In the Loop

Design of a Serious Game to Create Awareness about Critical Raw Materials

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Abstract

This masters’ thesis is the result of research conducted on companies and critical raw materials in 2012 by TU Delft and the FME-CWM Association. The FME is the largest representative body for the Dutch technological industry and aims to support their member companies. As the result of the 2012 study showed a lack of awareness in their member companies about the topic of critical raw materials, the FME has sought tools that could help bridge these knowledge gaps. However, little such tools exist. Therefore, the goal of this project was to create a tool that could help raise awareness about critical raw materials. Critical raw materials, or materials with high economic importance and significant supply risk, have been receiving increased attention in recent years. As this project is conducted for Dutch companies, the project focuses on critical raw materials as defined by the European Union. In order to develop the tool, literature research was conducted on the topic of critical raw materials and product design. This led to an understanding of the context of critical raw materials in terms of products and product design. The major takeaway from the analysis was that there is no clear-cut solution to dealing with critical raw materials. Case studies on companies and critical raw materials were also reviewed to find gaps in existing practice and the literature. Takeaways included that companies do not think in terms of critical materials but critical components, transparency about material and supply chains is lacking, sources of knowledge about critical raw materials is limited, and product design is not frequently viewed as an option for dealing with critical raw material issues. It became clear that providing company-specific answers would not be a possibility in the tool because every company faces different challenges in relation to critical raw materials. Introducing company teams to the reasons behind material criticality and showing the solution space, could, however, give companies the knowledge they need to be able to further investigate the issue in their company. Research on tools showed little existing tools mention critical raw materials, while even fewer are focused specifically them. The tool exploration also led to a serious game being selected as the vessel to transfer knowledge about critical raw materials. This was chosen because of the increased interest in game-based learning, ability of games to be a catalyst for discussion about topics as shown through best practice, and serious games’ abilities to create awareness about issues. Research on game design was undertaken to understand game design methods, game structure, and game elements. After analysis, a framework for the game was developed, specifying the knowledge content the tool should contain as well as criteria for the final tool’s service/use, interaction, content, and appearance. After playing the game, users should be able to demonstrate knowledge of 1) situations and events that cause concern for material criticality and 2) how to prevent/mitigate these issues. They should also be able to 1) start to identify their company’s products and/or processes that contain critical raw materials and 2) begin to identify how these issues could potentially impact their company. Finally, the tool should serve as a catalyst for discussion and investigation of the topic further. Insight on how the game should provide the knowledge transfer was also acknowledged, such as through chance and money. Based on the requirements, the game was developed from six initial design directions. Game methodology was used to assess the developed concept. The process was iterative, with each session building off the other. A total of eight product evaluation sessions were conducted for the game. Sessions were done with future users of the tool, academics from business and design, and industry and government representatives. While the first four sessions focused mainly on the game play rather than content, the last four were designed to evaluate the game on its knowledge content and learning outcomes. In the Loop: The Critical Raw Materials game is the final result of the evaluation sessions. It is a board game where players are presented with critical raw material issues as they try to produce products. Players must make strategic choices to avoid bankruptcy, continue making their product, and win. Product cards allow customization of game play to the users while material cards provide more information and greater depth to the subject. While the evaluations have resulted in recommendations for future testing, they support that In the Loop can be used to create awareness about critical raw materials and transfer the intended learning outcomes. Further validation in FME companies is recommended, and a method for testing is provided, but the tool’s ability to instigate discussion about the topic of critical raw materials would be beneficial to the FME, as it would lead to increased awareness.

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