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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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 />
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