With the current popularity and widespread use of high-tech and telecommunication products, digital information with varied forms of software, hardware, and multimedia was engaged in designs for entertainment and daily life; its related products are sweeping the globe. On the other hand, the rapid development of 3D printing technology further caused a boom of FabLab. To develop designs with strong and rich experiences a designer must be able to fully understand user-experience. This study will present the thinking of planning a new course with integration of Play, Sci-Fi & Design to share how such course attempt to provide students with learning motives via approaches of play and scenario, and to establish a degree of fun in the learning environment, in order to motivate students to identify the blind spots in the existed situation and to take challenge to learning new experience more directly through participation and interaction in play. This was done by breaking down the barriers between play experience and rapid prototype design of FabLab. Based on this thinking the course structure and content was planned and presented in this paper.
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CITATION STYLE
Teng, C.-K., Chuang, M.-C., & Hsu, C.-C. (2015). Planning a Design Course for Play Experience and FabLab. Universal Journal of Educational Research, 3(10), 751–756. https://doi.org/10.13189/ujer.2015.031014