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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3<br />
Experiences that the participants share with each other in the side<br />
of the collaborative story. To gr<strong>as</strong>p on interesting topics <strong>and</strong> to find<br />
out more about them is the responsibility of the creative secretary<br />
who should be sensitive towards possible design openings.<br />
4<br />
<strong>Design</strong> openings <strong>and</strong> novel design concepts which are envisioned<br />
while the story evolves.<br />
4.3.4<br />
Prototyping<br />
design<br />
game<br />
designers<br />
skills<br />
by<br />
exploring<br />
play–qualities<br />
Figure 42 below illustrates the timeline of the design <strong>games</strong> developed<br />
to guide the collaboration <strong>and</strong> constructing possibilities within the three<br />
c<strong>as</strong>e studies. The process architecture centred on collaboration in two levels:<br />
firstly, tight collaborative relationship between researchers <strong>and</strong> key<br />
partners from the companies guided the process through a continuous<br />
dialogue; secondly, short-term co-design gatherings with distinct goals<br />
<strong>and</strong> participants culminated the co-design process by inviting relevant resources<br />
together to underst<strong>and</strong> the wide solution space instead of seeking<br />
a shortcut to the final design, thus often widening the problem area rather<br />
than focusing it. None of the c<strong>as</strong>es ended up with one well-defined design<br />
concept but instead provided seeds for further development projects.<br />
To summarise, the first c<strong>as</strong>e provided many insights on seniors although<br />
it didn’t prompt any continuing development project <strong>as</strong> far <strong>as</strong> we know 19 .<br />
The second c<strong>as</strong>e w<strong>as</strong> established at the same time with the development<br />
project between OPK <strong>and</strong> their sub-contractor, Palmu Inc. The parallel<br />
projects fed each other so that the c<strong>as</strong>e study provided user insights to<br />
the service designers, but the main objectives remained separate. The third<br />
c<strong>as</strong>e w<strong>as</strong> parallel to the on-going development project between Palmu Inc.<br />
<strong>and</strong> their client Itella, providing user insights to their design process. In<br />
addition, potential for further development w<strong>as</strong> seen in ide<strong>as</strong> generated<br />
during the Storytelling Game. This gave rise to a new project at Itella.<br />
The third c<strong>as</strong>e study with Palmu <strong>and</strong> Itella thus showed a c<strong>as</strong>e where<br />
a collaborative design research project can lead to promising outcomes<br />
that can be taken <strong>as</strong> starting points for the next project. In other words,<br />
concept search may be used to prompt new development projects once<br />
their unrealized potential is recognised.<br />
19 Since the concept development w<strong>as</strong> eventually left outside the scope of the c<strong>as</strong>e study, we were<br />
not able to follow possible concept design activities at KONE. Even though we tried to find out<br />
whether any of the concepts were taken further at KONE, it remained unclear for us. We interpreted<br />
the silence <strong>and</strong> vague answers we got meaning either that there were no follow-up project or they<br />
didn’t share them with us because of their non-disclosure policy.<br />
159