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 difficulties in encouraging participants to act reported for example<br />
by Sel<strong>and</strong> (2009) <strong>and</strong> Iacucci et al. (2000b) <strong>and</strong> discussed in Chapter 2<br />
guided us towards tabletop role-playing <strong>games</strong>. Tabletop role-playing<br />
<strong>games</strong> do not dem<strong>and</strong> <strong>as</strong> much bodily engagement <strong>as</strong> live role-playing,<br />
which h<strong>as</strong> a resemblance to the enacting scenarios in user-centred design.<br />
In the Character Game, the players sit around a table, <strong>and</strong> the story<br />
is acted out verbally from certain users’ or characters’ perspective; hence<br />
the emph<strong>as</strong>is is on role immersion (Figure 39). Role-taking <strong>and</strong> improvisation<br />
is supported by several game materials, including character templates,<br />
weekly schedule of the senior houses, photos <strong>and</strong> quotations (Figure<br />
39), <strong>as</strong> well <strong>as</strong> through a gradually evolving situation that moves from e<strong>as</strong>ier<br />
t<strong>as</strong>ks towards role-playing. (Further details in <strong>Vaajakallio</strong> et al. 2010b)<br />
The users were involved indirectly <strong>as</strong> the characters of the role-playing<br />
game that the players acted out during the performance. As the main<br />
purpose of the co-design gathering w<strong>as</strong> to seek potential for new strategic<br />
business partnerships between the three involved companies instead<br />
of improving existing senior houses, seniors had not been invited. The<br />
people from the tree companies who participated had been invited because<br />
of their expertise in the domain of senior houses that were seen <strong>as</strong> a<br />
b<strong>as</strong>e for shared interests <strong>and</strong> future collaboration. Thereby, senior house<br />
can be considered <strong>as</strong> much a boundary object <strong>as</strong> a design context. The<br />
aim w<strong>as</strong> to provide empathic underst<strong>and</strong>ing through role-playing mixed<br />
with participant’s personal experiences of senior houses.<br />
Fig.39<br />
On left side: In tabletop role-playing <strong>games</strong>, performance is verbal <strong>and</strong> the participants sit<br />
around the table. On right side: Predesigned design game material opened up the seniors’ world<br />
for discussion <strong>and</strong> stimulated participants’ personal experiences <strong>and</strong> opinions. Material also<br />
gave boundaries for role-taking <strong>and</strong> scenario building.<br />
Altogether 17 people besides the facilitators, i.e. the researchers, participated<br />
in the co-design gathering; six from KONE’s R&D department, nine<br />
from the housing company <strong>and</strong> two from the construction company. They<br />
were divided into four groups so that people from different organizations<br />
would form a group of approximately four players in order to utilise the<br />
wide knowledge b<strong>as</strong>e they represented. The aim of processing user data<br />
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