Hong Kong PolyPlay: An Innovation Lab for Design, Play, and Education
- 478 Downloads
This chapter relates how a design research laboratory’s focus on design for play has shifted over the years, and how, informed by experimentation carried out in teaching, research, and consultancy, it has expanded its scope to make apparent the broader relationships existing between play, design, and education. For if one could contend that design shapes culture, and consider Huizinga’s contention that culture is the outcome of play, then one could easily be brought to appreciate the multiple links imaginable between play and design. For instance, taking cues from research in design for play, the chapter will suggest how toy design practices may inform design practices at large, or for that matter how play informs design, through an account of its approach—or deliberate lack thereof. This chapter hopes to assist designers seeking to enrich awareness of the cultural relevance of their practice through the lens of play; and play academics working to expand their perspective on play’s cultural agency by conceptually bridging their field to that of design. To illustrate its premise, this chapter presents a curatory account of a body of work produced since the facility was set up, which has been collated into online inspirational design platform: polyplay.hk.
The author wishes to thank Ilpo Koskinen and Matthew Turner for their suggestions and for advice on editing this paper.
- Baudelaire, C. (1853). Morale du joujou (‘Morality of the toy’). In Le Monde Littéraire, 17 April 1853. Retrieved December 13, 2016, from http://www.bmlisieux.com/litterature/baudelaire/moraljou.htm.
- Brown, T. (2008). Tales of creativity and play. In 2008 at Serious Play Conference. Retrieved February 23, 2015, from http://www.ted.com/talks/tim_brown_on_creativity_and_play.
- Caillois, R. (2001). Man, play and games. University of Illinois Press (first published 1958 in French by Gallimard as Les jeux et les hommes).Google Scholar
- Carelman, J. (1969). Catalogue d’objets introuvables. Balland.Google Scholar
- Debord, G. (1996). Exercise de la ssychogeographie. In Internationale lettriste, potlatch 1954–1957 (pp. 11–12) (first published 1954 in French in Potlatch No. 2).Google Scholar
- del Vecchio, G. (2003). The blockbuster toy! How to invent the next big thing. Pelican Publishing.Google Scholar
- Erikson, E. H. (1993). Childhood and society. W. W. Norton & Company (first published 1950).Google Scholar
- Fallman, D. (2008). The interaction design research triangle of design practice, design studies, and design exploration. Design Issues, 24(3), 4–18. Cambridge, MA: MIT Press.Google Scholar
- Froebel, F. (2005). The education of man. Dover (first published 1826 in German as Die menschenerziehung, die erziehungs-, unterrichts- und lehrkunst, angestrebt in der allgemeinen deutschen Erziehungsanstalt zu Keilhau. Erster Band. Keilhau-Leipzig).Google Scholar
- Froebel, F. (2015). Brief history of the kindergarten. Retrieved February 22, 2015, from http://www.froebelgifts.com/history.htm.
- Good, A., & Tom Tit. (2013). Scientific amusements. CreateSpace Independent Publishing Platform (first published 1843 in French in the journal L’Illustration as La science amusante).Google Scholar
- Gupta, A. Arvind Gupta Toys. Retrieved December 13, 2016, from http://www.arvindguptatoys.com/.
- Heskett, J. (2008). Creating economic value by design. International Journal of Design, 3(1), 71–84.Google Scholar
- Huizinga, J. H. (1992). Homo ludens: A study of the play-element in culture. Beacon Press (first published 1938 in Dutch by Groningen, Wolters-Noordhoff cop. as Homo ludens: proeve ener bepaling van het spelelement der cultuur).Google Scholar
- Kristiansen, P., & Rasmussen, R. (2014). Building a better business using the lego serious play method. Wiley.Google Scholar
- Lasn, K. (Ed.). (2006). Design anarchy. Adbusters Media Foundation.Google Scholar
- Leclerc, R. (2008). Character toys: Playing with identity, playing with emotions. In Design and emotion 2008 conference proceedings.Google Scholar
- Leclerc, R. (2010). Hong Kong Hackshops! Creative instant toy design workshops. International Journal of Arts and Technology, 3(1), 63–66.Google Scholar
- Leclerc, R. (2014). Think, make, polyplay: A laboratory for design, play, and education. Paper presented at the International Toy Research Association 2014 World Congress Toys as Language and Communication, Braga, PT. Retrieved from http://polyplay.hk/.
- Leclerc, R., & Wan, B. (2012). Design play—Interactive education toolkit for design project planning and management. In DesignEd Asia conference proceedings, PolyU Design.Google Scholar
- Manu, A. (1995). Tooltoys: Tools with an element of play. Copenhagen: Dansk Design Center.Google Scholar
- Margolin, V. (2007). Design, the future and the human spirit. Design Issues, 23(3), 4–15 (Cambridge, MA: MIT Press).Google Scholar
- Marinetti, F. T. (1991). The Futurist cookbook. Chronicle Books (first published 1932 in Italian by Sonzogno as La cucina Futurista).Google Scholar
- Montessori, M. (2004). Exercises of practical life. In G. Gerald Lee (Ed.), The Montessori method: The origins of an educational innovation: Including an abridged and annotated edition of Maria Montessori’s the Montessori method. Rowman & Littlefield. Retrieved February 22, 2015, from http://www.arvindguptatoys.com/arvindgupta/montessori-new.pdf.
- Munari, B. (2008). Design as art. Penguin Classics (First published 1966 in Italian by Laterza as Arte come mestiere).Google Scholar
- Pearce, C. (2006). Games as art: The aesthetics of play. Visible Language, special issue, 40(1) (Rhode Island School of Design).Google Scholar
- Poe, E. A. (1845). Man of the crowd. Retrieved November 13, 2015, from http://poestories.com/read/manofthecrowd.
- Rand, P. (2014). Design and the play instinct. In Thoughts on design, Chronicle Books (First published 1965 by George Braziller in The education of vision, from the Vision + Value series, New York, pp. 156–174).Google Scholar
- Rith, C., & Dubberly, H. (2007). Why Horst W. J. Rittel matters. Design Issues, 23(1), 72–91 (Cambridge, MA: MIT Press).Google Scholar
- Rousseau, J. J. (1979). Emile, or on education. Basic Books (first published 1762 in French as Émile ou de l'éducation).Google Scholar
- Salen, K., & Zimmerman, E. (2003). Rules of play: Game design fundamentals. Cambridge, MA: MIT Press.Google Scholar
- Simon, H. A. (1996). The sciences of the artificial. Cambridge, MA: MIT Press (First published 1969).Google Scholar
- Sutton-Smith, B. (1997). The ambiguity of play. Cambridge, MA: Harvard University Press.Google Scholar
- Sutton-Smith, B. (1986). Toys as culture. Gardner Press.Google Scholar
- Szent-Gyorgyi, A. (1963). Bioenergetics part 2, 57. In I. J. Good (Ed.), The scientist speculates. Capricorn.Google Scholar
- Vogler, C. (1998). The writer’s journey: Mythic structure for writers. Michael Wiese Productions.Google Scholar
- von Oech, R. (1983). A whack on the side of the head: How to unlock your mind for innovation. New York: Warner Books.Google Scholar
- von Schiller, J. C. F. (2004). Letters upon the aesthetic education of man. Letter XV (First published 1793 in German as Brieven over de esthetische opvoeding van de mens).Google Scholar
- Weller, P., & The Jam. (1981). That’s entertainment. In Sound affects. Polydor.Google Scholar