Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/91167
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dc.contributorSchool of Design-
dc.creatorJiang, Y-
dc.creatorJachna, TJ-
dc.creatorDong, H-
dc.date.accessioned2021-09-09T03:40:21Z-
dc.date.available2021-09-09T03:40:21Z-
dc.identifier.urihttp://hdl.handle.net/10397/91167-
dc.language.isoenen_US
dc.publisherMolecular Diversity Preservation International (MDPI)en_US
dc.rights© 2020 by the authors. Licensee MDPI, Basel, Switzerland.en_US
dc.rightsThis article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).en_US
dc.rightsThe following publication Jiang, Y.; Jachna, T.J.; Dong, H. Game for Complete Care: A Means of Connecting ‘User-Centered Design’ with Sustainability. Sustainability 2020, 12, 10555 is available at https://doi.org/10.3390/su122410555en_US
dc.subjectSustainabilityen_US
dc.subjectCareen_US
dc.subjectInterior designen_US
dc.subjectGameen_US
dc.subjectEducationen_US
dc.titleGame for complete care : a means of connecting 'user-centered design' with sustainabilityen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume12-
dc.identifier.issue24-
dc.identifier.doi10.3390/su122410555-
dcterms.abstractThis paper addresses sustainability and gaming from an interior design education perspective, emphasizing the importance of understanding the meaning of 'complete care' and raising the awareness of care among design students. The four-step inquiry was adopted as a methodological framework. The theoretical model of 'complete care' was proposed and the interactive game 'Ideal Home' was developed to raise the awareness of care in design. The game imitated a conversation activity between the interior designer and the client at the early stage of the design process and assisted 'designers' to ask meaningful questions from 'clients' so as to develop a better understanding of their care needs. Six postgraduate students with interior design backgrounds played the game, and they were observed and interviewed. The results suggested that the participants' understanding of care improved after they played the game and they were able to identify more issues and detailed needs through the conversations. The significance of the research is that it proposes a theoretical framework to explain the meaning of 'complete care' in the design process, and also develops a practical tool (i.e., the game) to educate designers about care.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationSustainability, 2 Dec. 2020, v. 12, no. 24, 10555-
dcterms.isPartOfSustainability-
dcterms.issued2020-12-
dc.identifier.isiWOS:000603212900001-
dc.identifier.eissn2071-1050-
dc.identifier.artn10555-
dc.description.validate202109 bchy-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOSen_US
dc.description.pubStatusPublisheden_US
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