09.09.2014 Views

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

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

As w<strong>as</strong> illustrated, the development of the design <strong>games</strong> w<strong>as</strong> guided by<br />

the particular needs found in the c<strong>as</strong>e studies, but this w<strong>as</strong> also due to the<br />

observations from the earlier c<strong>as</strong>es <strong>and</strong> experiments, <strong>as</strong> reported in the<br />

previous chapters. Therefore the earlier experiments can also be considered<br />

<strong>as</strong> prototypes, which gradually prepared my skills <strong>as</strong> a design game<br />

designer to consider play-qualities <strong>and</strong> game materials in co-design gatherings,<br />

<strong>as</strong> will be elaborated further on the next chapter. Furthermore,<br />

the Extreme <strong>Design</strong> project with three c<strong>as</strong>e studies facilitated through<br />

design <strong>games</strong> showed that design <strong>games</strong> may also be a process to drive the<br />

collaboration in longer-term c<strong>as</strong>e studies. Differences between a short<br />

term collaboration focused on in the first part of the dissertation <strong>and</strong> a<br />

full-scale design research project with external partners are reflected in<br />

Chapter 6.<br />

The c<strong>as</strong>e studies also demonstrated different ways of considering user<br />

insights in the early service design project. They completed the empirical<br />

examples discussed in Chapters 1 to 3 by introducing new play- qualities<br />

in indirect <strong>and</strong> direct user involvement. A narrative <strong>structure</strong> where<br />

participants are creating scenarios in the storytelling mode <strong>and</strong> in roleplaying<br />

w<strong>as</strong> explored <strong>as</strong> a b<strong>as</strong>e for binding together different perspectives<br />

from researchers, designers <strong>and</strong> users to interpret user insights <strong>and</strong> generate<br />

design ide<strong>as</strong>. While <strong>games</strong> generally differ in form, amount of players,<br />

playground, game pieces, <strong>and</strong> dominance between skills <strong>and</strong> chance<br />

etc., design <strong>games</strong> differ in the amount <strong>and</strong> variety of play-qualities <strong>and</strong><br />

game material they employ. The main qualities of the three <strong>games</strong> are<br />

summarised below (Table 5) <strong>and</strong> further discussed in the next chapters.<br />

In this chapter so far I have given an overview of the unfolding of the<br />

Extreme <strong>Design</strong> project with the three c<strong>as</strong>e studies. Next I will present<br />

three design <strong>games</strong> in more detail to give a background for the following<br />

chapter, where I will discuss some of their play-qualities in more detail.<br />

161

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!