Gaming Design Thinking: Wicked Problems, Sufficient Solutions, and the Possibility Space of Games

Laquana Cooke West Chester University ; Lisa Dusenberry Georgia Southern University ; Joy Robinson Northrop Grumman (United States)

Abstract

The multiple conceptualizations of design thinking make it difficult to implement and teach in TPC, especially given classroom constraints. We propose a framework (mind-set and process) that balances knowing with the thinking/doing of design thinking. This framework is effectively implemented through game design. We demonstrate that game design increases students’ ability to iterate and solve macro- and micro-level problems along with their ability to approach unfamiliar or ill-structured tasks while facing such wicked problems.

Journal
Technical Communication Quarterly
Published
2020-10-01
DOI
10.1080/10572252.2020.1738555
CompPile
Search in CompPile ↗
Open Access
Closed
Export

Citation Context

Cited by in this index (4)

  1. Technical Communication Quarterly
  2. Journal of Technical Writing and Communication
  3. IEEE Transactions on Professional Communication
  4. Technical Communication Quarterly

References (49) · 3 in this index

  1. Computer games and technical communication: Critical methods & applications at the intersection
  2. 10.1145/2987592.2987615
  3. Computer games and technical communication: Critical methods & applications at the intersection
  4. The game design reader: A rules of play anthology
  5. 10.1162/dmal.9780262693646.117
Show all 49 →
  1. Doing Digital Humanities (pp. 328–340)
  2. The ideal problem solver
  3. Play/Write: Digital Rhetoric, Writing, Games (pp. 270–287)
  4. Design thinking
    Harvard Business Review
  5. Design thinking for social innovation
    Stanford Social Innovation Review, 12
  6. 10.2307/1511637
  7. 10.1111/caim.12153
  8. Are they really ready to work?
  9. 10.1109/ISECon.2016.7457534
  10. 10.1016/0142-694X(82)90040-0
  11. 10.1162/074793601750357196
  12. Technical Communication Quarterly
  13. deWinter J. Griffin D. McAllister K. S. Moeller R. M. & Ruggill J. E. (2010). Computer games across the curri…
  14. Computer games and technical communication: Critical methods & applications at the intersection
  15. Technical Communication Quarterly
  16. Embedding “Design thinking” in business school curriculum
    International Journal of the Arts in Society
  17. Analyzing the American video game industry 2016
  18. Computer gaming and technical communication
    Technical Communication
  19. Play/write
  20. 10.1145/2556288.2557264
  21. Presented at the International Conference on Global Software Engineering
  22. 10.1111/caim.12023
  23. Presented at the
  24. 10.2752/175470811X13071166525216
  25. 10.1145/3233756.3233952
  26. Computers and Composition
  27. Solving problems in technical communication
  28. MIT Game Lab. (2018 December 28). Exploring the potential of play . Retrieved from http://gamelab.mit.edu/
  29. Play/write
  30. 10.7551/mitpress/9188.001.0001
  31. NYU Game Center. (2018 December 28). NYU game center incubator. Retrieved from https://gamecenter.nyu.edu
  32. 10.7551/mitpress/9035.001.0001
  33. Design thinking: Notes on its nature and use
    Design Research Quarterly
  34. 10.3102/0034654312457429
  35. Making communication matter: Integrating instruction, projects and assignments to teach w…
  36. Communication, leadership, and virtual teams (dissertation)
  37. Rules of play: Game design fundamentals
  38. 10.1201/b17723
  39. 10.1016/j.tsc.2018.03.004
  40. 10th International Conference on the Foundations of Digital Games, June 22–25, 2015.
  41. Video games in education
    International Journal of Intelligent Simulations and Gaming
  42. Serious interactive fiction: Constraints, interfaces, and creative writing pedagogy
    Journal of Creative Writing Studies
  43. USC Game Innovation Lab. (2018 December 28). Game innovation lab. Retrieved from https://www.gameinnovationlab.com/
  44. Continue West and ascend the stairs
    Syllabus