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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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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

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