TY - CPAPER KW - Advisory committee KW - Cultural knowledge KW - C∂sna∂m KW - Design decisions KW - Digital heritage KW - Intangible cultural heritage KW - Intangible cultural heritages KW - Interactive computer systems KW - Museum of Anthropology KW - Musqueam indian band KW - Tangible interaction KW - University of British Columbia AU - Reese Muntean AU - Kate Hennessy AU - Alissa Antle AU - Brendan Matkin AU - Susan Rowley AU - Jordan Wilson AB - Craft is characterized by tacit knowledge, which is featured as embodiment and contextualization. In the circumstances that the rural craft learning socio-cultural context have already changed significantly, this paper tries to probe the issue that how to capture those characteristics of craft knowledge and transfer them successfully into an attractive craft learning experience for rural children. Taking Huayao cross-stitch–an ethic minority Intangible Cultural Heritage in southwest rural China as a case study, the paper regards digital game as a mediated method to arouse the craft learning interest of rural children and facilitate their understanding of craft knowledge. Focusing the acquisition and presentation of craft “Know-How” knowledge in craft, aiming at promoting the learner’s reflective observations in learning experience, this paper proposes a game-based craft learning experience design model and verifies the model with a Huayao Cross-Stitch Game. C1 - 10th International Conference on Cross-Cultural Design, CCD 2018 Held as Part of HCI International 2018 C2 - DIS - Proc. ACM Conf. Des. Interact. Syst.: Fuse DO - 10.1007/978-3-319-92252-2_9 N1 - Journal Abbreviation: Lect. Notes Comput. Sci. Pages: 132 Publication Title: Lect. Notes Comput. Sci. N2 - Craft is characterized by tacit knowledge, which is featured as embodiment and contextualization. In the circumstances that the rural craft learning socio-cultural context have already changed significantly, this paper tries to probe the issue that how to capture those characteristics of craft knowledge and transfer them successfully into an attractive craft learning experience for rural children. Taking Huayao cross-stitch–an ethic minority Intangible Cultural Heritage in southwest rural China as a case study, the paper regards digital game as a mediated method to arouse the craft learning interest of rural children and facilitate their understanding of craft knowledge. Focusing the acquisition and presentation of craft “Know-How” knowledge in craft, aiming at promoting the learner’s reflective observations in learning experience, this paper proposes a game-based craft learning experience design model and verifies the model with a Huayao Cross-Stitch Game. PB - Springer Verlag SN - 03029743 (ISSN); 9783319922515 (ISBN) SP - 582 EP - 594 TI - Design Interactions in ?elewkw - Belongings UR - https://www.scopus.com/inward/record.uri?eid=2-s2.0-85050689361&doi=10.1007%2f978-3-319-92252-2_9&partnerID=40&md5=c6e728c79ed97b81b389b58559d149a5 VL - 10912 LNCS ER -