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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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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 />

182

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