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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

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5<br />

The main c<strong>as</strong>e, Extreme <strong>Design</strong>, h<strong>as</strong> been carefully documented<br />

<strong>and</strong> presented in Chapter 5 to allow the reader to follow my argumentation.<br />

1.2.1<br />

Analyses<br />

of<br />

the<br />

data<br />

This research h<strong>as</strong> a qualitative <strong>and</strong> explorative nature <strong>and</strong> the analysis h<strong>as</strong><br />

been data-b<strong>as</strong>ed, meaning that there were no pre-existing categories <strong>and</strong> that,<br />

for example, all the themes I present in Chapter 5 emerged from the data.<br />

In the co-design gatherings that I studied there w<strong>as</strong> always more than one<br />

group of participants working simultaneously around a similar t<strong>as</strong>k, meaning<br />

that I obtained data from several similar settings in which different people<br />

participated. The large number of videos provided flexibility when choosing<br />

material into analyses with appropriate quality <strong>and</strong> allowed comparisons between<br />

the performances guided by me <strong>and</strong> those guided by others.<br />

I applied interaction analysis (Jordan & Henderson 1995) <strong>as</strong> analytical<br />

foci to put attention on “the shape of an event, its’ high <strong>and</strong> low points,<br />

the relaxed <strong>and</strong> frenzied segments, <strong>and</strong> the temporal ordering of talk <strong>and</strong><br />

nonverbal activity” (ibid., Chapter 6, p 5). The steps towards the analysis<br />

followed the path of first creating a content log with headings <strong>and</strong> a<br />

brief summary of events, then marking any interesting parts on the log,<br />

organizing group sessions to get potentially significant observations from<br />

other researchers, <strong>and</strong> finally extending the observations individually by<br />

watching certain segments over <strong>and</strong> over again. Subsequently, I worked<br />

with Schechner’s (1985; 1988/2003; 2006) performance theory to make<br />

sense of the emerging observations.<br />

I arrived at my conclusions by following this iterative process of analysing<br />

the data but also engaging in interplay between the experiments,<br />

analysis <strong>and</strong> writing, <strong>as</strong> the next chapters will demonstrate. The research<br />

w<strong>as</strong> not guided by any predetermined framework; instead, I developed<br />

the Play framework gradually <strong>as</strong> it influenced the <strong>structure</strong> of the later<br />

c<strong>as</strong>es. In addition, I have continuously published <strong>and</strong> lectured to test <strong>and</strong><br />

develop my underst<strong>and</strong>ing of co-design <strong>and</strong> design <strong>games</strong>.<br />

1.3<br />

Outline<br />

of<br />

the<br />

dissertation<br />

This dissertation can be divided roughly into three parts: The first three<br />

chapters illustrate the development of the Play framework through the interplay<br />

between experiments <strong>and</strong> the related literature. The second part, Chapter<br />

4, presents the implementation of the Play framework in the Extreme<br />

<strong>Design</strong> project. Thirdly, the framework is further rephr<strong>as</strong>ed <strong>and</strong> discussed<br />

in Chapters 5 <strong>and</strong> 6 b<strong>as</strong>ed on gained experiences. The research approach,<br />

described in Chapter 1, h<strong>as</strong> influenced the way I have organized the dissertation<br />

to move from empirical co-design experiments to literature <strong>and</strong> back to<br />

co-design again. An overview of the individual chapters is given below:<br />

19

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