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 />
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