Please use this identifier to cite or link to this item: http://hdl.handle.net/20.500.11960/3017
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dc.contributor.authorMartins, João-
dc.contributor.authorMota, Luís-
dc.date.accessioned2022-12-20T13:15:26Z-
dc.date.available2022-12-20T13:15:26Z-
dc.date.issued2022-09-08-
dc.identifier.citationMartins, J., & Mota, L. (2022). Innovative board game design in an academic environment during the Covid-19 pandemic. In E. Bohemia, L. Buck, & H. Grierson (Eds.), Proceedings of the 24th International Conference on Engineering and Product Design Education : Disrupt, Innovate, Regenerate & Transform (E&PDE 2022), 8-9 September, 2022, London, UK. The Design Society. https://doi.org/10.35199/epde.2022.57pt_PT
dc.identifier.isbn978-1-912254-16-3-
dc.identifier.urihttp://hdl.handle.net/20.500.11960/3017-
dc.description.abstractLeisure or entertainment, like other everyday needs, are fundamental activities for human well-being. The creation of activities that lead to moments of satisfaction and relaxation are also a focus of attention and one of the areas of intervention where design can contribute solutions. This project challenged a group of students on a degree course in product design to develop modern, alternative board games, centred on users and on situations and environments of use, in order to exercise the practice of product design and seek to present innovative solutions. The challenge came through a local Cultural Association, with a tradition in promoting this type of game. The project followed a design project methodology that led students through a first phase of immersion in the theme, mechanics and strategies of games and their variety, going through the generation of ideas, models, evaluation tests, to the production of prototypes. The project was subject to the constraints of the Covid-19 pandemic, which forced students and teachers to work at home. To improve teaching and learning experiences, the project involved specialists and professionals who shared their knowledge and experience in developing this type of product. This gave rise to a great diversity of solutions, resulting from the use of an adequate methodology, making it possible to design new board games in which the mechanics, when articulated with a theme of interest to the target audience, can result in a proposal for an appealing and unique game.pt_PT
dc.language.isoengpt_PT
dc.publisherThe Design Societypt_PT
dc.rightsopenAccesspt_PT
dc.subjectBoard gamept_PT
dc.subjectProduct designpt_PT
dc.subjectDesign educationpt_PT
dc.subjectInnovationpt_PT
dc.subjectCo-designpt_PT
dc.titleInnovative board game design in an academic environment during the Covid-19 pandemicpt_PT
dc.typeconferenceObjectpt_PT
dc.date.updated2022-12-01T23:28:46Z-
dc.description.version101E-1BBD-F278 | João Carlos Monteiro Martins-
dc.description.versioninfo:eu-repo/semantics/publishedVersion-
dc.identifier.slugcv-prod-3089668-
dc.peerreviewedyespt_PT
degois.publication.titleProceedings of the 24th International Conference on Engineering and Product Design Education : Disrupt, Innovate, Regenerate & Transform (E&PDE 2022)pt_PT
dc.identifier.doi10.35199/epde.2022.57-
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