In order for techniques from Model Driven Engineering to be accepted at large by the game industry, it is critical that the effectiveness and efficiency of these techniques are proven for game development. There is no lack of game design models, but there is no model that has surfaced as an industry standard. Game designers are often reluctant to work with models: they argue these models do not help them design games and actually restrict their creativity. At the same time, the flexibility that model driven engineering allows seems a good fit for the fluidity of the game design process, while clearly defined, generic models can be used to develop automated design tools that increase the development’s efficiency.
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For over thirty years, there has been a discussion about the effectiveness of educational games in comparison to traditional learning materials. To help further this discussion, we aim to understand ‘how educational games work’ by formalising (and visualising) the educational and motivational aspects of such games. We present a model that focuses on the relationship between three different aspects: user properties, game mechanics, and learning objectives. In two example cases, we have demonstrated how the model can be used to analyse existing games and their game/instructional design, and suggest possible improvements in both motivational and educational aspects based on the model. As such, we introduce a novel approach to analysing educational games and, by inference, a novel design process for designing more effective educational games.
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The growing availability of data offers plenty of opportunities for data driven innovation of business models for SMEs like interactive media companies. However, SMEs lack the knowledge and processes to translate data into attractive propositions and design viable data-driven business models. In this paper we develop and evaluate a practical method for designing data driven business models (DDBM) in the context of interactive media companies. The development follows a design science research approach. The main result is a step-by-step approach for designing DDBM, supported by pattern cards and game boards. Steps consider required data sources and data activities, actors and value network, revenue model and implementation aspects. Preliminary evaluation shows that the method works as a discussion tool to uncover assumptions and make assessments to create a substantiated data driven business model.
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The report from Inholland University is dedicated to the impacts of data-driven practices on non-journalistic media production and creative industries. It explores trends, showcases advancements, and highlights opportunities and threats in this dynamic landscape. Examining various stakeholders' perspectives provides actionable insights for navigating challenges and leveraging opportunities. Through curated showcases and analyses, the report underscores the transformative potential of data-driven work while addressing concerns such as copyright issues and AI's role in replacing human artists. The findings culminate in a comprehensive overview that guides informed decision-making in the creative industry.
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Artificial Intelligence (AI) offers organizations unprecedented opportunities. However, one of the risks of using AI is that its outcomes and inner workings are not intelligible. In industries where trust is critical, such as healthcare and finance, explainable AI (XAI) is a necessity. However, the implementation of XAI is not straightforward, as it requires addressing both technical and social aspects. Previous studies on XAI primarily focused on either technical or social aspects and lacked a practical perspective. This study aims to empirically examine the XAI related aspects faced by developers, users, and managers of AI systems during the development process of the AI system. To this end, a multiple case study was conducted in two Dutch financial services companies using four use cases. Our findings reveal a wide range of aspects that must be considered during XAI implementation, which we grouped and integrated into a conceptual model. This model helps practitioners to make informed decisions when developing XAI. We argue that the diversity of aspects to consider necessitates an XAI “by design” approach, especially in high-risk use cases in industries where the stakes are high such as finance, public services, and healthcare. As such, the conceptual model offers a taxonomy for method engineering of XAI related methods, techniques, and tools.
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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Designing solutions for complex behaviour change processes can be greatly aided by integrating insights from the behavioural sciences into design practice. However, this integration is hampered by the relative inaccessibility of behavioral scientific knowledge. Working in a multidisciplinary of design researchers and behavioural scientists may bridge the gap between the two fields. This paper shares our experiences in working as such a multidisciplinary group on a large project, amongst others consisting of the design of interventions for workplace safety. Our cooperation was fruitful, both for design researchers – being able to better structure the messiness of the design process –, behavioural scientists – gaining in ecological validity of their methods –, and commissioners – increased trust in potential outcomes of the design process. However, difficulties preventing synergy also transpired.
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In this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.
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The paper arguments that a design approach will be essential to the future of e-democracy and e-governance. This development is driven at the intersection of three fields: democracy, information technology and design. Developments in these fields will result in a new scale, new complexity and demands for new quality of democracy solutions. Design is essential to answer these new challenges. The article identifies a new generation of design thinking as a distinct new voice in the development of e-democracy and describes some of the consequences for democracy and governance. It argues that, to be able to design new solutions for e-democracy successfully, current approaches may be too narrow and a broader critical reflection is necessary for both designers and other stakeholders in the process.
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This overview can be regarded as an atlas or travel guide with which the reader can follow a route along the various professorships. Chapter 2 centres on the professorships that are active in the field of Service Economy. Chapter 3 is dedicated to the professorships that are focussed on the field of Vital Region. Chapter 4 describes the professorships operating in the field of Smart Sustainable Industries. Chapter 5 deals with the professorships that are active in the field of the institution-wide themes of Design Based Education and Design Based Research. Lastly, in Chapter 6 we make an attempt to discover one or more connecting themes or procedures in the approach of the various professorships. This publication is not intended to give a definitive answer to the question as to what exactly NHL Stenden means by the concept of Design Based Research. The aim of this publication is to get an idea of everything that is happening in the NHL Stenden professorships and to pique one’s curiosity to find out more.
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