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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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a radio play by taking the characters’ point of view. The aim of acting out is<br />

to sum up the storyline <strong>and</strong> allow new insights. However, performing the scenario<br />

is a voluntary extra act to open up further perspectives, <strong>and</strong> all groups<br />

did not take that step. Below the game is illustrated with an example from the<br />

third c<strong>as</strong>e study that focused on social media.<br />

Introducing<br />

the<br />

title<br />

One of the groups is facilitated by Sofia, a sociology student who is<br />

working <strong>as</strong> a research <strong>as</strong>sistant in the project. Besides her there is Natalie,<br />

a service designer from Palmu Inc., <strong>as</strong> the creative secretary, <strong>and</strong><br />

four players, two men <strong>and</strong> two women, representing users with different<br />

ages, experiences <strong>and</strong> skills in regard to social media. Here they<br />

are referred to <strong>as</strong> users 1, 2, 3 <strong>and</strong> 4. They sit around a table, on top of<br />

which there is a paper with a drawn timeline, post-it notes, <strong>and</strong> piles<br />

of stickers that illustrate a variety of social media. Sofia introduces the<br />

title, “good humoured surprise”, for the story <strong>and</strong> then encourages the<br />

participants to “start thinking what the title could mean; who might<br />

surprise whom?”<br />

Crafting<br />

the<br />

storyline<br />

They begin to propose content for the story, <strong>and</strong> after 15 minutes they<br />

have the overall storyline ready summed up by the facilitator: “Ok,<br />

we have 55 year-old Anneli, an account manager, whose relationship<br />

status in Facebook goes wrong; she accidentally announces being engaged<br />

even though she is not.” When she <strong>as</strong>ks the players to think the<br />

story further, User 1 proposes that Anneli “receives a great number of<br />

messages to her inbox <strong>and</strong> to her wall at Facebook, but she doesn’t<br />

really realize that her relationship status is the cause behind them”.<br />

User 3 suggests that “... wedding organizer service gives the first offer”<br />

<strong>and</strong> User 4 continues that Anneli receives a gift from her colleagues<br />

at work. This proposition triggers a real life example from User 1 about<br />

celebrations at work. These <strong>and</strong> many more incidents, accompanied by<br />

laughter, are added to the storyline.<br />

After a while the storyline h<strong>as</strong> evolved so that Anneli gets married<br />

(caused by a chain of incidents in regard to Facebook status) with a<br />

colleague, who helps her with the status update. User 1 finally closes<br />

the story: “The story will end so that they have kept this relationship<br />

secret, <strong>and</strong> then it becomes <strong>as</strong> a surprise when they get engaged for<br />

real, <strong>and</strong> that pops up in the status again.” User 3: “And that time everyone<br />

te<strong>as</strong>es her that can’t you still use the Facebook properly.” […]<br />

User 4: “But then she can publish a photo about the engagement ring<br />

to confirm that this time it’s true.”<br />

169

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