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LIGHTPLAY

User Research
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LIGHTPLAY

LightPlay is a non-digital game that promotes creative learning through social, constructive, investigative and expressive play. It is designed to combat the idea that only some people are creative by helping players look for new ways of doing things.

THE DESIGN PROCESS

Step 1

THE PROBLEM

“How can we enhance creativity in the classroom? How can we make this a more effective and engaging experience?"

Background information:

  • Already numerous years ago, Sir Ken Robinson, argued that students doing work in our classrooms today will be entering a work force that none of us can visualize. And in order to prepare them, creativity is vital.
     

  • The World Economic Forum defines creativity as one of the top 3 21st century skill essential for the future. Creativity is an activity that involves the development of new ideas or problem solutions. The key to being creative is to simply look for new ways of doing things.
     

  • Richard Florida in the Harvard Business Review in 2004 stated that the United States has now entered the Creative Age, and to stay innovative, America must continue to invest in the further development of its creative sector.

Step 2

TARGET AUDIENCE

Primary school children, ages 6 to 9.

Step 3

IDEATION

Concept Overview

Children play with color shadows to create their own image and story. This provides an opportunity for interdisciplinary learning (language arts, visual arts, drama etc) and through gamification of content, learning becomes engaging and fun.

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METHODOLOGY

GAME IDEA INSPIRATION

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PRODUCT DESIGN

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Step 4 / Step 5

PROTOTYPE & USER TEST

Developed prototypes were tested with various users varying in age from kindergarten to adults.

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Prototype 1
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Prototype 2
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Prototype 3
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Prototype 4

Step 6

REVIEW

LightPlay is at its fifth prototyping stage.

The next prototype may include a digital version of the game that is built around emerging technology that accommodates a safe, social learning space.

CONFERENCES ATTENDED
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