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5mm Design games as a tool, a minds
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Aalto University publication series
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Chapter 3: Diving into games, play
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This thesis has been made possible
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Chapter 1 Setting the stage for co-
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When I started my research, my view
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three terms throughout the disserta
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claring my preconceptions and the w
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Setting the stage for co-design: Th
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The observational part aimed at est
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Creative interplay between current
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My research approach follows the
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The methods developed for sharing k
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Based on our experiences, we propos
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As for sharing experiences during t
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All three gatherings aimed at ident
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the core spirits and values of Desi
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The cases introduced above followed
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Creative interplay between current
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Johnston (1998/2005, p 69) has poin
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Chapter 2 Direct and indirect user
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see user experience as a complex se
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By considering users’ creative in
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material”, I continue from that b
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part of collaborative design) is, s
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the UK, and there are more market-o
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What I find worth of further studie
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According to Wright and McCarthy (2
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in its aims of eliciting inspiratio
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Contextual approaches in performing
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Above I pointed out some of the ben
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Sensitising in empathic design ofte
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example through the performance. Ma
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are intertwined: since the stage is
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ative was a story about an archaeol
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sign partners are not professional
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as inspiration and empathic underst
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happen in the magic circle that is
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action in the Character Game, a spe
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presented earlier, we may analyse t
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words, everyone had mixed roles as
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simultaneously. The emphasis given
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During the design games, the discus
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The notion that people are easily c
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Fig. 58 Participants started to go
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and one from YIT, referred as Playe
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5.3.8 Insights through role-play On
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Player 4: “I have my mobile phone
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As has been mentioned previously, r
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Like Hannu and Nina, who began joki
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Planning Game, mainly utilised desi
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dependent from the overall applicat
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ous people and what information is
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epresentations such as co-construct
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Whereas metaphors are useful in gui
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framework, this theoretical backgro
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6.1.1 Design games as a tool As Kei
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ery design researcher designs an ap
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printouts given to the participants
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The purpose of role-immersion, for
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6.2.1 Reflection on research aims I
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1 2 3 The Project Planning Game str
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the design purposes, but, since I w
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As has been discussed in relation t
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Fulton Suri, J. (2003). Empathic de
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Sanders, E.B.-N. (2002). From User-