Abstract
The advance of technology has communication and knowledge acquisition become more convenient. The ability of participants in single professional field can no longer solve complicated problems. The establishment of cross-disciplinary teams aims to collaboratively solve problems and accomplish tasks which cannot be achieved by a single participant or in a single field. Among factors in facilitating the creativity in the cooperation of designers and technical participants in a cross-disciplinary team, technical participants need suitable communication skills and technical skills and avoid proposing action programs which is technologically practicable but does not conform to designers’ intention. Designers, on the other hand, should acquire relevant professional knowledge and be able to reflect and learn from other experts.
From prior research and evaluation, it was discovered that most problems in cross-disciplinary team cooperation appeared on the team formation stage. For instance, uncertain personal positioning and contribution in the team or not understanding other team members’ work procedure resulted in conflict among team members and difficulty in achieving the consensus. Due to different professional fields, what was normal in an individual field might not be understood by participants from different fields. The solution should be realized by team members. The cognitive diversity formed by the cross-disciplinary team members from different fields is the key factor in increasing creativity and thoughts; however, how to smoothly integrate such ideas should be considered by team members. Playing characters with different specialties allows members in engineering and design putting themselves in someone’s shoes to precede communication and coordination in the process, observe other participants to understand the difference between engineering and design members, and find out solutions to accomplish the goals in short period.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Candy, L., Edmonds E.: Modeling co-creativity in art and technology. Paper presented at the Proceedings of the 4th Conference on Creativity & Cognition (2002)
Chang, T.-W., Lee, Y., Huang, H.-Y.: Visualizing design process by using lean UX to improve interdisciplinary team’s effectiveness–a case study. Paper presented at the 2018 22nd International Conference Information Visualisation (IV), London (2018)
Lam, B., Zamenopoulos, T., Kelemen, M., Hoo Na, J.: Unearth hidden assets through community co-design and co-production. Des. J. 20(sup1), S3601–S3610 (2017)
Li, R., Qian, Z.C., Chen, Y.V., Zhang, L.: Design thinking driven interdisciplinary entrepreneurship. a case study of college students business plan competition. Des. J. 22(sup1), 99–110 (2019)
Liao, M.-N.: Co-creation - exploration and research on the joint decision-making mode of interdisciplinary cooperation. Master of Design, National Yunlin University of Science and Technology, Douliou, Yunlin, Taiwan (2016). https://hdl.handle.net/11296/4e3v2g
Lu, J.-R., Chang, T.-W., Wu, Y.-S., Chen, C.-Y.: Multimodal coexistence environment design to assist user testing and iterative design of HiGame emotional interaction design for elderly. In: Gao, Q., Zhou, J. (eds.) HCII 2020. LNCS, vol. 12207, pp. 197–209. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-50252-2_15
Neuenhaus, M., Aly, M.: Empathy up. Paper presented at the Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (2017)
Shah, D., Morkos, B., Yang, X.: Can empathy be taught? The results of an assignment targeted at improving empathy in engineering design. Paper presented at the 2020 ASEE Virtual Annual Conference Content Access (2020)
Šisler, Vít., Brom, C.: Designing an educational game: case study of ‘Europe 2045.’ In: Pan, Z., Cheok, A. D., Müller, W., El Rhalibi, A. (eds.) Transactions on edutainment I. LNCS, vol. 5080, pp. 1–16. Springer, Heidelberg (2008). https://doi.org/10.1007/978-3-540-69744-2_1
Tahir, R., Wang, A.I.: Completeness and collaboration in the early design phase of learning games: do ideation cards provide scaffolding? In: Zaphiris, P., Ioannou, A. (eds.) HCII 2021. LNCS, vol. 12785, pp. 94–114. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-77943-6_7
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Wu, PY., Chang, TW., Hung, CC. (2022). T-Game: A Team Formation Game for Enhancing Cross-Disciplinary Cooperation. In: Zaphiris, P., Ioannou, A. (eds) Learning and Collaboration Technologies. Novel Technological Environments. HCII 2022. Lecture Notes in Computer Science, vol 13329. Springer, Cham. https://doi.org/10.1007/978-3-031-05675-8_22
Download citation
DOI: https://doi.org/10.1007/978-3-031-05675-8_22
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-05674-1
Online ISBN: 978-3-031-05675-8
eBook Packages: Computer ScienceComputer Science (R0)