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Centre for HCI Design
Centre for Creativity
Brainstorming & Other Crimes:
A Detective Game to Support Creativity in
Dementia Care
Anja Sisarica, PhD student @ Centre for Creativity in Professional Practice
Supervised by Neil Maiden & Julienne Meyer
13th
May, ICLCity 2013
Centre for HCI Design
Centre for Creativity
What’s on the menu today?
• Motivation behind this project
• Iterative design & playtesting of Hazel Court game to support creative
game-based learning in dementia care
• Future prospects & expected contribution
Centre for HCI Design
Centre for Creativity
Emerging opportunities
Creative problem
solving
Serious games
Playing creatively
= Increase in innovation, flow, fun, self-organisation?
Creating playfully
Making decisions: analysis
and prioritization when there
is no single exact correct
solution.
Developing and
designing new
applications, ideas,
relationships, systems
or products.
Centre for HCI Design
Centre for Creativity
Dimensions of a creative climate Interpretation in SGs
CHALLENGE
“The learner gets ample opportunity to operate
within, but at the outer edge, of his or her
resources, so that [...] things are felt as
challenging but not ‘undoable’” [Gee, 2003]
FREEDOM
“People genuinely feel they have something
individual to them that they can shape”
[Chatfield, 2010]
TRUST & SAFETY
“Opportunities to try out hypotheses and to fail in
a safe place” [McGonigal, 2011]
IDEA-SUPPORT
“Performance feedback should be presented in
a way that minimizes the possibility of damage
to one’s self-esteem” [Malone, 1981]
HUMOR & PLAYFULNESS
“Smoothing and sustaining game mechanisms,
enhancing communication, learning and social
presence, making it richer and more fun”
[Dormann, 2009]
PERSISTENCE
“…with a persistent environment, when you go
back in, it remembers where you were before:
the assets and marks you created, your
achievements; there is a kind of mirror image of
the real world you can create for yourself”
[Chatfield, 2010]
Centre for HCI Design
Centre for Creativity
How could variations of creativity support and game
design influence creative and learning outcomes?
Centre for HCI Design
Centre for Creativity
Why do we need CGBL in dementia care?
• Create opportunities for new engagements, by bringing new sensory
experiences with technology-supported game environment;
• Employ creativity techniques to open up space to be reflective and
support emotional care planning;
• Use game as a training tool to open up innovative ways of
communicating;
• Encourage curiosity and appreciative enquiry;
• Provide a context for positive creative climate changes.
MAINTAINING
IDENTITY
SHARING DECISION-MAKING
CREATING COMMUNITY
[My Home Life evidence-
based themes of best care
practice]
Centre for HCI Design
Centre for Creativity
Care staff sometimes need to act as ‘detectives’
to reveal reasons that lie behind peculiar
situations (February, 2012)
Diverse sources of
information to cross-
reference: resident’s
Care Plan, notes,
statements from other
carers, nurses, residents,
family members
Accurate, relevant,
timely, complete
information?
Non-deterministic, fast-paced,
complex domain that requires
flexibility and an open-mind
Centre for HCI Design
Centre for Creativity
Pre-design pilot (July 2012)
Game environment should be a
combination of physical and
digital elements, boardgame
and video game.
Level of
detective/mystery
analogy should be
‘lighter’, semantically
closer to problem
domain than previously
thought.
Players seem to appreciate the digital
interactive elements, while still
preferring to be working together, face
to face, instead of in competition.
Centre for HCI Design
Centre for Creativity
So, what do you do in Hazel Court?
• Phase 1: Clue collection, rooms exploration & meeting the characters
• Phase 2: Idea generation:
• Brainstorming technique for exploratory creativity to support
the generation of ideas about improving care
• Random combinations technique for combinational creativity
to combine ideas generated by different people during the
brainstorming
• Excursion technique for transformational creativity to support
the generation of ideas by viewing the world from different
perspectives through role-play
Centre for HCI Design
Centre for Creativity
Paper-based prototype playtesting (October 2012)
Theme Example
recorded
observation
Action it
suggests
USABILITY &
PLAYER
EXPERIENCE
The players
have been
talking to each
over the board.
Make the digital
game horizontal to
keep the
communication.
CONTENTS Players were
confused with
the meaning of
G2.
Connect contents
of clues (objects) in
G2 with the main
storyline.
APROPRIATENESS
OF CHOSEN
CREATIVITY
TECHNIQUES
Explicit support
to combinational
creativity was
not clear without
additional
explanation.
Integrate
facilitation more
clearly, think
about adding
more prompts.
Centre for HCI Design
Centre for Creativity
Centre for HCI Design
Centre for Creativity
Digitally-supported prototype
playtesting (January 2013)
- lessons learned
• Creativity techniques integrated in
the game need to be further adjusted
to favourise novelty over usefulness
of generated ideas, as that seems to
be the biggest milestone for carers’
task-oriented mindset
• Explore further the mutual impact
between creative climate and game
mechanics for motivated learning and
reflection
• Explore further the means of digital
support to the physical creative
process
Centre for HCI Design
Centre for Creativity
What does the future hold?
• Could creative game-based learning guide development of new
pervasive software systems?
• Are creative serious games a new “genre” of serious games?
• How can we come up with new modes of technology-supported
creativity facilitation integrated in games?
• What could other application domains for CGBL be?
Centre for HCI Design
Centre for Creativity
Thank you for attention!
Stay in touch:
anja.sisarica.1@city.ac.uk
@anjasisarica @creativity_city

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ICLCity2013 Brainstorming and Other Crimes: a Detective Game to Support Creativity in Dementia Care by Anja Sisarica

  • 1. Centre for HCI Design Centre for Creativity Brainstorming & Other Crimes: A Detective Game to Support Creativity in Dementia Care Anja Sisarica, PhD student @ Centre for Creativity in Professional Practice Supervised by Neil Maiden & Julienne Meyer 13th May, ICLCity 2013
  • 2. Centre for HCI Design Centre for Creativity What’s on the menu today? • Motivation behind this project • Iterative design & playtesting of Hazel Court game to support creative game-based learning in dementia care • Future prospects & expected contribution
  • 3. Centre for HCI Design Centre for Creativity Emerging opportunities Creative problem solving Serious games Playing creatively = Increase in innovation, flow, fun, self-organisation? Creating playfully Making decisions: analysis and prioritization when there is no single exact correct solution. Developing and designing new applications, ideas, relationships, systems or products.
  • 4. Centre for HCI Design Centre for Creativity Dimensions of a creative climate Interpretation in SGs CHALLENGE “The learner gets ample opportunity to operate within, but at the outer edge, of his or her resources, so that [...] things are felt as challenging but not ‘undoable’” [Gee, 2003] FREEDOM “People genuinely feel they have something individual to them that they can shape” [Chatfield, 2010] TRUST & SAFETY “Opportunities to try out hypotheses and to fail in a safe place” [McGonigal, 2011] IDEA-SUPPORT “Performance feedback should be presented in a way that minimizes the possibility of damage to one’s self-esteem” [Malone, 1981] HUMOR & PLAYFULNESS “Smoothing and sustaining game mechanisms, enhancing communication, learning and social presence, making it richer and more fun” [Dormann, 2009] PERSISTENCE “…with a persistent environment, when you go back in, it remembers where you were before: the assets and marks you created, your achievements; there is a kind of mirror image of the real world you can create for yourself” [Chatfield, 2010]
  • 5. Centre for HCI Design Centre for Creativity How could variations of creativity support and game design influence creative and learning outcomes?
  • 6. Centre for HCI Design Centre for Creativity Why do we need CGBL in dementia care? • Create opportunities for new engagements, by bringing new sensory experiences with technology-supported game environment; • Employ creativity techniques to open up space to be reflective and support emotional care planning; • Use game as a training tool to open up innovative ways of communicating; • Encourage curiosity and appreciative enquiry; • Provide a context for positive creative climate changes. MAINTAINING IDENTITY SHARING DECISION-MAKING CREATING COMMUNITY [My Home Life evidence- based themes of best care practice]
  • 7. Centre for HCI Design Centre for Creativity Care staff sometimes need to act as ‘detectives’ to reveal reasons that lie behind peculiar situations (February, 2012) Diverse sources of information to cross- reference: resident’s Care Plan, notes, statements from other carers, nurses, residents, family members Accurate, relevant, timely, complete information? Non-deterministic, fast-paced, complex domain that requires flexibility and an open-mind
  • 8. Centre for HCI Design Centre for Creativity Pre-design pilot (July 2012) Game environment should be a combination of physical and digital elements, boardgame and video game. Level of detective/mystery analogy should be ‘lighter’, semantically closer to problem domain than previously thought. Players seem to appreciate the digital interactive elements, while still preferring to be working together, face to face, instead of in competition.
  • 9. Centre for HCI Design Centre for Creativity So, what do you do in Hazel Court? • Phase 1: Clue collection, rooms exploration & meeting the characters • Phase 2: Idea generation: • Brainstorming technique for exploratory creativity to support the generation of ideas about improving care • Random combinations technique for combinational creativity to combine ideas generated by different people during the brainstorming • Excursion technique for transformational creativity to support the generation of ideas by viewing the world from different perspectives through role-play
  • 10. Centre for HCI Design Centre for Creativity Paper-based prototype playtesting (October 2012) Theme Example recorded observation Action it suggests USABILITY & PLAYER EXPERIENCE The players have been talking to each over the board. Make the digital game horizontal to keep the communication. CONTENTS Players were confused with the meaning of G2. Connect contents of clues (objects) in G2 with the main storyline. APROPRIATENESS OF CHOSEN CREATIVITY TECHNIQUES Explicit support to combinational creativity was not clear without additional explanation. Integrate facilitation more clearly, think about adding more prompts.
  • 11. Centre for HCI Design Centre for Creativity
  • 12. Centre for HCI Design Centre for Creativity Digitally-supported prototype playtesting (January 2013) - lessons learned • Creativity techniques integrated in the game need to be further adjusted to favourise novelty over usefulness of generated ideas, as that seems to be the biggest milestone for carers’ task-oriented mindset • Explore further the mutual impact between creative climate and game mechanics for motivated learning and reflection • Explore further the means of digital support to the physical creative process
  • 13. Centre for HCI Design Centre for Creativity What does the future hold? • Could creative game-based learning guide development of new pervasive software systems? • Are creative serious games a new “genre” of serious games? • How can we come up with new modes of technology-supported creativity facilitation integrated in games? • What could other application domains for CGBL be?
  • 14. Centre for HCI Design Centre for Creativity Thank you for attention! Stay in touch: anja.sisarica.1@city.ac.uk @anjasisarica @creativity_city

Hinweis der Redaktion

  1. “ Problems are only opportunities in work clothes.” — Henry Kaiser