Beyond TechCards: a first step toward the investigation of two TechCard dimensions to support the design process of emerging technologies

01 January 2011

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technology representation like cards - due to their improved usability and comprehensibility - will facilitate the first contact with technology and stimulate communication and collaboration within a multidisciplinary team. On the other hand, we think that augmenting a card representation towards an interactive experience will deepen even more the technological knowledge of the design team. Secondary, we expect that the game experience will increase the motivation among the participants of the gaming session and will stimulate the design team to imagine more disruptive concepts and scenario with the technology. In order to experiment the effect of those dimensions on the design process, a test protocol has been built. Three kinds of creativity sessions will be compared: an Augmented TechCards session, a Game based TechCards session and a simple TechCards session (Control condition). Each session will last one hour, be composed of four design students and be assisted by a moderator. The objective for each session will be to enumerate creative use-cases for a specific set of technology given by the actual set of TechCards. Three groups of four students will be formed and each of them will participate to the three kind of creativity session. This repeated measure protocol will use a Latin-square design to counterbalance order effect such as learning bias, cognitive exhaustion and motivational depletion. Motivation between sessions will be assessed by using an individual Likert-scale questionnaire after each session.