

Specifically, generative play takes root at the intersection of activity theory, generative research, flow, play, and generative justice. This paper introduces such a model called generative play that integrates psychology, game theory, and economics with design.

As a result, the discipline needs models for how to educate responsible designers who see design not only as a commercial enterprise but more importantly as a catalyst for social change, and are able to innovate visual technologies that address social problems that are wicked by nature, and are far more complex and interdisciplinary than merely problem-solving how to aestheticize a client’s content. There’s been a paradigm shift in design from focusing on aesthetic worth to focusing more on the interplay of form and function to assume social responsibility and to pursue social change through innovation. University of Pretoria, Pretoria, South Africa

Bennett *, Fatima Cassim, and Marguerite van der Merwe How Design Education Can Use Generative Play to Innovate for Social Change: A Case Study on the Design of South African Children’s Health Education ToolkitsĪudrey G.
