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.
ensure relevance for company partners <strong>and</strong> researchers alike. The third<br />
fundamental contribution for the co-design comes from potential end users,<br />
either through direct or indirect involvement. Consequently, co-design<br />
gatherings build on different perspectives to serve multiple purposes;<br />
gathering <strong>and</strong> introducing user insights, allowing participants to make<br />
their own interpretations of them <strong>and</strong> guiding idea generation accordingly<br />
(Figure 32). These three are intertwined rather than well-defined, separate<br />
activities. It is also important to realise that new ide<strong>as</strong> appear throughout<br />
the project, not only during the appointed times of co-design gatherings.<br />
When considering overall purposes for the companies to be part of Extreme<br />
<strong>Design</strong> project, we can consider it <strong>as</strong> a concept design project without<br />
a direct connection to the production dem<strong>and</strong>s (Keinonen & Takala<br />
2006, pp 19–28). During the project, the following aims were identified<br />
although they were not all explicit from the beginning but became such<br />
during the c<strong>as</strong>e studies:<br />
4.2.1<br />
Objectives<br />
of<br />
co–design<br />
Learning from a specific user group, situation, or problem.<br />
1<br />
Enhancing participants’ creativity by rehearsing out-of-box thinking.<br />
2<br />
Finding new collaboration opportunities <strong>and</strong> strategic B2B networks.<br />
3<br />
Communicating organisation’s innovativeness <strong>and</strong> interest to be<br />
forerunner by participating design research projects.<br />
4<br />
ongoing project at company<br />
Fig. 33<br />
research led by university<br />
exploring opportunities for new project<br />
The Extreme <strong>Design</strong> project’s c<strong>as</strong>e studies, although being individual projects from the management<br />
perspective, are examples of how design research can be conducted in close connection<br />
with a partner company’s on-going development projects or taken <strong>as</strong> a strategic <strong>tool</strong> to<br />
inform decisions about the future projects.<br />
140