikli we täzelikçi zat bolmagy garaşylýar. A' Design Award Bürünç Baýragyny gazanan bu dizaýn sungatda, ylymda, dizaýnda we tehnologiýada iň oňat tejribeleri öz içine alýar we jikme-jiklige edýän üni bilen ajaýypdyr. Walk Along Not Alone Ynandyryjy stol oýny zerurlyklary ajaýyp derejede kanagatlandyrýar, isleglere degýär, duýgulary özüne çekýär we gyzyklanmany çekýär.

Dizaýnyň sahna arkasy

Metbugat toplumy

Dizaýner tarapyndan berlen kreditler, topar agzalary we tehniki maglumatlar.

Üýtgeşik Aýratynlyklar
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.
Ölçegler we Gaplama
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.
Bellikler
Social innovation, cultural sensitive design, end of life, persuasive board game
Önümçilik Tehnologiýasy
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.
The game kit includes a game board, tips capsule cards and pawns. The game board and cards were created on Adobe Illustrator and SketchBook.
Dizaýn Kynçylygy
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.
Gözleg
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.
Ylham
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.
Taslama Dowamlylygy
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.
Iş Akymy
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. In this way, players get new insights and think about their own preferences. In the end, the players receive a pleasing blessing. The game wraps up in a positive manner. Through the combination of reliable information and interactive game experience, the elderly gain understanding and confidence towards better-prepared ageing.
Patentler
Copyrights belong to Peixin Wang, 2020.
Topar Agzalary
Supervisor: Marieke Sonneveld
Supervisor: Annemiek van Boeijen
Company mentor: Gudule Boland
Surat Awtorlary
Image #1: Photographer Peixin Wang, 2020.
Image #2: Photographer Peixin Wang, 2020.
Image #3: Photographer Peixin Wang, 2020.
Image #4: Photographer Peixin Wang, 2020.
Image #5: Photographer Peixin Wang, 2020.

Hemaýatçy

Designers.org-dan Daşary Öwreniň

Mahabat hyzmatdaşlarymyzdan önümleri, hyzmatlary we mümkinçilikleri tapyň.

Oňat Dizaýn Uly Ykrar Edilmäge Mynasypdyr

A' Design Award — oňat dizaýn üçin halkara, eminler tarapyndan berilýän baýrakdyr. Işleriňiziň mynasyp ykrar edilmegini, şöhrat, abraý we köpçülige tanalmagy gazanmak üçin A' Design Award bäsleşigine gatnaşyň. Işiňizi A' Design Award üçin hödürläň we abraýly A' Design Prize baýragy ugrunda bäsleşiň.

Hödürle