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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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The three c<strong>as</strong>es: seeking for new design opportunities<br />

The Extreme <strong>Design</strong> project w<strong>as</strong> constructed through three distinct c<strong>as</strong>e<br />

studies: the first concentrated on people flow in senior houses; the second<br />

looked at user-centred service models in banks; <strong>and</strong> the third searched<br />

for service opportunities within social media. The empathic design perspective<br />

directed the way design <strong>games</strong> were utilised during the c<strong>as</strong>e<br />

studies to allow multidisciplinary group of people, from users to other<br />

stakeholders <strong>and</strong> designers, to co-construct a variety of representations<br />

about user’s world. The aim w<strong>as</strong> to make personal connections to the users’<br />

experiences through which new insights or revelations may emerge.<br />

These insights then informed the argumentation for interesting topics<br />

<strong>and</strong> acted <strong>as</strong> design drivers for further exploration during the c<strong>as</strong>e study.<br />

The main application ph<strong>as</strong>e can be generally described in terms of<br />

concept search, which precedes the actual concept design <strong>and</strong> definition<br />

of a precise design brief (Koskinen & Battarbee 2003). Thus design does<br />

not concern designing in regard to final design but rather aims at laying<br />

out the ground for it. It points out design possibilities grounded to the<br />

user insights that can be taken <strong>as</strong> starting points for a further research if<br />

considered interesting <strong>and</strong> perhaps eventually leading into an actualized<br />

design solution. The c<strong>as</strong>e studies also contributed to partnering companies’<br />

on-going design projects, either directly or indirectly. (Figure 29)<br />

concept search<br />

(concept) design<br />

Fig. 29<br />

Searching for opportunities<br />

to establish a new<br />

(concept) design project<br />

c<strong>as</strong>e study<br />

On–going<br />

development project<br />

(in partner company)<br />

The c<strong>as</strong>e studies conducted in Extreme <strong>Design</strong> contributed to the partnering companies in two<br />

ways <strong>as</strong> illustrated in the picture.<br />

One particularity of the implementation of design <strong>games</strong> in Extreme <strong>Design</strong><br />

w<strong>as</strong> the relationship between them <strong>as</strong> separate one-off gatherings<br />

<strong>and</strong> <strong>as</strong> a package of several design <strong>games</strong> that had been developed <strong>as</strong> a<br />

progression from one to another. However, the relation between the design<br />

<strong>games</strong> is not about using material produced in the first game in the<br />

following <strong>as</strong> in Br<strong>and</strong>t’s <strong>and</strong> Johansson’s User Game <strong>and</strong> Scenario Game<br />

136

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