Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/81399
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dc.contributorSchool of Design-
dc.creatorLee, B-
dc.date.accessioned2019-09-24T00:53:20Z-
dc.date.available2019-09-24T00:53:20Z-
dc.identifier.urihttp://hdl.handle.net/10397/81399-
dc.language.isoenen_US
dc.rightsAll rights reserved.en_US
dc.rightsPosted with permission of the author.en_US
dc.titleLamb lamp : counseling service through family functioning and gamification enhanced designen_US
dc.typeDesign Research Portfolioen_US
dcterms.abstractThe research attempts to examine the multidisciplinary approach about incorporating interactive prototype and gamification with tangible experience (design discipline) and family functioning (social sciences discipline) to address the emerging global societal issue- mobile addiction in Hong Kong and overseas (Shek and Yu, 2016; Beranuy,Oberst, Carbonell and Chamarro, 2009) which causes negative impact to family relationship (Takao, Takahashi & Kitamura, 2009; as cited in Chóliz, 2012) during 2016-2018.-
dcterms.abstractThe project also demonstrates a cross-disciplinary platform whereby innovative methods are explored for the advancement of social work’s practice. The team members include Dr. Kenny Chow (Interaction Design Lab), Mr. Benny Leong and Dr. Brian Lee (Design Led) (Asian Lifestyle Design Lab) from School of Design, The Hong Kong Polytechnic University, and Dr. Elda Chan (mental health and addiction counsellor of Integrated Centre on Addiction Prevention and Treatment (ICAPT) of Tung Wah Group Of Hospitals) who provides ‘family-based’ counselling service. The proposed familyfocused intervention system (an interactive lamp with wireless mobile charging platform, a series of game design, game log, self-guided probe, home visit and interviews) is based on family functioning (Dai and Wang, 2015; Epstein, Bishop and Levin, 1978; Shek,, 2002; Smilkstein, 1984) and gamification theory (Deterding et al., 2011; Caillois, 2001) to enhance intimate parent-adolescent interactivity and mitigate adolescents’ excessive mobile use through specifically designed tangible games (activated by charging /put down the mobile).-
dcterms.abstractThe result was presented at two conferences (one with best presentation award), in the International Journal of Mental Health and Addiction, and exhibited at three local and international design exhibitions. The system received one product design award and one social service innovation award. The project team received additional funding (around HK$800,000) to further extend the study in which ninety families will be invited to further test the modified prototype during the end of 2018 to end of 2020.-
dcterms.accessRightsopen accessen_US
dcterms.issued2019-
dc.description.validateRAE2020en_US
dc.description.oaOther Versionen_US
dc.identifier.FolderNumbera0368-n04en_US
dc.description.pubStatusnullen_US
Appears in Collections:Design Research Portfolio
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