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
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ut not be overwhelming, <strong>and</strong> so forth, but discussions on aesthetics are<br />
rarely touched upon. When we (<strong>Vaajakallio</strong> et al. 2010a) compared our<br />
experiences from the “Co-design among young children” <strong>and</strong> also from<br />
studies conducted with adults, we noticed that kids were mainly inspired<br />
by simple symbolic images, where<strong>as</strong> adults can be set off by more abstract<br />
images <strong>and</strong> photos <strong>as</strong> well (Figure 22).<br />
Fig.22<br />
The left side images illustrate feelings <strong>and</strong> atmospheres, <strong>and</strong> they are often used <strong>as</strong> part of<br />
generative <strong>tool</strong>s to invite users to describe their experiences. We gave to children the same<br />
set of images with various symbols seen in the image on the right. None of the kids utilized or<br />
showed interest in the feeling images. Instead, they utilized symbols to describe their ide<strong>as</strong>.<br />
Traditionally, aesthetics h<strong>as</strong> been <strong>as</strong>sociated with art objects, like painting<br />
or sculpture, <strong>and</strong> objects in nature, such <strong>as</strong> a beautiful stone. When<br />
studying the aesthetics of these objects, the discussions have focused on<br />
their properties, qualities, features, form <strong>and</strong> order. (Berleant 1999, p 13)<br />
In regard to design <strong>games</strong>, this would then include the game pieces <strong>and</strong><br />
other props brought into <strong>and</strong> created during the co-design gathering. Investigation<br />
of the aesthetic qualities should be done in relation to other<br />
characteristics addressed <strong>as</strong> relevant in co-design: are they tempting or<br />
repulsive?; are they perceived <strong>as</strong> engaging <strong>and</strong> playful or dull?; do they<br />
encourage out-of-box thinking or do they support stereotypical images?<br />
In “Situated Make Tools study”, we observed that if we displayed the<br />
Make Tools kit before introducing the t<strong>as</strong>k, the participants would start<br />
playing with the material instantly, without paying attention to our guidelines<br />
(e.g. <strong>Vaajakallio</strong> & Mattelmäki 2007). This observation reminds us<br />
that in co-design, different game pieces <strong>and</strong> design material should not be<br />
studied in isolation, but <strong>as</strong> a unit, influenced by several dynamic factors, including<br />
the order in which the activities are introduced to the participants.<br />
When evaluating design material in co-design, we should acknowledge<br />
the fact that aesthetic value is context b<strong>as</strong>ed <strong>and</strong> connected to the<br />
functional properties. In design <strong>games</strong>, the aesthetics should support<br />
conveying the message but not to steal the attention from the content. In<br />
the Eco Game we concentrated on the visual outlook to make it tempting<br />
for the children in cost of getting to know how well they would be<br />
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