人生の大切なことをゲームから学ぶ展 2024.3.15 FRI - 4.14 SUN 11:00-20:00

2024年3月15日(金)よりGOOD DESIGN Marunouchi(東京・丸の内)にて開催しておりました「人生の大切なことをゲームから学ぶ展」が、2024年4月14日(日)をもって終了いたしました。会期中ご来場いただいたみなさま、誠にありがとうございました。厚く御礼申し上げます。

GOOD DESIGN Marunouchiでの開催は終了いたしましたが、今秋「GOOD DESIGN Marunouchi公募企画展巡回」としての開催を予定しております。

The "LEARN THE IMPORTANT THINGS IN LIFE FROM GAMES" exhibition, which has been held at GOOD DESIGN Marunouchi (Marunouchi, Tokyo) since March 15th, 2024 (Friday), has ended on April 14th, 2024 (Sunday). We sincerely thank everyone who visited during the exhibition period.
Although the exhibition at GOOD DESIGN Marunouchi has ended, we are planning to hold a "GOOD DESIGN Marunouchi Open Call Exhibition Tour" this fall. More details will be announced at a later date.


インタビュー Interview

「人生の大切なことをゲームから学ぶ」ことはできるの?専門家インタビュー:ゲームとデザインの関係 「人生の大切なことをゲームから学ぶ」ことはできるの?専門家インタビュー:ゲームとデザインの関係
  • 「人間には生存に有利に働く訓練を面白いと感じる機能が備わっている」という仮説 「人間には生存に有利に働く訓練を面白いと感じる機能が備わっている」という仮説

    ゲームサービス事業本部 開発事業部
    デザイン部 副部長 アートディレクター

    DeNA Co., Ltd.

    中津 基貴さん

    Nakatsu Mototaka


    This is my personal theory, but I think that people have an ability to feel the fun in training that is advantageous for survival. For example, you could say that the games we were crazy about as children such as tag and hide and seek were actually training to improve our ability to run away from threats or survive in nature. In the case of games, there are many genres such as action, shooter, and RPGs, but fundamentally, they all make you grasp your situation in a limited time, think of what to do next, and put that into action. The situation changes by taking action, so you then have to think about your next action... and you keep repeating that. It’s not too much to say that this series of actions is life itself.

  • UXが一般化する以前からユーザー体験を考え続けてきた歴史がゲームにはあるんです。 UXが一般化する以前からユーザー体験を考え続けてきた歴史がゲームにはあるんです。



    安明 真哉さん

    Yasuaki Shinya


    What we game designers are conscious of when creating games is the users’ experience. Especially in my case, I often make enemy characters, so I’m always conscious of things like the timing of when a player will encounter a certain enemy, or how I want them to feel when they encounter that enemy. For example, when a powerful enemy character appears, how the enemy appears changes depending on whether I want the player to feel powerless or whether I want the player to feel their growth by defeating the enemy. Additionally, a large-sized enemy character may appear to be strong, but if the player has already encountered a large-sized enemy before, making the size smaller may in fact make the threat seem bigger. We call this the “experience curve.” We share waves of excitement during game play while designing the game play as a total experience.

  • 優れたUXデザインは使ったり受けたりする際に楽しいと感じられるものだと思います。 優れたUXデザインは使ったり受けたりする際に楽しいと感じられるものだと思います。

    Experience Design 専門家
    ニューヨーク大学 芸術学部
    Nielsen Norman Group
    UX Master Certificate

    クラー 加奈恵さん

    Clar Kanae

    UXとは、商品やサービスを通じて得られる体験のこと。そして優れたUXデザインとは、使いやすかったり、分かりやすかったり、困った時もすぐに解決できたりといったことはもちろんですが、何よりもその商品やサービスを使ったり受けたりする際に、楽しいと感じられるものだと思います。しかし実は、この楽しいこそが結構なくせ者。英語では「WOW! moment」と表現されたりもしますが、人を楽しいと感じさせるためには、心を動かし感動させなければなりません。一方で、人の琴線というのは多様であり、心を動かされるポイントもさまざまです。そうした一人ひとり異なる課題を乗り越え、ユーザーの持つ期待値を超えることで、初めて感動を生むことができるのです。そういう意味では、使う人のためを思い、考えに考え抜かれたものこそが、優れたUXデザインと言えるのかもしれませんね。

    UX is the experience that you gain through a product or service. I think that excellent UX design is not only easy to use, easy to understand, and easily resolved if something is wrong, but should also bring the user enjoyment to use or receive that product or service. In reality, that enjoyment is quite tricky to realize. In English, it is expressed sometimes as the “Wow! moment.” In order to make someone feel fun, you have to move their heart and inspire them. However, what tugs on people’s heartstrings is diverse and the things that move people can also be very different. By overcoming the different challenges of each person and exceeding the expectations of users, you can finally create something touching. In that sense, I suppose that something that considers the users and is well thought out can be said to be excellent UX design.

  • できないからできるへ、わからないからわかるへ、架け橋として導いてくれるもの、それがUXなんです。 できないからできるへ、わからないからわかるへ、架け橋として導いてくれるもの、それがUXなんです。

    京都精華大学 メディア表現学部
    メディア情報専攻 准教授

    Kyoto Seika University

    富樫 佳織さん

    Togashi Kaori


    To give an example of something that is familiar, take playground equipment in parks. I think that a design that makes you want to play on them is fantastic. Obstacle courses are an especially good example. You can tell how to play on them at a glance and they are difficult to clear but not so difficult that it is impossible. I think they have a UX design with outstanding balance. Capsule toys, which are popular even with adults these days, are also a good example. Adding the action of inserting money and rotating the lever to the action of buying it produces a special experience. In terms of games, Nintendo Switch also has an extremely excellent UX. You can play it alone at home or you can take it outside and play with others. If you are connected to the internet you can play online or you can gather several Switches to play on a local network. You can play games whenever, wherever, and with whomever you wish. That is designed as a function and I think that it’s fantastic.

アンケート調査結果 Survey results

会期・会場 Period/Venue

2024年3月15日(金) - 4月14日(日)
11:00 - 20:00
GOOD DESIGN Marunouchi
人生の大切なことをゲームから学ぶ展 企画チーム(株式会社たきコーポレーション)
March 15 (Fri.) - April 14 (Sun.), 2024
11:00 a.m. - 8:00 p.m.
※On the last day Closes at 6:00 p.m..
GOOD DESIGN Marunouchi
*We may limit entry when it is crowded.Admission may be restricted if the venue is crowded
Sponsored by
Japan Institute of Design Promotion

GOOD DESIGN Marunouchi

東京都千代田区丸の内3−4−1 新国際ビル1F
TEL. 03-6273-4414
開場時間: 11:00-20:00 /定休日なし

GOOD DESIGN Marunouchi

1F Shin-Kokusai Bldg. 3-4-1, Marunouchi, Chiyoda-ku, Tokyo
TEL. 03-6273-4414
Business hours: 11:00 a.m. - 8:00 p.m. / Open on all days
(except for the year-end and New Year holidays)

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