09.09.2014 Views

Design games as a tool, a mindset and a structure Kirsikka Vaajakallio

Design games as a tool, a mindset and a structure Kirsikka Vaajakallio

Design games as a tool, a mindset and a structure Kirsikka Vaajakallio

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

utilized card b<strong>as</strong>ed approaches in software development processes, to let<br />

participants discuss each other’s needs within relatively egalitarian atmosphere.<br />

Games have also been used incre<strong>as</strong>ingly in relation to education,<br />

either in forms of computer <strong>games</strong> <strong>and</strong> video <strong>games</strong>, or in more traditional<br />

forms of board <strong>games</strong>. As an example, Warmerdam et al. (2007) have been<br />

developing a serious game, SimPort, which is an extensive management<br />

game for building an international port. In regard to computer <strong>games</strong>, the<br />

authors recall considering players’ computer skills: where<strong>as</strong> many children<br />

are “native” computer users, many adults may still be considered <strong>as</strong> digital<br />

immigrants <strong>and</strong> may need simple <strong>and</strong> intuitive user interfaces (ibid.).<br />

A more marketing-oriented perspective h<strong>as</strong> been taken by Hohman<br />

(2007) in his book Innovation Games – creating breakthrough products<br />

through collaborative play, in which he presents several e<strong>as</strong>y-to-adopt<br />

game-like methods, which, according to him, make meetings more productive,<br />

innovative, <strong>and</strong> fun. The <strong>games</strong> he discusses employ playful attitude,<br />

but instead of game pieces they use pen <strong>and</strong> paper to create design<br />

representations; thus these are e<strong>as</strong>y <strong>and</strong> cheap to produce. The focus is<br />

on envisioning customers’ needs <strong>and</strong> preferences <strong>and</strong> on guiding roadmap<br />

creation, strategy decisions, etc., accordingly. A similar approach is<br />

taken by Gray et al. (2010) in their book Gamestorming – A Playbook for<br />

Innovators, Rulebreakers, <strong>and</strong> Changemakers, where they give h<strong>and</strong>s-on<br />

examples how to create own innovation <strong>games</strong>. Like Hohman, they also<br />

utilise post-its <strong>and</strong> line drawings <strong>as</strong> their main medium, unlike design<br />

<strong>games</strong> that mainly trust on fine-tuned predesigned game material.<br />

Schrage’s (2000) book Serious Play: How the World’s Best Companies<br />

Simulate to Innovate looks at innovation <strong>and</strong> also highlights the importance<br />

of various prototypes, models <strong>and</strong> simulations to lure people into<br />

what if considerations <strong>and</strong> to allow them to step outside their every-day<br />

roles. Hence, it h<strong>as</strong> some similarities with the qualities of design <strong>games</strong>,<br />

although in his book serious play merely denotes a “philosophy of innovation”,<br />

which sees playing with prototypes <strong>as</strong> a central factor for<br />

successful innovation, but one that is not connected to <strong>games</strong>. Schrage’s<br />

(ibid.) argumentation <strong>and</strong> examples are in line with the tradition of industrial<br />

design, where mock-ups <strong>and</strong> prototypes have been utilised,<br />

among other things, to make mental models explicit <strong>and</strong> invite people<br />

to play with the alternatives without specific rules or other game-like<br />

characteristics.<br />

The above examples aim at giving an overview of various game applications<br />

to broaden the perception of the different uses <strong>and</strong> interpretations<br />

of <strong>games</strong>. One approach in which I find a possible source for<br />

improving underst<strong>and</strong>ing of the particularity of design <strong>games</strong> are simulations<br />

<strong>games</strong>, which have a rather long history in the organizational<br />

change context. I will next give some brief examples of their descriptions,<br />

<strong>and</strong> compare them with design <strong>games</strong>.<br />

102

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!