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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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In the following chapters, I will use terms “researcher” or “design researcher”<br />

for someone who h<strong>as</strong> the role of a university researcher in a<br />

design research project, regardless of his/her disciplinary background.<br />

When there is the chance that profession might greatly influence the situation,<br />

then a more precise explanation is given. When I use the expression<br />

“game metaphor”, it denotes that an activity is labelled a game or a<br />

design game regardless of whether or not the activity looks like a game in<br />

any of the above-mentioned respects. The expression “game characteristics”<br />

refers to those elements that can be observed in most <strong>games</strong>, such<br />

<strong>as</strong> rules <strong>and</strong> tangible game pieces (playing cards, game board, dice, etc.).<br />

1.2<br />

Data<br />

collection<br />

<strong>and</strong><br />

h<strong>and</strong>ling<br />

Empirical material w<strong>as</strong> gathered across various c<strong>as</strong>e studies organised<br />

with colleagues, external partners <strong>and</strong> users from 2005 to 2010. The empirical<br />

experiences vary in length, intensity, context <strong>and</strong> aims while sharing<br />

the focus on designing <strong>and</strong> conducting creative collaboration beyond<br />

core design team, in particularly set co-design gatherings. Furthermore,<br />

they enlighten the role of tangible design material <strong>and</strong> the use of “<strong>games</strong>”<br />

from different angles, thus contributing to the underst<strong>and</strong>ing of the design<br />

<strong>games</strong> driven co-design that seeks for novel design opportunities.<br />

The first three chapters discuss altogether five c<strong>as</strong>es that emph<strong>as</strong>ise<br />

momentarily engagement of various people in co-design. Experiences<br />

from these are combined in Chapter 3 <strong>as</strong> a b<strong>as</strong>e for the Play framework<br />

that is further elaborated in Chapters 4 <strong>and</strong> 5 in regard to full-scale design<br />

research project “Extreme <strong>Design</strong> – developing extreme service design<br />

methods”, which includes several partners <strong>and</strong> three c<strong>as</strong>e studies.<br />

Where<strong>as</strong> the first five c<strong>as</strong>es take place within various design contexts<br />

<strong>and</strong> are mainly research-led, the Extreme <strong>Design</strong> project w<strong>as</strong> positioned<br />

within service design <strong>and</strong> had practical design intentions <strong>as</strong> well.<br />

Malterud (2001, pp 483–488) describes three overall criteria that<br />

should be considered in qualitative research: reflexivity, validity / transferability<br />

<strong>and</strong> relevance. Reflexivity h<strong>as</strong> to do with being aware of the<br />

influence of the researcher’s own position, background <strong>and</strong> interest in<br />

the research setting <strong>and</strong> outcomes. The approach I have adopted resembles<br />

a participatory action research that I have been actively involved<br />

with <strong>and</strong> shaped the encounters by putting great effort in preparing <strong>and</strong><br />

structuring them. Since learning h<strong>as</strong> taken place through experimenting<br />

while being involved in practical c<strong>as</strong>e studies <strong>and</strong> performing participative<br />

inquiries, I have experienced the dilemma of being a part of the<br />

studied situation. Also, my background in industrial design h<strong>as</strong> guided<br />

my attention, for instance towards different uses for the tangible design<br />

material in co-design. Throughout the dissertation, I try to be explicit<br />

about my role in the c<strong>as</strong>es being studied. I maintain reflexivity by de-<br />

17

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