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
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
Due to the strong focus on design <strong>games</strong>, the three c<strong>as</strong>e studies became<br />
formulated around them. The focus came from the research questions<br />
addressed in the project concerning how to apply design <strong>games</strong> <strong>and</strong> drama-inspired<br />
methods in service design <strong>and</strong> from my research interest on<br />
design <strong>games</strong>. However, <strong>as</strong> demonstrated in this <strong>and</strong> the next chapter, this<br />
design <strong>games</strong> driven approach worked well <strong>and</strong> it h<strong>as</strong> been applied later<br />
on, to establish other design research projects. I will describe it next in<br />
a more general level, <strong>and</strong> then in next sections I will move on towards<br />
empirical examples.<br />
In design <strong>games</strong> driven co-design, several design <strong>games</strong> facilitate a collaborative<br />
knowledge creation process that pays attention to user insights,<br />
company representatives’ personal insights <strong>and</strong> competence <strong>and</strong> researchers’<br />
views. In the development process of the “Co-designing University”<br />
c<strong>as</strong>e discussed earlier we were the potential users with other participants<br />
but we also worked <strong>as</strong> external consultants. Since those persons who continued<br />
the development project from that point on were not part of designing<br />
the design <strong>games</strong>, but only took part in playing them, it brought up the challenges<br />
of communicating/delivering insights gained outside the actual codesign<br />
gatherings. To face this challenge the design <strong>games</strong> driven approach<br />
engages partners all the way from creating a project vision to designing <strong>and</strong><br />
playing a design game (Figure 30). Thus, co-design among the core team who<br />
works in the c<strong>as</strong>e study is not limited to co-design gatherings, which, however,<br />
can be seen <strong>as</strong> milestones or culmination points in the process.<br />
<strong>Design</strong> <strong>games</strong> may be arranged more than once, <strong>and</strong> there may also be<br />
several different design game gatherings depending on the resources <strong>and</strong><br />
needs of the particular project. We aimed to start co-design from the very<br />
beginning by creating a common vision for the coming activities by playing<br />
the first design game (Project Planning Game) with the core project<br />
team (Figure 30).<br />
The general process can be divided into four main steps: 1) <strong>Design</strong><br />
game for establishing the project vision with the core development team<br />
<strong>and</strong> with the project manager from the partnering company; 2) Preparations<br />
for co-design through user studies; 3) <strong>Design</strong>ing a design game with<br />
members of the core development team; 4) A design game driven co-design<br />
gathering for diverse participants (Figure 31). In the beginning of the project<br />
the wanted direction/path is partly unknown like is typical of concept<br />
design, where an explicit need, problem, or technology is not necessarily<br />
addressed. Instead the focus, with more specific design problems <strong>and</strong><br />
questions, is found gradually in the reflective process of experimentation,<br />
user study <strong>and</strong> co-design.<br />
Although some level of ambiguity is an essential part of co-design process<br />
that is guided through iterative learning, the first game, which focuses<br />
on visioning the coming process, sets some initial boundaries for the next<br />
steps. Because of the activities built on the previous ph<strong>as</strong>es, the process is<br />
138