TY - SER KW - Alive state inheritance and protection KW - Automobile bodies KW - Changsha kiln KW - Chinese Southern ivory carving KW - Commerce KW - Commodity symbolization KW - Communication chains KW - Communication strategy KW - Cross-cultural education KW - Cultural consumption KW - Cultural knowledge KW - Cultural traditions KW - Cultural transformations KW - Design modeling KW - Development and utilizations KW - Development path KW - Development process KW - Digital technologies KW - Economic condition KW - Education for international understanding KW - Educational approach KW - Educational program KW - Educational projects KW - Game-based Learning KW - Gamification KW - Guangzhou KW - Han dynasty KW - Historic preservation KW - Inheritance model KW - Innovative design KW - Intangible cultural heritage KW - Intangible cultural heritages KW - Intelligent agents KW - Kilns KW - Learning experiences KW - Life cycle KW - Lingnan tide embroidery KW - Market economies KW - New media KW - New media technologies KW - Non-posthumous culture dissemination KW - Product design KW - Product design process KW - Product innovation KW - Public taste KW - Service design KW - Service industry KW - Social status KW - Sociology KW - Software testing KW - Tourism KW - Utilization of resources KW - Video documentaries AU - Y.J. Gao AU - H.W. Chen AU - M.L. Huang AU - R. Lin AB - In recent years, preservations of Intangible Cultural Heritages (ICHs) have become an important agenda for the relevant researchers, designers, and technologists. Traditional archiving methods to protect and promote ICHs may include the recognitions from governments or representative bodies and the textual or video documentaries. However, barriers between the general public and ICH still exist and affect the accessibility of ICH at both conceptual and practical levels. In this case, an educational approach for disseminating ICH values can be considered. Initiated with this thought, we set out to develop an educational project that embeds ICH knowledge in a gamified learning experience. The project is framed as a service design practice to ensure an integrated consideration of the involved stakeholders, including the collaborated local sector, designers, educators, and target learners. The development process results in a game-based education program that serve both the interests of the promoting bodies and the intended audience. In the program, we incorporate three types of ICH originated locally in Suzhou. This paper, therefore, presents the design rationale and development process of this educational program, as well as the result of an initial test with a group of participants. The participants’ feedback demonstrates the advantages of SD approach in developing a user-centered and service-oriented public course. Meanwhile, the playful elements put the included ICHs into their social context and incentivized the participants in learning the related cultural knowledge. C1 - 13th International Conference on Cross-Cultural Design, CCD 2021, Held as Part of the 23rd HCI International Conference, HCII 2021 DO - 10.1007/978-3-030-77080-8_11 N1 - Journal Abbreviation: Lect. Notes Comput. Sci. Pages: 128 Publication Title: Lect. Notes Comput. Sci. N2 - In recent years, preservations of Intangible Cultural Heritages (ICHs) have become an important agenda for the relevant researchers, designers, and technologists. Traditional archiving methods to protect and promote ICHs may include the recognitions from governments or representative bodies and the textual or video documentaries. However, barriers between the general public and ICH still exist and affect the accessibility of ICH at both conceptual and practical levels. In this case, an educational approach for disseminating ICH values can be considered. Initiated with this thought, we set out to develop an educational project that embeds ICH knowledge in a gamified learning experience. The project is framed as a service design practice to ensure an integrated consideration of the involved stakeholders, including the collaborated local sector, designers, educators, and target learners. The development process results in a game-based education program that serve both the interests of the promoting bodies and the intended audience. In the program, we incorporate three types of ICH originated locally in Suzhou. This paper, therefore, presents the design rationale and development process of this educational program, as well as the result of an initial test with a group of participants. The participants’ feedback demonstrates the advantages of SD approach in developing a user-centered and service-oriented public course. Meanwhile, the playful elements put the included ICHs into their social context and incentivized the participants in learning the related cultural knowledge. PB - Springer Science and Business Media Deutschland GmbH SN - 03029743 (ISSN); 9783030770792 (ISBN) TI - Research on the Inheritance and Innovation Path of Intangible Cultural Heritage from the Perspective of Consumer Sociology: — Take Changsha Kiln as an Example UR - https://www.scopus.com/inward/record.uri?eid=2-s2.0-85112072449&doi=10.1007%2f978-3-030-77080-8_11&partnerID=40&md5=c3f70582f125f6248f0fc085d17c3d7b VL - 12773 LNCS ER -