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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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where<strong>as</strong> in the first time the method cards included colour coding, illustrating<br />

how challenging a method would be to perform, with OPK this<br />

extra information w<strong>as</strong> left out. This resulted from the observation that<br />

colour coding made playing the game more complicated without evident<br />

benefits. Arguments over whether some methods would be hard or e<strong>as</strong>y<br />

to apply were left for verbal negotiation among the players.<br />

The game helped to discuss the upcoming collaboration, resources,<br />

goals etc. but would also have benefited from the presence of the designers,<br />

besides the researchers <strong>and</strong> representatives from OPK. The overall<br />

vision, including a timeline <strong>and</strong> methods, w<strong>as</strong> settled, <strong>and</strong> the feeling of<br />

progress w<strong>as</strong> felt even though the design research process couldn’t take<br />

the leap before the design agency w<strong>as</strong> chosen.<br />

The Project Planning Game showed the importance of getting familiar<br />

with different partners’ development processes when initializing<br />

collaboration: on one h<strong>and</strong>, it incre<strong>as</strong>ed the researchers’ knowledge on<br />

the decision-making process at OPK <strong>and</strong> its influence to practical activities;<br />

on the other h<strong>and</strong>, it introduced the user-centred design process <strong>and</strong><br />

methods to the OPK partners, who were not familiar with them beforeh<strong>and</strong>.<br />

Thus the design game worked <strong>as</strong> a sort of semi-<strong>structure</strong>d interview<br />

but with bidirectional learning. In this c<strong>as</strong>e, distinct professional<br />

backgrounds were more in evidence than with KONE, where most members<br />

of the core team had had experience with user-centred design. Thus,<br />

going through the set of methods <strong>and</strong> discussing what they could denote<br />

w<strong>as</strong> an essential step in creating a shared vision of the c<strong>as</strong>e study.<br />

In the end there were two distinct but overlapping projects going on, <strong>as</strong><br />

is illustrated in Figure 34 (page 141): the Extreme <strong>Design</strong> c<strong>as</strong>e study, <strong>and</strong> the<br />

service design project initiated between OPK <strong>and</strong> the Palmu design agency.<br />

The two related projects had their own timetables, recourses <strong>and</strong> responsibilities.<br />

In order to have a dialogue between these two, collaboration between<br />

all three parties w<strong>as</strong> necessary, <strong>and</strong> several meetings involving the<br />

key people were organized to ensure sharing of information <strong>and</strong> heading to<br />

the same direction. The collaboration w<strong>as</strong> culminated in co-design gatherings<br />

that always involved people also from outside the core team.<br />

In this c<strong>as</strong>e study, the co-design gatherings can be divided into two<br />

different types of encounters: those involving users i.e. bank customers,<br />

<strong>and</strong> those with bank personnel i.e. people working at bank offices, whose<br />

work practices were to be changed through new service models. The codesign<br />

gatherings with bank personnel are left outside the scope of this<br />

dissertation, <strong>and</strong> I will focus on user involvement.<br />

The researchers drove the design <strong>games</strong> development, but the core<br />

team members from Palmu <strong>and</strong> OPK were involved in guiding the activities<br />

towards a common goal; the co-design gatherings informed designers’<br />

work <strong>and</strong> vice versa. From the researchers’ perspective, the involvement of<br />

the design agency provided a realistic design project to which to contribute,<br />

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