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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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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 />

162

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