[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3337722.3341841acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfdgConference Proceedingsconference-collections
research-article

Affordances of brainstorming toolkits and their use in game jams

Published: 26 August 2019 Publication History

Abstract

Brainstorming is an important part of creative design, related to exploring the associativity of different ideas and the combination of their parts. Previous work has investigated social interactions, productivity, techniques, and quality of brainstorming activities. The paper contributes to this body of work by studying the design affordances of brainstorming toolkits, and the relationship between idea associations and brainstorming. We examined 21 brainstorming toolkits designed for creative brainstorming within the context of game design, which led us to four tiers of design affordances that specify the supportive qualities of toolkits for brainstorming. To gain further insights into the use of tools, we surveyed game jams participants about their brainstorming activities and the use of tools at Global Game Jam 2017. We found a large number of participants using traditional stationery to aid brainstorming and a common usage of mind mapping and rearranging post-it notes. These findings inform our discussion of how idea creation is leveraged by a hybrid use of traditional and digital tools.

References

[1]
Belman, J. et al. 2011. Grow-A-Game: A Tool for Values Conscious Design and Analysis of Digital Games. Proceedings of DiGRA 2011 Conference: Think Design Play. (2011), 1--15.
[2]
de Bono, E. 1985. Six Thinking Hats. Little Brown and Company.
[3]
Brandt, E. and Messeter, J. 2004. Facilitating collaboration through design games. Proceedings Participatory Design Conference (2004), 121--131.
[4]
Clayphan, A. et al. 2011. Firestorm: a brainstorming application for collaborative group work at tabletops. Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces - ITS '11 (New York, New York, USA, 2011), 162--171.
[5]
Dalsgaard, P. et al. 2017. How can computers support, enrich, and transform collaborative creativity. Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition (2017).
[6]
Deen, M. et al. 2014. Game Jam {4Research}. International Conference for Human-Computer Interaction - CHI 2014 (Toronto, Canada, 2014), 25--28.
[7]
Eberle, B. 1971. Scamper on: games for imagination development. Prufrock Press Inc.
[8]
Eckert, C. and Stacey, M. 2000. Sources of inspiration: a language of design. Design studies. 21, 5 (2000), 523--538.
[9]
Eno, B. and Schmidt, P. 1975. Oblique Strategies.
[10]
Flanagan, M. et al. 2005. Values at Play: Design Tradeoffs in Socially-Oriented Game Design. Proceedings of the SIGCHI conference on Human factors in computing systems - CHI '05 (New York, New York, USA, 2005), 751--760.
[11]
Furnham, A. and Yazdanpanahi, T. 1995. Personality differences and group versus individual brainstorming. Personality and Individual Differences. 19, 1 (Jul. 1995), 73--80.
[12]
Goddard, W. et al. 2014. Playful Game Jams. Proceedings of the 2014 Conference on Interactive Entertainment - IE2014 (New York, New York, USA, 2014), 1--10.
[13]
Grace, L. 2016. Deciphering Hackathons and Game Jams through Play. Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events - ICGJ '16 (New York, New York, USA, 2016), 42--45.
[14]
Halskov, K. and Dalsgaard, P. 2007. The emergence of ideas: the interplay between sources of inspiration and emerging design concepts. CoDesign. 3, 4 (Dec. 2007), 185--211.
[15]
Hansson, T. 2014. Enhancing Game Jam Experiences. Malmö University.
[16]
Hornecker, E. 2010. Creative idea exploration within the structure of a guiding framework. Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction - TEI '10 (New York, New York, USA, 2010).
[17]
IDEO 2003. IDEO Method Cards: 51 Ways to Inspire Design. IDEO.
[18]
Janis, I.L. 1972. Victims of groupthink: A psychological study of foreign-policy decisions and fiascoes. Houghton Mifflin.
[19]
Kultima, A. 2015. Defining Game Jam. 10th Foundations of Digital Games Conference (FDG 2015) (2015), 1--10.
[20]
Kultima, A. et al. 2016. Design Constraints in Game Design Case. Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events - GJH&GC '16 (New York, New York, USA, 2016), 22--29.
[21]
Kultima, A. et al. 2008. User Experiences of Game Idea Generation Games. Proceedings of 2008 Meaningful Play Conference (East Lansing, MI, USA, 2008), 1--26.
[22]
Kultima, A. and Alha, K. 2011. Using the VNA ideation game at global game jam. Proceedings of DiGRA 2011 Conference: Think Design Play (2011), 1--16.
[23]
Landay, J. a. and Myers, B. a. 1995. Interactive sketching for the early stages of user interface design. Proceedings of the SIGCHI conference on Human factors in computing systems - CHI '95 (New York, New York, USA, 1995), 43--50.
[24]
Landis, M. et al. 2008. Better Brainstorming. Journal of Accountancy. 206, 4 (2008), 70--73.
[25]
Lawson, B. 2006. How Designers Think. Routledge.
[26]
Lehrer, J. 2012. Imagine: How creativity works. Houghton Mifflin Harcourt.
[27]
Locke, R. et al. 2015. The Game Jam Movement: Disruption, Performance and Artwork. Proceedings of the 10th International Conference on the Foundations of Digital Games (2015).
[28]
Lucero, A. and Arrasvuori, J. 2010. PLEX Cards: A Source of Inspiration When Designing for Playfulness. Fun and Games. 15, 17 (2010), 28--37.
[29]
Lucero, A. and Arrasvuori, J. 2013. The PLEX Cards and its techniques as sources of inspiration when designing for playfulness. International Journal of Arts and Technology. 6, 1 (2013), 22--43.
[30]
Michalko, M. 2006. Thinkpak: A Brainstorming Card Deck. Ten Speed Press.
[31]
Mueller, F. et al. 2014. Supporting the creative game design process with exertion cards. Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI '14 (New York, New York, USA, 2014), 2211--2220.
[32]
Norman, D.A. 1999. Affordance, conventions, and design. Interactions. 6, 3 (1999), 38--43.
[33]
Offner, A.K. et al. 1996. The Effects of Facilitation, Recording, and Pauses on Group Brainstorming. Small Group Research. 27, 2 (May 1996), 283--298.
[34]
Osborn, A.F. 1953. Applied Imagination: Principles and Procedures of Creative Problem Solving. Scribner.
[35]
Pauhus, P.B. et al. 1993. Perception of Performance in Group Brainstorming: The Illusion of Group Productivity. Personality and Social Psychology Bulletin. 19, 1 (Feb. 1993), 78--89.
[36]
Rawlinson, J.G. 1986. Creative Thinking and Brainstorming. Routledge.
[37]
Rossiter, J.R. and Lilien, G.L. 1994. New "Brainstorming" Principles. Australian Journal of Management. 19, 1 (1994), 61--72.
[38]
Sampanthar, K. 2007. ThinkCube.
[39]
Saunders, R. 2002. Curious Design Agents and Artificial Creativity.
[40]
Siangliulue, P. et al. 2015. Toward Collaborative Ideation at Scale. Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing - CSCW '15 (New York, New York, USA, 2015), 937--945.
[41]
Smith, G.F. 1998. Idea-Generation Techniques: A Formulary of Active Ingredients. The Journal of Creative Behavior. 32, 2 (Jun. 1998), 107--134.
[42]
Trainer, E.H. et al. 2016. How to Hackathon: Socio-technical Tradeoffs in Brief, Intensive Collocation. Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing - CSCW '16. (2016), 1116--1128.
[43]
Wong, Y.Y. 1992. Rough and Ready Prototypes: Lessons from Graphic Design. Posters and short talks of the 1992 SIGCHI conference on Human factors in computing systems - CHI '92 (New York, New York, USA, 1992), 83.
[44]
Zook, A. and Riedl, M.O. 2013. Game Conceptualization and Development Processes in the Global Game Jam. Workshop Proceedings of the 8th International Conference on the Foundations of Digital Games (2013), 1--5.

Cited By

View all
  • (2024)Players, Take (Self-)Care: Bringing Humanistic Psychology into a Game Jam about Mental HealthProceedings of the ACM on Human-Computer Interaction10.1145/36770948:CHI PLAY(1-27)Online publication date: 15-Oct-2024
  • (2024)AI and the Future of Collaborative Work: Group Ideation with an LLM in a Virtual CanvasProceedings of the 3rd Annual Meeting of the Symposium on Human-Computer Interaction for Work10.1145/3663384.3663398(1-14)Online publication date: 25-Jun-2024
  • (2023)Goal Playable Concepts Coupling Gameplay Design Patterns with Playable ConceptsProceedings of the 26th International Academic Mindtrek Conference10.1145/3616961.3616986(57-66)Online publication date: 3-Oct-2023
  • Show More Cited By

Index Terms

  1. Affordances of brainstorming toolkits and their use in game jams

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games
    August 2019
    822 pages
    ISBN:9781450372176
    DOI:10.1145/3337722
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 26 August 2019

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. brainstorming toolkits
    2. design affordance
    3. game jams

    Qualifiers

    • Research-article

    Conference

    FDG '19

    Acceptance Rates

    FDG '19 Paper Acceptance Rate 46 of 124 submissions, 37%;
    Overall Acceptance Rate 152 of 415 submissions, 37%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)27
    • Downloads (Last 6 weeks)2
    Reflects downloads up to 15 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Players, Take (Self-)Care: Bringing Humanistic Psychology into a Game Jam about Mental HealthProceedings of the ACM on Human-Computer Interaction10.1145/36770948:CHI PLAY(1-27)Online publication date: 15-Oct-2024
    • (2024)AI and the Future of Collaborative Work: Group Ideation with an LLM in a Virtual CanvasProceedings of the 3rd Annual Meeting of the Symposium on Human-Computer Interaction for Work10.1145/3663384.3663398(1-14)Online publication date: 25-Jun-2024
    • (2023)Goal Playable Concepts Coupling Gameplay Design Patterns with Playable ConceptsProceedings of the 26th International Academic Mindtrek Conference10.1145/3616961.3616986(57-66)Online publication date: 3-Oct-2023
    • (2022)Serious Board Game Jam as an Exercise for Transdisciplinary ResearchSimulation and Gaming for Social Design10.1007/978-981-16-2011-9_10(185-213)Online publication date: 1-Jan-2022
    • (2022)Supporting the Construction of Game Narratives Using a Toolkit to Game DesignVideogame Sciences and Arts10.1007/978-3-030-95305-8_6(72-83)Online publication date: 23-Jan-2022
    • (2021)From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy EducationTechnology-Enhanced Learning for a Free, Safe, and Sustainable World10.1007/978-3-030-86436-1_14(178-192)Online publication date: 9-Sep-2021

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media