How design education can use generative play to innovate for social change : a case study on the design of South African children’s health education toolkits

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dc.contributor.author Bennett, Audrey G.
dc.contributor.author Cassim, Fatima
dc.contributor.author Van der Merwe, Marguerite
dc.date.accessioned 2017-10-07T09:05:14Z
dc.date.available 2017-10-07T09:05:14Z
dc.date.issued 2017-08-31
dc.description.abstract There’s been a paradigm shift in design from focusing on aesthetic worth to focusing more on the interplay of form and function to assume social responsibility and to pursue social change through innovation. As a result, the discipline needs models for how to educate responsible designers who see design not only as a commercial enterprise but more importantly as a catalyst for social change, and are able to innovate visual technologies that address social problems that are wicked by nature, and are far more complex and interdisciplinary than merely problem-solving how to aestheticize a client’s content. This paper introduces such a model called generative play that integrates psychology, game theory, and economics with design. Specifically, generative play takes root at the intersection of activity theory, generative research, flow, play, and generative justice. It offers an interdisciplinary methodology that addresses wicked problems in health through social innovation and instills cognizance of social responsibility in design students. In a case study of the wicked problem of children’s health education in South Africa, 40 fourth-year design students used generative play; and, through an analysis of their logbook entries and design outcomes, we found that generative play does engender cognizance of social responsibility and pleasure and does facilitate social innovation. en_ZA
dc.description.department Visual Arts en_ZA
dc.description.librarian am2017 en_ZA
dc.description.sponsorship The Andrew W. Mellon Foundation (as part of the Visual Technologies project in the Department of Visual Arts at the University of Pretoria, South Africa). en_ZA
dc.description.uri http://www.ijdesign.org/ojs/index.php/IJDesign en_ZA
dc.identifier.citation Bennett, A.G., Cassim, F. & Van der Merwe, M. (2017). How design education can use generative play to innovate for social change: A case study on the design of South African children’s health education toolkits. International Journal of Design, 11(2), 57-72. en_ZA
dc.identifier.issn 1991-3761 (print)
dc.identifier.issn 1994-036X (online)
dc.identifier.uri http://hdl.handle.net/2263/62601
dc.language.iso en en_ZA
dc.publisher Public Knowledge Project en_ZA
dc.rights © 2017 Bennett, Cassim, & van der Merwe. Creative Commons Attribution-NonCommercial-NoDerivs 2.5 License. en_ZA
dc.subject Socially responsible design en_ZA
dc.subject Social innovation en_ZA
dc.subject Design education en_ZA
dc.subject Play en_ZA
dc.subject Health design en_ZA
dc.title How design education can use generative play to innovate for social change : a case study on the design of South African children’s health education toolkits en_ZA
dc.type Article en_ZA


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