UNDERSTANDING ERGONOMICS THROUGH TABLETOP GAME DESIGN Class Activity Spring Term 2025, 2026

Er-GAME-nomics

This project is a creative synthesis of what students have learned throughout the semester. It challenges them to translate scientific principles and best practices into an accessible, engaging, and educational medium for the general public.

PARTNER Emily Carr University of Art + Design
ROLE Sessional Instructor / Course Developer
SUBJECT Science Ergonomics
TARGET AUDIENCE Undergraduate Students

Learners are to design a tabletop game (card or board-based) that distills complex ergonomic theory into simple, intuitive gameplay for the "everyday person" to understand the "why" behind ergonomic interventions and best practices.

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Working in groups, learners will select one of the following core topics from the semester to serve as your game’s primary theme:

  1. Anthropometrics: Designing for human variability, reach, and clearance.
  2. Biomechanics: The study of forces, kinetics, and kinematics within the human body.
  3. Work-related Musculoskeletal Disorders (WMSDs): Identifying and preventing Repetitive Strain Injuries (RSIs), tendonitis, and nerve compression.
  4. Visual Ergonomics: Optimizing displays using the 13 Principles of Design (e.g., Pictorial Realism, Redundancy Gain).

Core Objectives

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Advocate: Create an engaging and persuasive game medium that highlights the value of ergonomics in daily life.

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Translate: Apply ergonomics theory into an interactive learning experience (game mechanics and visuals).

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Analyze: Conduct a task analysis to ensure smooth gameplay and flow of clear instructions for players to follow.

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© 2026 Erik Asia