@book{12786, keywords = {Alive state inheritance and protection, Automobile bodies, Changsha kiln, Chinese Southern ivory carving, Commerce, Commodity symbolization, Communication chains, Communication strategy, Cross-cultural education, Cultural consumption, Cultural knowledge, Cultural traditions, Cultural transformations, Design modeling, Development and utilizations, Development path, Development process, Digital technologies, Economic condition, Education for international understanding, Educational approach, Educational program, Educational projects, Game-based Learning, Gamification, Guangzhou, Han dynasty, Historic preservation, Inheritance model, Innovative design, Intangible cultural heritage, Intangible cultural heritages, Intelligent agents, Kilns, Learning experiences, Life cycle, Lingnan tide embroidery, Market economies, New media, New media technologies, Non-posthumous culture dissemination, Product design, Product design process, Product innovation, Public taste, Service design, Service industry, Social status, Sociology, Software testing, Tourism, Utilization of resources, Video documentaries}, author = {Y.J. Gao and H.W. Chen and M.L. Huang and R. Lin}, title = {Research on the Inheritance and Innovation Path of Intangible Cultural Heritage from the Perspective of Consumer Sociology: — Take Changsha Kiln as an Example}, abstract = {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.}, series = {13th International Conference on Cross-Cultural Design, CCD 2021, Held as Part of the 23rd HCI International Conference, HCII 2021}, volume = {12773 LNCS}, publisher = {Springer Science and Business Media Deutschland GmbH}, school = {Springer Science and Business Media Deutschland GmbH}, isbn = {03029743 (ISSN); 9783030770792 (ISBN)}, url = {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}, doi = {10.1007/978-3-030-77080-8_11}, note = {Journal Abbreviation: Lect. Notes Comput. Sci. Pages: 128 Publication Title: Lect. Notes Comput. Sci.}, }