Using gamification tools in creating design techniques for building products for autism children | ||||
International Design Journal | ||||
Article 34, Volume 13, Issue 6, November and December 2023, Page 521-542 PDF (3.29 MB) | ||||
Document Type: Original Article | ||||
DOI: 10.21608/idj.2023.320742 | ||||
View on SCiNiTO | ||||
Authors | ||||
Ahmed Waheed Moustaffa1; Alshimaa Sabry Mohamed Abdel Salam2; Mohamed Shohdy Ahmed,3 | ||||
1Faculty of Applied Arts, Helwan University | ||||
2Head of Design Dept, 6th of October for Micro Alphapack | ||||
3Professor Product Design, Faculty of Applied Arts, Helwan University. | ||||
Abstract | ||||
The increasing prevalence of autism spectrum disorder makes it imperative for designers to help these children by designing their own products that include some gaming strategies that can make using these tools easier and more enjoyable for them. Because of the difficulty of using available design techniques to design products suitable for developing the skills of autistic children. Products for autistic children suffer from difficulties in use that parents and treatment specialists face. In addition, it is not suitable for the nature of the consumer, who needs products that contribute to helping them overcome their daily problems. Therefore, the research aims to build a clear vision of design techniques that help in designing products that can help children with autism spectrum disorder. And explore the most important design techniques that influence generating design ideas using play techniques to help autistic patients. As well as choosing the most valid and effective techniques in the field of designing toy products especially for autistic children. By determining its capabilities and capabilities in achieving the desired goal and what are the obstacles that the designer or user may face, as this study assumes that a clear model of the design process can be built using game techniques suitable for product designers. Game design techniques can also be used in designing products for autism, facilitating the designer’s work. Also, designing products in an organized manner according to gamification techniques is beneficial for autistic children, as products designed using gamification techniques support the families and specialists treating autistic children in performing their mission in simplifying the burden of daily problems facing these children. Using an inductive and descriptive approach (analytical - survey - statistical) - experimental to find a comprehensive and clear model that can be considered one of the design techniques using play techniques to help designers in the field of teaching product design to special groups. It can also be useful in designing and producing products that can help rehabilitate children with autism spectrum disorder using the most valid design methods. | ||||
Keywords | ||||
Gamification Tools; Design Techniques Product Design; Autism Children | ||||
Supplementary Files
|
||||
References | ||||
33. Kara Pernice, User Interviews: How, When and Why to conduct them, Nielsen Norman Group, https://www.nngroup.com/articles/user-interviews/ , October 2018, retrieved in may 2023 34. SteveMartin Arvidsson and Ida Gremyr, Principles of robust design methodology, Quality and reliability engineering international, volume 24, issue 1, Feb 2008, https://doi.org/10.1002/qre.864 35. S. Pugh, Total Design: Integrated Methods for successful product engineering, Prentice Hall, 1st edition,1990
37. Marjan Leber, Majda Bastic, Marko Mavric, Andrea Ivanisevic, Value analysis as an integral part of new product development, University of Maribor, Slovenia, University of Novi Sad, Serbia, 2000 38. D.R. Kiran, Quality Function Deployment, Science Direct, https://www.sciencedirect.com/topics/engineering/quality-function-deployment#:~:text=Quality%20Function%20Deployment%20(QFD)%20is,unstated%20customer%20needs%20or%20requirements., 2017, Retrieved in may 2023 39. G. Newsom,(2003). Oxford Hand book of Deaf studies, language and Education United States of America: oxford University press. 40. G.Q. Huang ,Design for X Concurrent engineering imperatives, School of Engineering, University of Abertay, Dundee, UK, 1996 41. Cross, N. (Ed.), Developments in Design Methodology. Chichester: John Wiley & Sons (1984). 42. Matej Paulic, Tomaz Irgolic, Joze Balic, France Cus, Andrej Cuper, Tomaz Brajlih, Igor Drstvensek, Reverse Engineering of parts with optical scanning and additive manufacturing, Faculty of mechanical engineering, University of Maribor, Smetanova ulica17, 2000 Maribor, Slovenia 43. Wallace, K.M. and Hales, C., Some applications of a systematic design approach in Britain. Konstruktion, 39 (1987). 44. Cross, N. and Roozenburg, N., Modelling the design process in engineering and in architecture. J. of Engng. Design, 3, 4 (1992). 45. Archer, L.B., Systematic Method for Design- ers. In: Cross, N. (Ed.), Developments in Design Methodology. Chichester: Wiley (1965). 46. Bonollo, E. and Lewis, B., The industrial design profession and models of the design process. Design and Educ., 6, 2 (1996). 47. Bauman ML. Brief report: Neuroanatomic observations of the brain in pervasive developmental disorders. J Autism Dev Disorder 1996;26:199–203. 48. Cummings, S. and Bonollo, E., Experience with dual-flush technology in Australian WC design. Proc. CIB W62 Water Supply andDrainage, Edinburgh, Scotland, UK, D6.1-D6.8 (1999). 49. Beitz, W., Design science – the need for a scientific basis for engineering design methodology. J. of Engage. Design, 5, 2 (1994). 50. Hassan, a. .Z., Zahed, B. T., Zohora, F. T., Moosa, J. M., Salam, T., Rahman, M., Ferdous, H. S. & Ahmed, S. I. (2011). Developing theConcept of Money by Interactive Computer Games for Autistic Children. In A. del Bimbo, K.-R. Park & P. C. Y. Sheu (general Co-Chairs), International Symposium of Multimedia. Symposium Conducted on the meeting of IEEE Society in Dana Point, California, USA.
52. Hein, L., Design methodology in practice. J. of Engage. Design, 5, 2 (1994). 53. Sophie Louise Gaastra, Using technology for the gamification of meltimes of children with autism to overcome eating problems, B.Sc. Thesis creative technology, University of Twente, Netherland, Aug. 2021 54. Szykman S., Sriram R.D., and Regli W.C. The Role of Knowledge in Next-generation Product Development Systems. Journal of Computing and Information Science in Engineering, 2001, 1(1), 3-11. 55. Tanmoy Goswami, Tanay Arora, Pranita Ranada, Enhancing memory skills of autism spectrum disorder children using gamification, British Journal of pharmaceutical research international, Article no. JPRI.69553, July 2021 56. Pandey A, Prakash G. Deduplication with attribute based encryption in e-health care systems. International Journal of MC Square Scientific Research. 2019;11(4):16-24. 57. Bill Moggridge, in Designing Interaction ,The MIT Press, Cambridge, Massachusetts, London, England, 2006, P.650-651
59. Balancing practice and theory in design, https://uxdesign.cc/balancing-practise-and-theory-in-design-d90340cd07bf , Aug 2021 60. Yellow Bus ABA, https://yellowbusaba.com , Retrieved in 10 Nov. 2022 61. Douglass developmental disabilities centre، https://dddc.rutgers.edu/about-dddc/about-dddc، Retrieved in 4 Feb. 2023 62. Institute of Design , Stanford, https://dschool.stanford.edu/ , Retrived in Nov.2019 64. LOVAAS, https://lovaas.com/lovaas-method/ , Retrieved in 4 Feb. 2023 65. Siti Azreena Mubin, Matthew Wee Ann Poh, Rizawati Rohizan, Aida Zamnah Zainal Abidin, Wong Chung Wei, Gamification design framework to support autism children interaction skills: A systematic review, School of media, Arts and design, Asia pacific university of technology & innovation (APU), Technology park Malaysia, Bukit Jalil, Kuala Lumpur, International journal of current research and review, doi: https://dx.doi.org/10.31782/IJCRR.2020.122230, 24 Nov. 2011 66. Sophie Louise Gaastra, Dinner Time! Using technology for the gamification of mealtimes of children with autism to overcome eating problems, B. Sc. Thesis Creative Technology, Human media interaction, Faculty of electrical engineering, Mathematics and computer science, University of Twente, Netherland, 10 Aug. 2021 67. Ximeng Lu, Jinjie Li, Kesi Zhu , Yun Liu, Research on the gamification design of family early intervention products for children with autism based on the peak end rule, Part of the Lecturenotes in computer science book series, 16 June 202 68. https://www.sciencedirect.com/topics/engineering/quality-function-deployment#:~:text=Quality%20Function%20Deployment%20(QFD)%20is,unstated%20customer%20needs%20or%20requirements., 2017, Retrieved in may 2023 | ||||
Statistics Article View: 146 PDF Download: 177 |
||||