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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Fig. 44<br />
Predesigned game materials utilised in the Project Planning Game.<br />
Four people – <strong>Kirsikka</strong> (me), other researcher Vilma, <strong>and</strong> Hannu <strong>and</strong><br />
Nina from the bank – are st<strong>and</strong>ing around a table on which there is a<br />
large paper <strong>and</strong> some pens. <strong>Kirsikka</strong> h<strong>as</strong> previously described the aim<br />
of the gathering <strong>and</strong> provided a brief step-by-step description of the<br />
unfolding of the game. Nina takes a leading position by telling about<br />
a typical project model at OPK. She turns occ<strong>as</strong>ionally towards Hannu<br />
<strong>and</strong> <strong>as</strong>ks “Isn’t it like this?” <strong>Kirsikka</strong> presents clarifying questions to ensure<br />
she is following Nina’s explanation, <strong>and</strong> sometimes Hannu adds<br />
something about practical experiences in the previous projects. Vilma<br />
remains mainly a silent observer st<strong>and</strong>ing away from others.<br />
When Nina <strong>and</strong> Hannu agree that they have managed to give an appropriate<br />
description, they move on towards the game. <strong>Kirsikka</strong> places<br />
a plain paper to the centre of the table <strong>and</strong> distributes black title cards<br />
that illustrate several stages of the UCD process – such <strong>as</strong> familiarizing,<br />
deepening, <strong>and</strong> user study – while explaining them to Nina <strong>and</strong><br />
Hannu. Soon everyone is engaged in the conversation about what the<br />
distinct ph<strong>as</strong>es should contain in the c<strong>as</strong>e study. The lively discussion<br />
<strong>and</strong> sorting out of cards takes around fifteen minutes, after which<br />
there is agreement of six titles from a total of nine <strong>as</strong> the main ph<strong>as</strong>es<br />
that would be nice to have in the c<strong>as</strong>e study. Following that, <strong>Kirsikka</strong><br />
provides new game materials that are used to settle the goals <strong>and</strong><br />
allocate resources accordingly. When that is done everyone receives<br />
a set of method cards that are used to envision the line of activities<br />
in the c<strong>as</strong>e; each explains in turns what methods or a combination of<br />
those methods they would like to try out, for what purposes <strong>and</strong> in<br />
what ph<strong>as</strong>es of the process.<br />
After two hours, they have a common vision about the coming project<br />
with certain ph<strong>as</strong>es, methods <strong>and</strong> resources. It is compared to a similar<br />
plan created by the other group simultaneously. (Project Planning<br />
Game with OPK, March 2009, translated from Finnish)<br />
Describing<br />
typical<br />
development<br />
process<br />
Playing<br />
the<br />
game<br />
Comparing<br />
the<br />
propositions<br />
164