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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Objectives<br />
Focus / approach<br />
Players<br />
Material<br />
Outcomes<br />
Project Planning Game<br />
(c<strong>as</strong>e 1 & c<strong>as</strong>e 2)<br />
Establish a vision for a collaborative<br />
project.<br />
Develop initial ide<strong>as</strong> for extreme design<br />
<strong>games</strong>.<br />
Provide h<strong>and</strong>s-on experience on design<br />
<strong>games</strong>.<br />
Utilize the play framework for bidirectional<br />
learning, supported by tangible<br />
game-elements illustrating UCD<br />
process <strong>and</strong> methods.<br />
C<strong>as</strong>e study partners <strong>as</strong> main performers,<br />
the researcher <strong>as</strong> the facilitator<br />
<strong>and</strong> equal player.<br />
Two papers; one for the partners’<br />
development process <strong>and</strong> second <strong>as</strong><br />
game board. Resource figure paper<br />
dolls, post-its, two sets of playing<br />
cards: 1) labels that describes the<br />
ph<strong>as</strong>es of the design process, <strong>and</strong> 2)<br />
method cards.<br />
Visual representation (or a couple of<br />
alternatives) for the project plan with<br />
a proposition of timetable, methods,<br />
recourses, <strong>and</strong> responsibilities.<br />
Character Game<br />
(c<strong>as</strong>e 1)<br />
Promote new perspectives.<br />
Co-construct design opportunities.<br />
Explore user group <strong>as</strong> b<strong>as</strong>e for strategic<br />
B2B partnerships.<br />
Process the field data in an empathic<br />
<strong>and</strong> inspirational way through roleplaying.<br />
Development team members from the<br />
companies <strong>as</strong> main performers; the<br />
researcher <strong>as</strong> the facilitator.<br />
Photos <strong>and</strong> quotations from the user<br />
study, paper for game world description,<br />
post-its, character templates,<br />
photos to illustrate the role characters,<br />
weekly timetable, the first scenario.<br />
Filled character templates <strong>as</strong> descriptions<br />
of the role characters, several scenarios,<br />
reframed design t<strong>as</strong>ks, possible<br />
design drivers, <strong>and</strong> themes of interests.<br />
Storytelling Game<br />
(c<strong>as</strong>e2 & c<strong>as</strong>e 3)<br />
Gain insights about the topics <strong>and</strong><br />
incidents found meaningful by the<br />
users in regard to the design context.<br />
Co-construct design opportunities<br />
about improved or novel services.<br />
Bring potential users, service developers<br />
(both from service providers’ side<br />
<strong>and</strong> consultants) together to allow<br />
mutual learning through collaborative<br />
storytelling.<br />
Users <strong>as</strong> main performers, the<br />
researcher <strong>as</strong> the facilitator, <strong>and</strong> the<br />
service developer/designer <strong>as</strong> the creative<br />
secretary.<br />
Paper with a timeline <strong>and</strong> symbols<br />
that illustrate possible touch-points,<br />
post-its, <strong>and</strong> fixed elements: 1) titles<br />
to give the overall theme for the story,<br />
2) the context, <strong>and</strong> 3) the objective<br />
of creating a story from a defined<br />
character’s point of view.<br />
Story about a fictitious character in relation<br />
to a long-term customer journey<br />
about a specified context (e.g. bank or<br />
social media).<br />
Three Extreme <strong>Design</strong> <strong>games</strong> discussed in this dissertation <strong>and</strong> the variables in them.<br />
Table 5<br />
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