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

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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 />

108

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

Saved successfully!

Ooh no, something went wrong!