Full Paper - Open Access.

Idioma principal | Segundo idioma

Resilient Business Design: Training a reflective business design mindset through design games

Resilient Business Design: Training a reflective business design mindset through design games

Madsen, Kristina Maria ; Lunda, Morten ;

Full Paper:

Facing a future of uncertainty for businesses, design as a process and mindset can allow businesses to become more resilient. However, transforming and working strategically with design thinking and business design requires design skills and design knowledge. In turn, we argue that this requires the development of a reflective business design mindset in non-designer. What we propose, is that design games can facilitate training this mindset and thereby strengthen business design resilience. Design games have shown to be relevant and effective tools for supporting learning and shaping a mindset. In this paper, we discuss the intersection between business design, design thinking, and experiential learning in a design game and training context and exemplify these premises with two different design games. Thus, it is concluded that training through design games can be one approach to create experience-based learning and through active experimentation training, the design mindset can be nurtured.

Full Paper:

Facing a future of uncertainty for businesses, design as a process and mindset can allow businesses to become more resilient. However, transforming and working strategically with design thinking and business design requires design skills and design knowledge. In turn, we argue that this requires the development of a reflective business design mindset in non-designer. What we propose, is that design games can facilitate training this mindset and thereby strengthen business design resilience. Design games have shown to be relevant and effective tools for supporting learning and shaping a mindset. In this paper, we discuss the intersection between business design, design thinking, and experiential learning in a design game and training context and exemplify these premises with two different design games. Thus, it is concluded that training through design games can be one approach to create experience-based learning and through active experimentation training, the design mindset can be nurtured.

Palavras-chave: design games, business design, innovation, training,

Palavras-chave: design games, business design, innovation, training,

DOI: 10.5151/ead2021-127

Referências bibliográficas
  • [1] "Aagaard, A. and Nielsen, C. (2021), The Fifth Stage of Business Model Research: The Role of Business Models in Times of Uncertainty, Journal of Business Models, Vol. 9, No. 1, pp. 77-90.
  • [2] Brandt, E., & Messeter, J. (2004). Facilitating collaboration through design games. In Proceedings of the eighth conference on Participatory design: Artful integration: interweaving media, materials and practices-Volume 1 (pp. 121-131).
  • [3] Brown, T. (2009). Change by design: how design thinking transforms organizations and inspires innovation. New York, NY: HarperBusiness.
  • [4] Cross, N. (2006). Designerly Ways of Knowing. Springer
  • [5] Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011a). Gamification: Using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428).
  • [6] Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011b). From game design elements to gamefulness: defining"" gamification"". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).
  • [7] Gudiksen, S.K., Inlove, J. (2018). Gamification for business: Why innovators and changemakers use games to break down silos, drive engagement and build trust. Kogan Page.
  • [8] Gudiksen, S. (2015). Business model design games: Rules and procedures to challenge assumptions and elicit surprises. Creativity and Innovation Management, 24(2), 307-322.
  • [9] Jipa, G., & Marin, I. (2014). Enterprise gamification in business to consumer (B2C) engagement model. In Proceedings of the 8th International Management Conference “Management Challenges for Sustainable Development (pp. 489-496).
  • [10] Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development. FT press.
  • [11] Kristiansen, P., & Rasmussen, R. (2014). Building a better business using the Lego serious play method. John Wiley & Sons.
  • [12] Lewrick, M., Link, P., & Leifer, L. (2018). The design thinking playbook: Mindful digital transformation of teams, products, services, businesses and ecosystems. John Wiley & Sons.
  • [13] Lewrick, M., Link, P., & Leifer, L. J. (2020). The Design Thinking Toolbox: A Guide to Mastering the Most Popular and Valuable Innovation Methods. John Wiley & Sons, Incorporated.
  • [14] Lund, M., & Nielsen, C. (2014). The evolution of network-based business models illustrated through the case study of an entrepreneurship project. Journal of Business Models, 2(1), 105-121.
  • [15] Madsen, K. M., & Krishnasamy, R. (2020). Our Museum Game: A Collaborative Game for User-Centered Exhibition Design. I A. Brooks, & E. I. Brooks (red.), ArtsIT 2019: Interactivity & Game Creation (p. 427-435). Springer. https://doi.org/10.1007/978-3-030-53294-9_31
  • [16] Madsen, K. M., & Rasmussen, M. H. (2021). A Matrix for Gamifying Development Workshops. In A. Brooks, E. I. Brooks, & D. Jonathan (red.), Interactivity & Game Creation: 9th EAI International Conference, ArtsIT 2020 (vol 367, p. 180-197). Springer. https://doi.org/10.1007/978-3-030-73426-8_10
  • [17] Martin, R., & Martin, R. L. (2009). The design of business: Why design thinking is the next competitive advantage. Harvard Business Press.
  • [18] Muller, M.J., Druin, A. (2007). Participatory Design: The Third Space in HCI. 70.
  • [19] Osterwalder, A., & Pigneur, Y. (2010). Business model generation: a handbook for visionaries, game changers, and challengers. John Wiley & Sons.
  • [20] Bland, D. J., & Osterwalder, A. (2020). Testing business ideas: A field guide for rapid experimentation. John Wiley & Sons.
  • [21] Patricio, R. (2017). A gamified approach for engaging teams in corporate innovation and entrepreneurship. World Journal of Science, Technology and Sustainable Development.
  • [22] Paravizo, E., Chaim, O. C., Braatz, D., Muschard, B., & Rozenfeld, H. (2018). Exploring gamification to support manufacturing education on industry 4.0 as an enabler for innovation and sustainability. Procedia Manufacturing, 21, 438-445.
  • [23] Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in human behavior, 63, 50-58.
  • [24] Reis, E. (2011). The lean startup. New York: Crown Business.
  • [25] Salen, K., Tekinbaş, K. S., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT press.
  • [26] Schön, D. A. (1983/2016). The reflective practitioner: How professionals think in action. Routledge.
  • [27] Statler, M., Heracleous, L., & Jacobs, C. D. (2011). Serious play as a practice of paradox. The Journal of Applied Behavioral Science, 47(2), 236-256.
  • [28] Taran, Y., Nielsen, C., Montemari, M., Thomsen, P., & Paolone, F. (2016), Business model configurations: a five-V framework to map out potential innovation routes. European Journal of Innovation Management, Vol. 19, No. 4, pp. 492 - 527.
  • [29] Thomsen, P., Sort, J. C., & Kristiansen, K. B.. Booster Cards: A Practical Tool for Unlocking Business Model Innovation. Journal of Business Models, 7(3), 131-142. (2019).
  • [30] Törpel, B. (2006). The design game in participatory design and design education: chances, risks and side effects. In Proceedings of the ninth conference on Participatory design: Expanding boundaries in design-Volume 1 (pp. 77-86).
  • [31] Van Der Pijl, P., Lokitz, J., & Solomon, L. K. (2016). Design a better business: New tools, skills, and mindset for strategy and innovation. John Wiley & Sons.
  • [32] Van Staalduinen, J. P., & De Freitas, S. (2011). A game-based learning framework: Linking game design and learning. Learning to play: exploring the future of education with video games, 53, 29.
Como citar:

Madsen, Kristina Maria; Lunda, Morten; "Resilient Business Design: Training a reflective business design mindset through design games", p. 556-565 . In: 14th International Conference of the European Academy of Design, Safe Harbours for Design Research. São Paulo: Blucher, 2021.
ISSN 2318-6968, DOI 10.5151/ead2021-127

últimos 30 dias | último ano | desde a publicação


downloads


visualizações


indexações