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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