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Location: The Netherlands
+31 6 19 43 33 87
VAT: NL004993770B26
CoC: 93034016
Merel van Ooijen
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How can we use gamification to facilitate collaboration between seniors and their social networks to boost self-sufficiency in digital skills?
A hybrid board game aimed at teaching digital literacy and building confidence.
Through interviews and observations at the central library in Rotterdam and DOCK’s community center Dreesplein, we gathered user insights that highlighted the lengthy waiting time for enrolling in courses to practice digital skills at the library.
Seniors expressed feelings of dependency and helplessness while waiting to be enrolled in digital courses at the library.
Solution: Create an engaging, easy-to-use hybrid board game to bridge waiting times.
Many seniors felt anxious about using digital products, often viewing them as overwhelming or difficult to navigate.
Solution: By incorporating familiar elements from traditional board games, this solution reduces the intimidation factor and uses gamification to gently introduce digital literacy skills.
Users from different cultural backgrounds actively help each other practice and improve their digital skills. Often translating materials for those who face language barriers.
Solution: Create a solution that facilitates peer-to-peer learning and resource sharing, encouraging users to collaborate.
Users exhibit a wide range of digital skills, with some having high proficiency while others are beginners.
Solution: Offer content tailored to varying difficulty levels to ensure an inclusive experience for all users.
With DOCK’s experts in Schiedam Oost, we mapped out their thoughts on vital digital skills for their community, organizing topics by difficulty and importance. This enabled us to create a learning game that meets players at their skill level. Thus avoiding frustration and helping them build confidence in using digital tools.
I designed the board game in Adobe Illustrator and used a TROTEC laser cutter to engrave and cut it. To further improve accessibility, Elisha and I created colorblind-friendly stickers with a vinyl cutter. Since I had some time left, I also made a fun welcome mat for the expo, to ty the presentation together.
The Digitafel won the Accessibility Award at the expo, earning top scores from both teachers and the client. Key features included colorblind-friendly stickers, icons, and numbers, as well as large, easy-to-grasp game pieces designed for individuals with motor or visual impairments. Additionally, deeply engraved grooves enhanced tactile accessibility for those with visual challenges.
The Digitafel is designed for use in community centers to help seniors improve their digital skills in an engaging and educational way. It caters to various levels of digital proficiency, offering challenges for both beginners and advanced users. Users can train individually or in groups, with real-life scenarios that test the practical application of their skills. This solution helps make productive use of waiting times for courses and supports DOCK’s goal of enhancing digital literacy and self-reliance.