{"id":133,"date":"2023-06-20T16:13:12","date_gmt":"2023-06-20T13:13:12","guid":{"rendered":"https:\/\/arzukupsar.com\/?p=133"},"modified":"2023-06-20T16:33:21","modified_gmt":"2023-06-20T13:33:21","slug":"oyunlastirma-cercevesinden-tasarim-odakli-dusunme-metodolojisine-bakis","status":"publish","type":"post","link":"https:\/\/arzukupsar.com\/?p=133","title":{"rendered":"Oyunla\u015ft\u0131rma \u00c7er\u00e7evesinden Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme Metodolojisine Bak\u0131\u015f"},"content":{"rendered":"<p>Son y\u0131llarda ismini s\u0131k\u00e7a duydu\u011fumuz Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme metodolojisi \u201ctasar\u0131m\u201d kelimesinin zihinlerimizde uyand\u0131rd\u0131\u011f\u0131 \u00fcr\u00fcn geli\u015ftirmekten ve estetik kayg\u0131larla hareket etmekten \u00e7ok daha fazlas\u0131n\u0131 i\u00e7eriyor. Stanford \u00dcniversitesi\u2019nde filizlenen bu yakla\u015f\u0131m neden bir anda pop\u00fcler oldu ve i\u015f ortam\u0131nda olsun ki\u015fisel projeler i\u00e7in olsun nas\u0131l t\u00fcm d\u00fcnyada yayg\u0131n olarak kullan\u0131lmaya ba\u015fland\u0131? Bu sorular\u0131n cevab\u0131 olduk\u00e7a basit. \u00c7\u00fcnk\u00fc bu y\u00f6ntem, kurumlar\u0131n i\u015f k\u00fclt\u00fcrlerini yenilemekten ve geli\u015ftirmekten tutun da \u00e7al\u0131\u015fan motivasyonunun art\u0131r\u0131lmas\u0131na, e\u011fitim ve sa\u011fl\u0131k gibi sistemlerin geli\u015ftirilmesinden ki\u015finin kendi fikir tasar\u0131m\u0131n\u0131 yap\u0131land\u0131rmas\u0131na kadar \u00e7ok y\u00f6nl\u00fc alanlarda kullanabilece\u011finiz bir yarat\u0131c\u0131 d\u00fc\u015f\u00fcnme s\u00fcrecine i\u015faret ediyor.<\/p>\n<p>T\u00fcketicinin ihtiya\u00e7lar\u0131n\u0131 \u00f6ncelik edinen ve sorunlar\u0131n\u0131 \u00e7\u00f6zen yarat\u0131c\u0131 d\u00fc\u015f\u00fcnme s\u00fcreci, oda\u011f\u0131na insan\u0131 yerle\u015ftirir. Tasar\u0131mc\u0131, ki\u015fi ve kurumlar\u0131n bir \u00fcr\u00fcn\u00fc ya da hizmeti nas\u0131l kulland\u0131klar\u0131n\u0131 do\u011fal ortam\u0131nda g\u00f6zlemleyerek t\u00fcketicinin deneyimini iyile\u015ftirmek i\u00e7in \u00fcr\u00fcn\u00fc ya da hizmeti tasar\u0131m d\u00f6ng\u00fcs\u00fcnde iyile\u015ftirmeye devam eder. Tam da burada bir parantez a\u00e7\u0131p Oyunla\u015ft\u0131rma s\u00fcrecinin Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme a\u015famalar\u0131nda \u00f6ne \u00e7\u0131kan katk\u0131lar\u0131ndan bahsedebiliriz. Bir problem kar\u015f\u0131s\u0131nda \u00e7\u00f6z\u00fcm niteli\u011finde \u00f6ne s\u00fcr\u00fclen Oyunla\u015ft\u0131rma, \u201c\u0130nsan motivasyonunu nas\u0131l sa\u011flar\u0131z?\u201d sorusunu merkezine al\u0131r. Hedefe uygun oyun mekaniklerini belirler ve disiplinleraras\u0131 alanlarda olumlu sonu\u00e7lar sa\u011flamas\u0131 amac\u0131 ile tasar\u0131m s\u00fcrecine uygular. Bu sayede, ki\u015fi ve kurumlar kendi problemlerini \u00e7\u00f6zmeye te\u015fvik edilir. Oyun kavram\u0131n\u0131n harika bir problem \u00e7\u00f6zme alt yap\u0131s\u0131n\u0131 sa\u011flad\u0131\u011f\u0131 bu s\u00fcre\u00e7 gibi oyunla\u015ft\u0131rma tasar\u0131mlar\u0131, \u00f6z\u00fcnde gizli ve g\u00fc\u00e7l\u00fc bir problem \u00e7\u00f6z\u00fcc\u00fcd\u00fcr. \u00d6rne\u011fin; Oyunla\u015ft\u0131rma Uzman\u0131 ve Kullan\u0131c\u0131 Deneyimi Tasar\u0131mc\u0131s\u0131 Jasmin Karata\u015f, kullan\u0131c\u0131ya fikir olu\u015fturma a\u015famas\u0131nda rehberlik etmesi i\u00e7in Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme s\u00fcrecine dayanan ve ad\u0131m ad\u0131m ilerleyen bir y\u00f6ntem\u00a0olan\u00a0Mynset isminde\u00a0bir kart oyunu tasarlad\u0131. Bu oyunda temel ama\u00e7; basit bir y\u00f6ntem uygulayarak her bireyi sorunlar\u0131n\u0131 \u00e7\u00f6zmesi i\u00e7in g\u00fc\u00e7lendirmek ve farkl\u0131 d\u00fc\u015f\u00fcnerek de\u011ferli fikirler yaratmalar\u0131na yard\u0131mc\u0131 olmak.<\/p>\n<p dir=\"ltr\"><img decoding=\"async\" src=\"https:\/\/turkiyetasarimvakfi.org\/media\/django-summernote\/2021-05-28\/a88880a1-efd8-4f9f-be81-9661c192ed80.jpg\" \/><\/p>\n<p dir=\"ltr\"><b>Oyunla\u015ft\u0131rma ve Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme birbirini nas\u0131l besler?<\/b><\/p>\n<p dir=\"ltr\">Tasar\u0131m d\u00fc\u015f\u00fcncesini di\u011fer problem \u00e7\u00f6zme yakla\u015f\u0131mlar\u0131ndan ay\u0131ran en \u00f6nemli iki kriterden biri temelde ki\u015finin ger\u00e7ek ihtiyac\u0131n\u0131n ne oldu\u011funa odaklanmas\u0131, di\u011feri ise problemin do\u011fru \u00e7\u00f6z\u00fcm\u00fcn\u00fc ilk seferde tasarlayamayaca\u011f\u0131 i\u00e7in ki\u015fiyi yinelemeli bir s\u00fcre\u00e7 i\u00e7ine dahil etmesidir. Bu sayede kullan\u0131c\u0131 \u00e7\u00f6z\u00fcm s\u00fcrecinde olduk\u00e7a aktiftir ve ak\u0131\u015fta kal\u0131r. Macar-Amerikal\u0131 Psikoloji Profes\u00f6r\u00fc Mihaly Csikszentmihalyi\u2019nin buldu\u011fu, ak\u0131\u015f kavram\u0131 \u00fcretkenli\u011fin tan\u0131mland\u0131\u011f\u0131 ve yap\u0131lan i\u015fe odaklanmay\u0131 belirleyen kriterlerdir. Beceri gerektiren zorlu aktiviteler s\u0131ras\u0131nda motivasyonun s\u00fcreklili\u011fi ak\u0131\u015f teoremi sayesinde sa\u011flan\u0131r ve Oyunla\u015ft\u0131rma s\u00fcre\u00e7lerinin vazge\u00e7ilmez bir par\u00e7as\u0131 olan ak\u0131\u015f Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme s\u00fcrecini kapsar.<\/p>\n<div><b>\u00a0<\/b><\/div>\n<div><b>Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme Neden \u00d6nemlidir?<\/b><\/div>\n<div><b><br \/>\n<\/b><\/p>\n<div>\u00a0 \u00a0 &#8211;\u00a0Kal\u0131c\u0131 de\u011fer yaratmay\u0131 sa\u011flar.<\/div>\n<\/div>\n<div><\/div>\n<p>Somut bir insan ihtiyac\u0131n\u0131 \u00e7\u00f6zmeyi hedefler; t\u00fcketicinin daha \u00f6nce \u00fczerinde d\u00fc\u015f\u00fcnmedi\u011fi veya fark etmedi\u011fi bir sorunu tespit edebilir. Bu sorunlara etkili ve s\u00fcrekli \u00e7\u00f6z\u00fcmler yaratabilir.<\/p>\n<div>\u00a0 \u00a0 \u00a0<b>&#8211;\u00a0<\/b><b>Belirsiz veya tan\u0131mlanmas\u0131 zor olan sorunlar\u0131 ele al\u0131r.<\/b><\/div>\n<div>\nT\u00fcketiciler genellikle \u00e7\u00f6z\u00fclmesi gereken problemleri fark edemeyebilir ya da altta yatan ger\u00e7ek sorunu s\u00f6zl\u00fc olarak ifade edemeyebilirler. Problemler ancak dikkatli bir g\u00f6zlem sonunda, t\u00fcketicinin fikirlerine g\u00f6re \u00e7al\u0131\u015fmak yerine ger\u00e7ek t\u00fcketici davran\u0131\u015f\u0131ndan g\u00f6rd\u00fcklerine dayal\u0131 olarak tan\u0131mlanabilir. Bu sayede \u00e7\u00f6z\u00fcmlerin ortaya \u00e7\u0131kmas\u0131 bir hayli kolayla\u015f\u0131r.<\/div>\n<p><b>\u00a0 \u00a0 &#8211;\u00a0Daha yenilik\u00e7i \u00e7\u00f6z\u00fcmlere yol a\u00e7ar.<\/b><\/p>\n<p>Bu d\u00fc\u015f\u00fcnce sistemi problemi tan\u0131mlad\u0131ktan sonra \u00e7\u00f6z\u00fcmler \u00fcretmenin do\u011frusal bir s\u00fcreci olan geleneksel problem \u00e7\u00f6zmenin aksine d\u00fc\u015f\u00fcnceyi s\u00fcrekli geli\u015ftirmenin ve t\u00fcketici ihtiya\u00e7lar\u0131na kar\u015f\u0131l\u0131k vermenin bir yoludur.\u00a0T\u00fcketiciler, yenilik\u00e7i ve sosyal a\u00e7\u0131dan bilin\u00e7li \u015firketlerden sat\u0131n almaya daha isteklidir. Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme ezberci, haz\u0131r re\u00e7etelerden ziyade her seferinde farkl\u0131 bir pencereden bakmay\u0131 gerektirir.<\/p>\n<p><b>\u00a0&#8211;\u00a0<\/b><b>Kurulu\u015flar\u0131n daha h\u0131zl\u0131 ve daha verimli \u00e7al\u0131\u015fmas\u0131n\u0131 sa\u011flar.<\/b><\/p>\n<p>Tasar\u0131m d\u00fc\u015f\u00fcncesi, bir sonucu tasarlamadan uzun s\u00fcre bir problemi ara\u015ft\u0131rmak yerine, prototipler olu\u015fturmay\u0131 ve ard\u0131ndan ne kadar etkili olduklar\u0131n\u0131 g\u00f6rmek i\u00e7in test etmeyi tercih eder.<\/p>\n<p dir=\"ltr\"><img decoding=\"async\" src=\"https:\/\/turkiyetasarimvakfi.org\/media\/django-summernote\/2021-05-28\/aea8a063-19a0-490a-80b7-3086c6d5fc90.jpg\" \/><\/p>\n<p dir=\"ltr\">Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme yakla\u015f\u0131m\u0131ndan hangi sekt\u00f6rler ve roller yararlanabilir?<\/p>\n<p>Tasar\u0131mc\u0131lar taraf\u0131ndan ortaya \u00e7\u0131kar\u0131lan TOD art\u0131k t\u00fcm disiplinler taraf\u0131ndan tercih edilen bir yakla\u015f\u0131m haline geldi. \u00d6rne\u011fin; Stanford \u00dcniversitesi Profes\u00f6r\u00fc Bernard Roth kitab\u0131nda TOD s\u00fcrecinin bireyleri her zaman istedikleri ama asla yapamad\u0131klar\u0131 \u015feyleri ba\u015farmaya te\u015fvik i\u00e7in kulland\u0131\u011f\u0131n\u0131 belirtiyor ve ekliyor; kilo vermek, kayg\u0131yla sava\u015fmak ve hatta yeni bir i\u015f kurmak i\u00e7in Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnmeyi kullanabilirsiniz.<\/p>\n<p>Hayatlar\u0131nda bu tasar\u0131m d\u00fc\u015f\u00fcncesini kullanmak isteyen insanlar \u00f6nce kendileri ile empati yapmal\u0131d\u0131r. \u201cBu sorunu \u00e7\u00f6zsem nas\u0131l hissederim?\u201d \u0130kinci ad\u0131mda eldeki sorunu tan\u0131mlamak i\u00e7in bu sorunun belirlenen yan\u0131tlar\u0131 kullan\u0131lmal\u0131d\u0131r.\u00a0Fikirleri eyleme d\u00f6n\u00fc\u015ft\u00fcrmek ve kendi ya\u015fam\u0131n\u0131zda yinelemeli bir d\u00f6ng\u00fcye girmek i\u00e7in TOD s\u00fcrecini kullanmaya te\u015fvik etmek, ayr\u0131ca neyin i\u015fe yarad\u0131\u011f\u0131n\u0131 bulana kadar \u00e7\u00f6z\u00fcmlerin\u00a0prototiplerini\u00a0detayl\u0131 ayarlar ile \u00e7\u0131karmak ve s\u00fcrekli test etmek gereklidir.<\/p>\n<div><\/div>\n<div>Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme S\u00fcrecinin Oyunla\u015ft\u0131rma ile \u0130li\u015fkisi<\/div>\n<p dir=\"ltr\"><b>1. Empati Kurun<\/b><\/p>\n<p>T\u00fcketicinin neye ihtiyac\u0131 oldu\u011funa dair \u00f6n yarg\u0131da bulunmak yerine empati yaparak g\u00f6zlemlemek t\u00fcketicinin fark\u0131nda olmad\u0131\u011f\u0131 sorunlar\u0131 ortaya \u00e7\u0131karabilir. Bu a\u015fama problemin a\u00e7\u0131k bir tan\u0131m\u0131 ve muhataplar\u0131 ile bir araya gelinerek kullan\u0131c\u0131 g\u00f6z\u00fcnden as\u0131l sorunun ne oldu\u011funun anla\u015f\u0131lmaya \u00e7al\u0131\u015f\u0131ld\u0131\u011f\u0131 a\u015famad\u0131r. T\u00fcketici do\u011fal ortam\u0131nda g\u00f6zlemlenir. \u00dcr\u00fcn\u00fc ve tasarlamaya \u00e7al\u0131\u015ft\u0131\u011f\u0131n\u0131z \u00fcr\u00fcn\u00fc anlamak as\u0131l ama\u00e7t\u0131r. Ak\u0131\u015f teorisinde belirtilen eylem ve fark\u0131ndal\u0131\u011f\u0131n birle\u015fti\u011fi ve eldeki g\u00f6reve yo\u011funla\u015fma s\u00fcreci Oyunla\u015ft\u0131rma mekanikleri ile Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnce s\u00fcrecinde motivasyonu ba\u015flat\u0131r ve s\u00fcreklili\u011fini sa\u011flar.<\/p>\n<div><\/div>\n<div><b>2. Sorunu Tan\u0131mlay\u0131n<\/b><\/div>\n<p>T\u00fcketicilerin ilk a\u015famada m\u00fccadele etti\u011fi sorunlar\u0131 ve bulgular\u0131 sentezleyerek as\u0131l sorunu tan\u0131mlayabilirsiniz. Ayr\u0131ca Oyunla\u015ft\u0131rma s\u00fcrecinde olduk\u00e7a \u00f6nemli bir b\u00f6l\u00fcm olan h\u0131zl\u0131 ve direkt geri bildirim verme sayesinde s\u00fcre\u00e7 ak\u0131\u015ftan kopmadan konsantrasyonun sa\u011fland\u0131\u011f\u0131 bir ak\u0131\u015fta devam eder.<\/p>\n<p><b>3. Fikir Edinin<\/b><\/p>\n<p>Tan\u0131mlad\u0131\u011f\u0131n\u0131z sorunu nas\u0131l \u00e7\u00f6zece\u011finiz konusunda beyin f\u0131rt\u0131nas\u0131 yapmak \u00f6nemlidir. Empati haritas\u0131n\u0131 \u00e7\u0131kar\u0131p ihtiya\u00e7lar\u0131 tan\u0131mlad\u0131ktan sonra art\u0131k probleminizi a\u00e7\u0131k\u00e7a tan\u0131mlayabilirsiniz. Bu a\u015fama\u00a0&#8220;\u0130htiya\u00e7 ve sorunlar ve kar\u015f\u0131la\u015f\u0131lan zorluklar nelerdir?&#8221; sorular\u0131n\u0131n cevaplar\u0131n\u0131 arad\u0131\u011f\u0131m\u0131z a\u015famad\u0131r. \u00d6ncelikleri belirlemek ve s\u00fcrecin berrakla\u015fmas\u0131 ad\u0131na \u00f6nemli bir ad\u0131md\u0131r. Bu ad\u0131m sayesinde ilerleyebilece\u011finiz birka\u00e7 iyi fikir bulabilirsiniz. Oyunla\u015ft\u0131rma sayesinde buldu\u011funuz bu fikirleri etkili \u00e7\u00f6z\u00fcmlere do\u011fru nas\u0131l kurgulayabilece\u011finizi ve oyun mekaniklerinden hangileri ile s\u00fcrecin keyifli hale getirilebilece\u011fini belirleyebileceksiniz.<\/p>\n<p><b>4. Prototip Olu\u015fturun<\/b><\/p>\n<p>Fikirleri ger\u00e7ek \u00e7\u00f6z\u00fcme d\u00f6n\u00fc\u015ft\u00fcren a\u015fama budur. Oyunla\u015ft\u0131rma ve Tasar\u0131m D\u00fc\u015f\u00fcncesi kapsam\u0131nda hedeflenen davran\u0131\u015f\/\u00fcr\u00fcn ile olu\u015fturulan prototip aras\u0131ndaki ba\u011f\u0131n tam olarak ili\u015fkisi, t\u00fcketicinin fikrinin somut versiyonu ile h\u0131zl\u0131ca kar\u015f\u0131la\u015fmas\u0131n\u0131\u00a0sa\u011flamakt\u0131r.<\/p>\n<p><b>5. Test<\/b><\/p>\n<p>Bu a\u015fama, \u00e7al\u0131\u015fman\u0131z hakk\u0131nda geri bildirim toplad\u0131\u011f\u0131n\u0131z a\u015famad\u0131r. Muhtemelen di\u011fer a\u015famalardan bir veya birka\u00e7\u0131na geri d\u00f6nmeniz gerekebilir. Test ederek ve s\u00fcrekli geri bildirim alarak neyin daha etkin \u00e7al\u0131\u015ft\u0131\u011f\u0131n\u0131 g\u00f6rme a\u015famas\u0131nda oldu\u011funuz i\u00e7in testteki \u00e7\u0131kt\u0131lara d\u00f6ng\u00fc boyunca s\u00fcrekli geri d\u00f6nersiniz. Yeniden i\u00e7 g\u00f6r\u00fc elde etme, onu tan\u0131mlama, yeni \u00f6\u011frendiklerinizle fikirler geli\u015ftirme, prototip yaratma ve tekrar test etme gibi yinelemeli bir d\u00f6ng\u00fcye girebilirsiniz. Ba\u015fka bir prototip geli\u015ftirmeniz gerekebilir. T\u00fcm oyun tasar\u0131mlar\u0131nda ve Oyunla\u015ft\u0131rma s\u00fcre\u00e7lerinde test etme a\u015famas\u0131 t\u0131pk\u0131 Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme\u2019de oldu\u011fu gibi neyin \u00e7al\u0131\u015f\u0131p \u00e7al\u0131\u015fmad\u0131\u011f\u0131n\u0131 belirlemek ve ortaya \u00e7\u0131kacak olan fikrin\/\u00fcr\u00fcn\u00fcn etkin olmas\u0131n\u0131 sa\u011flamak a\u00e7\u0131s\u0131ndan \u00f6nemlidir.<\/p>\n<p>Oyunla\u015ft\u0131rma ve Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme yakla\u015f\u0131m\u0131n\u0131n \u00f6z\u00fcnde \u00fc\u00e7 temel ortak noktadan bahsedebiliriz.\u00a0Bunlar;<\/p>\n<p>-Kullan\u0131c\u0131y\u0131 tan\u0131mak ve tasar\u0131m\u0131 kullan\u0131c\u0131n\u0131n ger\u00e7ek ihtiyac\u0131 y\u00f6n\u00fcnde \u015fekillendirmek,<\/p>\n<p>-Kullan\u0131c\u0131da do\u011fru motivasyon ve aktivite d\u00f6ng\u00fcleri olu\u015fturmak,<\/p>\n<p>-Sistemin sa\u011fl\u0131kl\u0131 ilerlemesi i\u00e7in geri bildirim ve test etme s\u00fcrecini \u00e7\u00f6z\u00fcme ula\u015ft\u0131rmak olarak s\u0131ralanabilir.<\/p>\n<p>&nbsp;<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/turkiyetasarimvakfi.org\/media\/django-summernote\/2021-05-28\/8304463c-90bb-458a-ade9-5861ea648b71.jpg\" \/>\u00d6rne\u011fin; Nike, &#8220;\u00c7al\u0131\u015fanlar\u0131m\u0131z\u0131n potansiyellerini nas\u0131l a\u00e7\u0131\u011fa \u00e7\u0131karabiliriz?\u201d sorusuna tasar\u0131m odakl\u0131 d\u00fc\u015f\u00fcnme y\u00f6ntemi ile cevap buldu. \u00c7al\u0131\u015fanlar\u0131n\u0131n ihtiya\u00e7lar\u0131n\u0131 ve motivasyonlar\u0131n\u0131 merkeze alarak e\u011fitim programlar\u0131n\u0131 yeniden d\u00fczenledi. Program \u00e7\u0131kt\u0131lar\u0131ndan elde edilen prototipler ile s\u00fcrekli iyile\u015fme hedeflendi ve \u00e7al\u0131\u015fan ihtiya\u00e7lar\u0131n\u0131 kar\u015f\u0131layan bir e\u011fitim program\u0131 bu sayede ortaya \u00e7\u0131kt\u0131.<\/p>\n<p>Pennsylvania \u00dcniversitesi Profes\u00f6r\u00fc Kevin Werbach, D6 \u00c7er\u00e7evesi ad\u0131n\u0131 verdi\u011fi oyunla\u015ft\u0131rma modelinde Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme\u2019de oldu\u011fu gibi, \u00f6nceli\u011fin hedefleri belirlemek oldu\u011funu vurguluyor. Sistemde kullan\u0131c\u0131n\u0131n motive edilmesi sa\u011flanarak aktivite d\u00f6ng\u00fcleri in\u015fa ediliyor. Oyunla\u015ft\u0131r\u0131lm\u0131\u015f sistemin ilerlemesini sa\u011flayan geri bildirim sayesinde yinelemeli bir sisteme d\u00f6n\u00fc\u015f\u00fcyor ve d\u00f6ng\u00fcn\u00fcn s\u00fcreklili\u011fi sa\u011flan\u0131yor. \u0130n\u015fa edilen sistemde art\u0131k geri \u00e7ekilerek \u201cBu \u00f6\u011frenme s\u00fcreci e\u011flenceli mi? Hangi oyun mekaniklerini kullanmal\u0131y\u0131m?&#8221; sorular\u0131 soruluyor. Uygun ara\u00e7lar eklenerek s\u00fcre\u00e7 etkili bir tasar\u0131m haline getiriliyor ve bu sayede hem oyunla\u015ft\u0131rman\u0131n hem de Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme&#8217;nin paralel s\u00fcre\u00e7leri ayn\u0131 ama\u00e7lar\u0131 ger\u00e7ekle\u015ftirme kayg\u0131lar\u0131n\u0131 ba\u015far\u0131 ile sonu\u00e7land\u0131r\u0131l\u0131yor.<\/p>\n<p><a href=\"https:\/\/knowledge.wharton.upenn.edu\/article\/for-the-win\/\" target=\"_blank\" rel=\"noopener\">Gamification is Changing How We Work<\/a><\/p>\n<p><a href=\"https:\/\/www.ideou.com\/pages\/design-thinking\">Design Thinking<\/a><\/p>\n<p><a href=\"http:\/\/www.jasmin-karatas.de\/today-is-the-day\/\">Today is The Day!<\/a><\/p>\n<p><a href=\"https:\/\/www.researchgate.net\/publication\/304358622_Gamification_in_Education_Through_Design_Thinking\">Gamification in Education Through Design Thinking<\/a><\/p>\n<p><a href=\"https:\/\/gecon.es\/gamification-model-canvas-framework-evolution-2\/?hcb=1\">Gamification Model Canvas Framework. Evolution.<\/a><\/p>\n<p><a href=\"https:\/\/www.linkedin.com\/pulse\/design-thinking-%C3%BCr%C3%BCn-odakl%C4%B1l%C4%B1ktan-insan-odakl%C4%B1-d%C3%BC%C5%9F%C3%BCnmeye-aydin\" target=\"_blank\" rel=\"noopener\">Design Thinking: \u00dcr\u00fcn Odakl\u0131l\u0131ktan \u0130nsan Odakl\u0131 D\u00fc\u015f\u00fcnmeye Ge\u00e7i\u015f\u00a0<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Son y\u0131llarda ismini s\u0131k\u00e7a duydu\u011fumuz Tasar\u0131m Odakl\u0131 D\u00fc\u015f\u00fcnme metodolojisi \u201ctasar\u0131m\u201d kelimesinin zihinlerimizde uyand\u0131rd\u0131\u011f\u0131 \u00fcr\u00fcn geli\u015ftirmekten ve estetik kayg\u0131larla hareket etmekten \u00e7ok daha fazlas\u0131n\u0131 i\u00e7eriyor. Stanford \u00dcniversitesi\u2019nde filizlenen bu yakla\u015f\u0131m neden bir anda pop\u00fcler oldu ve ...<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[58],"tags":[45,46,44,10,43],"_links":{"self":[{"href":"https:\/\/arzukupsar.com\/index.php?rest_route=\/wp\/v2\/posts\/133"}],"collection":[{"href":"https:\/\/arzukupsar.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/arzukupsar.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/arzukupsar.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/arzukupsar.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=133"}],"version-history":[{"count":1,"href":"https:\/\/arzukupsar.com\/index.php?rest_route=\/wp\/v2\/posts\/133\/revisions"}],"predecessor-version":[{"id":134,"href":"https:\/\/arzukupsar.com\/index.php?rest_route=\/wp\/v2\/posts\/133\/revisions\/134"}],"wp:attachment":[{"href":"https:\/\/arzukupsar.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=133"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/arzukupsar.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=133"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/arzukupsar.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=133"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}