Category: Expert
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Second Test
On October 30th, I conducted the second test, this time with three participants. This test involved two rounds of gameplay, with the changes in user behavior summarized in the table below. As shown in the table (003-005 represent the subjects of this test), players demonstrated improvements in social willingness, social competence, and social discernment. Furthermore,…
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Creative Card Game Design
1.1.Abstract After going through Dragon’s Den and consulting with experts, I believe the current card game has two issues: 1. The project’s core concept is unclear; 2. It lacks commercial viability or scalability. This is because: 1. There are already too many card games focused on family issues, and this project doesn’t offer sufficient appeal;…
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Expert Recommendations for Cards Design
Me: M. Guo, I’ve re-summarized the questions. Please review them again! What do you consider the most prominent characteristics and issues of “family problems” today? Which psychological framework is currently suitable for these cards (narrative therapy, cognitive behavioral therapy, or others)? Among these frameworks, which ones are suitable for ordinary users without psychological training to…
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Card Design Concepts
1.1. Abstract Reflecting on the workshops in Unit Three, most participants remarked that this provided an excellent space for expressing their thoughts. From this, I discerned that this format is viable. However, might there be a more accessible, self-directed approach? One that allows participants to access resources independently at any time. This card set, combining…
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How to design service-oriented tools to provide emotional support for young people facing family issues
1.1. Source of the idea During my tutorial discussions with my tutor David, I arrived at this idea. In the tutorial, I observed that workshops suffer from shortcomings such as limited practical effectiveness, inflexible scheduling, and an inability to provide immediate solutions. Compared to proven therapeutic approaches like art therapy, workshops function more as private…
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June 10th. class summary
problem+place/position=people = project different audience has different needs. about characteristics: age disability sex gender identity race ethic … True inclusion is not providing any outside help to elevate or degrade certain groups, but rather being transparent so that each group is seen and shared. 1.know your audience and their value 2.first impressions are important 3.give…
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Envisioning the deconstruction of traditional family narratives through the five senses
Richie’s class helped me a lot, and was the first time I started to notice that visual is not the only way and means to create. I began to notice that for a topic as popular and personal as family memories or family narratives, an overly figurative work or vision could be counterproductive and leave…
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Advantages of an interactive and entertaining approach
The most popular way of interactivity and entertainment, in my opinion, is video games. Games, as the ninth art, have a fusion of all the arts of graphics, sound, and text, along with a great sense of interactivity and exploration. Players are able to have an almost perfect immersion in the experience, which allows them…
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Evidence of exchanges with experts
Email logs with Mark (my tutor) Chat transcript with the director of the Center for Digital Humanities at Hunan University.4.10 Offline communication about the possibility of digital genealogy implementation;5.15 Online communication about the possibility of games as family history research.
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Why the current stage of family information dissemination is backwards
1.The main way nowadays: This is data obtained from interviews with 50 people from China’s Generation Z population.Oral history and books are still the most dominant methods of family history and family information dissemination. The disadvantages of such methods are: 1. having to be present or owning the books; 2. in the current era of…
