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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As Westerlund (2009, p 77) h<strong>as</strong> pointed out, <strong>and</strong> <strong>as</strong> w<strong>as</strong> mentioned earlier,<br />
all representations resulting from co-design are useful, if not displaying interesting<br />
design opportunities, then in defining the design space, or <strong>as</strong> “seed<br />
for other more relevant proposals”. Therefore, from the designers’ (creative<br />
secretary) perspective other comments <strong>and</strong> statements may be more relevant<br />
than those needed to piece together the fragmented user insights into<br />
a unified storyline. Thus both types of documentations are needed.<br />
The above examples demonstrate the game material <strong>as</strong> documentation<br />
of the dialogue <strong>and</strong> decisions made during the design <strong>games</strong>, <strong>as</strong> well<br />
<strong>as</strong> a visual <strong>tool</strong> in exploring alternatives. Another value an evolving representation<br />
can provide, is demonstrating the progress of the game for the<br />
participants. At the same time, the step-by-step process makes ambiguous<br />
topics more manageable.<br />
“It w<strong>as</strong> good that it w<strong>as</strong> cut into several ph<strong>as</strong>es, because had this been<br />
introduced at once, then I think it would have been a bit hard.” (A<br />
representative from OPK after the Project Planning Game, March<br />
2009, translated from Finnish)<br />
“Somehow it felt in the beginning that this [the project description<br />
with clearly defined stages] is too huge, like one big thing [makes a<br />
h<strong>and</strong> movement, which seems to illustrate a ball], but then it w<strong>as</strong> possible<br />
to cut it into parts, so that these [pointing to different stages] are<br />
already pretty big <strong>as</strong> such.” (A representative from KONE after the<br />
Project Planning Game, November 2008, translated from Finnish)<br />
Building of the project plan proposal or storyline gradually visualises the<br />
growing amount of information that can thus be verified by the participants.<br />
For the same re<strong>as</strong>on, the resulting representations work <strong>as</strong> reminders,<br />
<strong>as</strong> the question from one participant after the OPK’s Project Planning<br />
Game illustrates: “Could it be possible to get a photo about the outcomes, a<br />
picture would be nice […] to remember one’s own thoughts?”<br />
As h<strong>as</strong> been discussed, design <strong>games</strong> imply several types of visual game<br />
material which serve various purposes. In some, like in the Project Planning<br />
Game, predesigned material is more meaningful in guiding the interaction<br />
or underst<strong>and</strong>ing the design space, where<strong>as</strong> in others, like in<br />
the Storytelling Game, the material emerging during the performance is<br />
the most important. However, the amount <strong>and</strong> role of the game material<br />
needs to be carefully considered when designing a design game. For example,<br />
in the Character Game, the amount of predesigned visual material<br />
w<strong>as</strong> extensive, since its aim w<strong>as</strong> to present glimpses of senior houses <strong>and</strong><br />
of seniors living in them. It also followed the b<strong>as</strong>ic idea of the Project<br />
Planning Game, that is, utilising game material <strong>as</strong> reference points for<br />
discussion. Since role-playing w<strong>as</strong> added <strong>as</strong> a new dimension to the inter-<br />
5.2.1<br />
From<br />
predesigned<br />
material<br />
to<br />
materialising<br />
discussion<br />
in–situ<br />
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