Our goal is to have the elderly reminisce about their youth. Thus we decided to design a simple game. We created familiar elements they might have encountered when they were younger, as well as materials that they have interacted with growing up.
The player has to bring the marble through the maze without falling into any of the holes.
To truly stimulate the elderly, the layout of the game is centered around a story relate to their youth. Like the Ahma when they were young, they had to travel a long way to water well to fetch water for the family. On the way home, they would encounter countless difficulties. Our game mimics this: The starting point- the Water Well, and the marble representing the Ahma. She will have to safely carry the water home while trying to overcome troubles (the holes in the maze)
"Exploring the past"
For our field trips, we went to Bei-Chi Temple(北極殿) and the Zuo Zhen Fossil Museum (左鎮化石博物館)
The stories that we learned from the sites gave us an incredible insight into how the Formosans had lived. During our trip to the museum, we were introduced to many fossils, artifacts, and early architecture. The multitude of fossils showed us the animals that roamed around Formosa. These animals directly impacted early civilization. With a lack of natural predators, houses were not built for defense but for comfort and shelter. Softer materials like bamboo and straw are used. We hypothesized that the early civilization’s lifestyle necessities were born from convenience. After the settlement stabilized bamboo and straw is used in abundance. These materials were used because they were convenient and easily accessible. Eventually, these became core materials for all crafts
insight
Recreation of ancestral architecture
Shrine of the most senior forefather
Shrine for the deities
Items of offering
Design Element
Design Concept
Design Struture
We were very impressed that an equal amount of respect and recognition is given to both ancestors and religion- Evident from ancestors sharing the space as deities within the same temple. Although items of offering might be different, the thought behind them is equally significant. For example, items that are offered to the ancestors are Betel nuts, Cigarettes, and Beer. These items direct represent what the forefathers had used as well. Cigarettes represent the tobacco they used to smoke and beer represents the grain alcohol they had brewed.
During our learning journeys, we learned that the older generation is very sentimental. They loved recounting stories and adventures they had going on, and they become excited when something familiar is introduced to them. The elderly are also extremely competitive. Thus, we wanted to adopt a method that could challenge their abilities and also remind them of their younger days.
Decorations from the past
Stories within the suitcase
Games played in the past