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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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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

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