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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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1.1<br />

Introduction<br />

<strong>Design</strong> research h<strong>as</strong> in recent years laid interest in inviting various people,<br />

from users to other stakeholders, to contribute in early ph<strong>as</strong>es of design<br />

processes. This h<strong>as</strong> led to changes in design researchers’ work context<br />

<strong>and</strong> role; creativity is not aimed only towards designing new products but<br />

incre<strong>as</strong>ingly towards creating opportunities for creative collaboration<br />

among different actors. The problem area h<strong>as</strong> changed <strong>as</strong> well: novel design<br />

approaches have been welcomed outside traditional product development<br />

projects, thus widening the scope of design to cover various types<br />

of change, including development t<strong>as</strong>ks that dem<strong>and</strong> creative attitude<br />

<strong>and</strong> methods to question old <strong>as</strong>sumptions <strong>and</strong> to reach novel solutions.<br />

These movements in design <strong>and</strong> design research signal the readiness to<br />

underst<strong>and</strong> the potential of co-design <strong>as</strong> a meaningful input to direct the<br />

early concept search (Koskinen & Battarbee 2003, pp 37–50) in diverse<br />

settings. In this search, approaches that provide temporary places for codesign<br />

activities are called for, to direct exploration of design possibilities<br />

rising from people’s daily experiences, needs <strong>and</strong> dreams.<br />

Through my personal journey of investigating design researchers’<br />

roles <strong>and</strong> <strong>tool</strong>s in early ph<strong>as</strong>es of design process, the issues of design<br />

collaboration, facilitating creative interplay between current practices<br />

<strong>and</strong> future opportunities, <strong>and</strong> design materials <strong>as</strong> <strong>tool</strong>s in ideation, have<br />

emerged <strong>as</strong> central topics. Having a starting point in co-design <strong>and</strong> early<br />

design process, it h<strong>as</strong> become clear that it is not the new concept ide<strong>as</strong> <strong>as</strong><br />

such that are the main outcome but rather the process of co-constructing<br />

ide<strong>as</strong> in a dialog that reveals several points of views to the phenomenon<br />

under focus. To reach that, it is none of the three above mentioned topics<br />

alone but the interplay between them that highlights the holistic view<br />

with several potential directions for design to take.<br />

1.1.1<br />

Research<br />

focus<br />

The dissertation takes the form of a travelogue; it describes the progress<br />

of my research journey, during which I have encountered many people<br />

<strong>and</strong> sources of inspiration that have influenced the empirical experiments<br />

<strong>and</strong> analyses reported in this dissertation. I will develop my line<br />

of arguments, following retrospectively my experiences in designing <strong>and</strong><br />

facilitating various co-design events, which are called here co-design<br />

gatherings. A co-design gathering indicates a situation where at le<strong>as</strong>t two<br />

persons are temporarily connected in regard to place <strong>and</strong> time to carry<br />

out some design activities. It is not a spontaneous action <strong>as</strong> in practical<br />

situations where colleagues work together in a design studio. Rather, it<br />

can be described in terms of social occ<strong>as</strong>ion that is typically programmed<br />

in advance, possesses an agenda, h<strong>as</strong> a pre-established unfolding of ph<strong>as</strong>es<br />

guided by someone, <strong>and</strong> invites only specific people (Goffman 1963, pp<br />

18–19). The focus on co-design gatherings limits long-term collaboration<br />

<strong>and</strong> other application contexts beyond the scope of this research project.<br />

13

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