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Walk Along Not Alone Gamai Papan Persuasif dek Peixin Wang

Walk Along Not Alone Gamai Papan Persuasif dek Peixin Wang adolah pamenang nan sangaik tahormat dari A' Design Award Gangsa 2021 nan sangaik prestigius dalam Kategori Kompetisi Sosial.


GangsaSosial· 2021

Walk Along Not Alone Gamai Papan Persuasif

dek Peixin Wang

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

Pamenang A' Design Award Gangsa dalam Kategori Sosial

35,315

Pamenang Pangharogaan Taverifikasi

Verifikasi Status Pangharogaan untuak #122271

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Desain

Tantang Walk Along Not Alone Gamai Papan Persuasif

'Walk along, not alone' mampakanalan persediaan akhir hiduik jo caro nan ramah dan tasusunan. Jo gamai ko, urang tuo imigran Tiongho balajar baaimano manghadapi katuoan dan akhir hiduik dalam konteks Balando. Gamai ko manyadiokan informasi praktis tantang persediaan akhir hiduik, manciptoan suasano nan nyaman untuak mambicaroan tantang akhir hiduik.

Pangakuan

Tantang A' Design Award Gangsa

Walk Along Not Alone Gamai Papan Persuasif adolah pamenang A' Design Award Gangsa, sabuah pangakuan nan sangaik bapresti nan dibarikan ka rancangan nan cemerlang nan dicirikan dek kreativitas, kacerdikan jo kabijaksanaan. Pamenang Gangsa adolah karya nan cukuik mahir jo kreatif sacaro mangesankan nan mamastikan pangalaman nan luas, imajinasi jo kacerdikan parancangnyo. Walk Along Not Alone Gamai Papan Persuasif dipaokan manjadi bando nan sangaik dihormati, dikagumi jo disayangi, nan profesional jo inovatif sacaro nampak. Rancangan nan manang Gangsa iko mamuek praktik tabaik dalam seni, ilimu, rancangan jo teknologi jo cemerlang dalam parhatian ka rincian. Walk Along Not Alone Gamai Papan Persuasif mamanuhi kaparluan jo elok, manyantuah karinduan, mamikaik parasaan jo manarik raso ingin tahu.

Di Baliak Desain

Kit Pers

Kredit, anggota tim jo rincian teknis nan disadioan dek perancang.

Sifat Unik
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.
Dimensi & Kemasan
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.
Tag
Social innovation, cultural sensitive design, end of life, persuasive board game
Teknologi Produksi
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.
Tantangan Desain
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.
Penelitian
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.
Inspirasi
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.
Durasi Proyek
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.
Alua Operasi
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.
Paten
Copyrights belong to Peixin Wang, 2020.
Anggota Tim
Supervisor: Marieke Sonneveld
Supervisor: Annemiek van Boeijen
Company mentor: Gudule Boland
Kredit Gambar
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.

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