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.

Fig. 26<br />

1. proto–performance 2. performance<br />

3. aftermath<br />

training<br />

workshops<br />

rehearsals<br />

context sustaining the<br />

public performance<br />

warm-up<br />

public perfomance<br />

cooldown<br />

critical response<br />

archives<br />

memories<br />

Schechner’s performance process (adapted from 2006, p 225) describes the three main steps<br />

which are then further divided into several actions or elements.<br />

According to Schechner (2006, p 226), many professions (besides those<br />

in the performing arts <strong>and</strong> sports, e.g. lawyer, doctor, carpenter, <strong>and</strong><br />

teacher) share similar process. One of his examples concerns car design<br />

(ibid. p 234): “In auto manufacturing, new car prototypes are conceived, designed,<br />

<strong>and</strong> built by teams pooling resources in an atmosphere of workshop.<br />

[…] The process goes from workshop (concept car) to rehearsal (prototype)<br />

to production (performance).”<br />

In addition to using performance process <strong>as</strong> an analytical foci to underst<strong>and</strong><br />

co-design process <strong>and</strong> the nature of activities during it, the ritual <strong>as</strong>pects<br />

of performance have opened new ways to approach co-design activities.<br />

According to Schechner (2006, p 236), workshops participants follow<br />

a path similar to that in rituals by isolating themselves from their ordinary<br />

lives, learning new behaviour <strong>and</strong> knowledge <strong>and</strong> becoming reborn <strong>as</strong> a<br />

new or a changed being to reintegrate the society on a new level of responsibility,<br />

status etc. In his dissertation <strong>Design</strong> Anthropology: Borderl<strong>and</strong><br />

Experiments with Participation, Performance <strong>and</strong> Situated Intervention,<br />

Halse (2008) h<strong>as</strong> viewed co-design sessions, whether taking place in-situ<br />

or in a more artificial workshop environment, <strong>as</strong> rituals. According to him,<br />

it is the practice under investigation that is transformed in co-design instead<br />

of the people. As he (ibid. p 83) describes: “The design workshop is<br />

enacted in ways similar to the rite of p<strong>as</strong>sage: <strong>as</strong> a momentary suspension of<br />

the everyday order, <strong>as</strong> betwixt <strong>and</strong> between, in order to prepare the subject<br />

for transformation. In the design workshop it is not a social individual that is<br />

to undergo transformation – it is practice <strong>as</strong> it meets technological artifacts.”<br />

Even though an interesting illustration of the way co-design gatherings<br />

can be perceived <strong>as</strong> rituals, Halse’s view limits the impact on individual<br />

level outside. While I am sympathetic to this proposal, I will exp<strong>and</strong> it to<br />

cover the mutual change that happens through personal discoveries on<br />

the subject, thus impacting the personal level – an issue that I will return<br />

to later on in my analysis. His (Halse 2008, p 121) following statement is<br />

illustrative of my research <strong>as</strong> well: “The subject matter of the design workshop,<br />

mobility in maintenance for example is momentarily rendered open for<br />

123

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

Saved successfully!

Ooh no, something went wrong!