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Sustainability awareness in engineering design through serious gaming

Published online by Cambridge University Press:  18 March 2022

Giulia Wally Scurati*
Affiliation:
Department of Mechanical Engineering, Blekinge Institute of Technology, Karlskrona, Sweden
Johanna Wallin Nylander
Affiliation:
GKN Aerospace, Trollhättan, Sweden
Francesco Ferrise
Affiliation:
Department of Mechanical Engineering, Politecnico di Milano, Milan, Italy
Marco Bertoni
Affiliation:
Department of Mechanical Engineering, Blekinge Institute of Technology, Karlskrona, Sweden
*
Corresponding author G. W. Scurati gws@bth.se
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Abstract

Sustainability considerations are traditionally difficult to trade-off with technical and business requirements in an early design phase. Hence, design teams need support to reflect early on in the process, on how sustainability may affect profitability and customer value fulfilment in the long term. The commoditisation of modelling and simulation techniques points to gamification and serious gaming as emerging approaches to raise awareness among the design team – as well as users and stakeholders – of the expected behaviour of a solution along its life cycle. The objective of this paper is to explore how serious games can be used to inform decision-makers about the value versus cost implications of being (or not being) ‘sustainability compliant’ when designing products and systems. The paper initially presents the findings from a descriptive study focused on the definition of ‘design support’ intended to raise sustainability awareness through serious gaming. It further describes the development, application and testing of one of such games for material selection in the aerospace industry.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2022. Published by Cambridge University Press
Figure 0

Figure 1. Application of the design research methodology for the development of gamified design support.

Figure 1

Table 1. Interview protocol

Figure 2

Figure 2. Sustainability-oriented serious games in the organisation, per topic (Scurati et al. 2020).

Figure 3

Table 2. Success criteria and their priorities as emerged from the RC study

Figure 4

Table 3. Applied games: techniques, definitions and examples

Figure 5

Figure 3. Visual summary of the literature review findings.

Figure 6

Figure 4. The Initial Impact Model for the gamified design support, form the DS-1.

Figure 7

Figure 5. Board design for the ‘Value and Sustainability game for material criticality assessment’.

Figure 8

Table 4. Serious game requirements according to the framework by Mitgutsch & Alvarado (2012) and answered needs

Figure 9

Figure 6. Front and back illustration of the cards used in the game. From left to right: Strategy card for phase 1 (Client selection), Strategy card for phase 2 (Product development), Law and regulations event card, Social/political event card, Economic event card and Knowledge card.

Figure 10

Table 5. Case specific game features and trade-off mechanisms based on objectives in Table 4

Figure 11

Figure 7. Card–coin relationship in the game.