Dr. Hazel Bradshaw

Adventures in Emerging Technologies – Futurist | Designer | Academic | Geek

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Dr. Hazel Bradshaw
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What Does ‘Good’ Look Like?

  • by Hazel
  • Posted on January 14, 2019September 15, 2019
  • Stories
Purple water

What does good look like for a citizen, a cultural group or as a country? Is it about having enough money, a healthy environment, a strong economy, a secure sense of wellbeing or a government that is trusted?

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Logic Mapping: a Design Process

  • by Hazel
  • Posted on September 24, 2018September 15, 2019
  • Stories
pacmac

Logic Mapping – Game Design for Complex Problems The Logic Mapping process evolved out of my PhD research into the application of positive psychology for the design of serious games. I’ve refined the process for […]

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Game Design and Government

  • by Hazel
  • Posted on April 18, 2018September 14, 2019
  • Stories
Postit notes on a wall

What do design sprints, game design and government have in common? As a member of the Service Innovation team, I recently ran an adaptation of a Google Design Sprint  to unpack the requirements for an all of […]

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Sci-fi and the Day I Met Neal Stephenson

  • by Hazel
  • Posted on May 16, 2017September 15, 2019
  • Stories
talking with Neal

How science fiction is guiding Te Papa’s digital team Last week American author, Chief Futurist of Magic Leap, and game designer Neal Stephenson made a flying visit to Te Papa as part of Techweek. Sci-fi has […]

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Gameplay Flow – Designing for Player Immersion

  • by Hazel
  • Posted on May 26, 2016May 26, 2016
  • Stories
a flow of liquid

This article translates how a theory of Flow can be used to structure the design of player experiences. It follows on from the Go with the Flow – a Medium article and talks about Flow in […]

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Go with the Flow – a Medium article

  • by Hazel
  • Posted on May 7, 2016May 8, 2016
  • Stories

Positive Psychology – bringing ‘Flow’ to your Work Positive Psychology - bringing ‘Flow’ to your Work We are humans with emotions, not mindless automatons our days should be filled with enjoyment and satisfaction. We all remember a […]

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Predator Free New Zealand presentation

  • by Hazel
  • Posted on October 14, 2014May 8, 2016
  • Stories
Ora - Save the Forest!

Presentations of the Driedfrog designed social impact game – ‘Ora – Save the Forest!’, to Predator Free New Zealand stakeholders on Wednesday 15th October. Gameplay offers a natural approach to engaging with communities about complex science problems. The controversial […]

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ICEC 2014 – Designing a Social Impact Game

  • by Hazel
  • Posted on October 7, 2014May 8, 2016
  • Stories
Sydney Harbour

The ICEC 2014 organising committee selected the paper; ‘Ora – Save the Forest! Designing a Social Impact Game’, to be included for presentation at their recent annual conference. Providing insight into key research outcomes from Dr Hazel Bradshaw’s recently […]

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Radio NZ feature driedfrog educational games

  • by Hazel
  • Posted on September 5, 2014September 14, 2019
  • Stories
Ora - Save the Forest!

Educational games designed and developed by driedfrog have been featured and discussed on Radio New Zealand’s Our Changing World programme, on 4th September 2014. If you missed the live broadcast interview you can listen to […]

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Ora save the forest – in the news

  • by Hazel
  • Posted on February 14, 2014May 8, 2016
  • Stories

Great to achieve wide media attention for the launch of Ora, our immersive NZ native forest eco-adventure game: http://www.scoop.co.nz/stories/ED1402/S00046/uc-game-named-one-of-the-top-10-global-sciences-games.htm

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Possum Stomp app featured in stuff.co.nz

  • by Hazel
  • Posted on January 3, 2014May 8, 2016
  • Stories

A neat intro by stuff.co.nz for our Possum Stomp smartphone companion app to the scientific Ora! Save the Forest game: http://www.stuff.co.nz/9570270/App-aims-to-educate-about-predators

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Game Design Psychology & Everyday Life

https://www.youtube.com/watch?v=iyLtvqLQ6p8

Research Papers

The Structural Playability Process (SPP) – An Effective Design Process for Educational Computer Games
Ora – Save the Forest ! Designing a Social Impact Game
The Geothermal World Videogame
Entertainment Education for The Computer Age
Computer Game Playability, Learning Through Gameplay Design

 

Articles

What Does ‘Good’ Look Like?

Purple water

Logic Mapping: a Design Process

pacmac

Game Design and Government

Postit notes on a wall

Sci-fi and the Day I Met Neal Stephenson

talking with Neal

Gameplay Flow – Designing for Player Immersion

a flow of liquid

Go with the Flow – a Medium article

Predator Free New Zealand presentation

Ora - Save the Forest!

ICEC 2014 – Designing a Social Impact Game

Sydney Harbour

Radio NZ feature driedfrog educational games

Ora - Save the Forest!
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