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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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action in the Character Game, a special set of material including photos,<br />

quotes from the seniors’ interviews, <strong>and</strong> character templates w<strong>as</strong> created<br />

to support role-immersion. Especially the weekly timetable <strong>and</strong> the first<br />

given example set the stage <strong>and</strong> overall frames for the scenarios <strong>and</strong> performances<br />

developed during the game.<br />

In the Storytelling Game, on the other h<strong>and</strong>, the predesigned game<br />

materials were minimized into a white paper with a line drawn to illustrate<br />

the timeline of a customer journey <strong>and</strong> few images <strong>as</strong> reminders of<br />

possible service channels. This resulted from the direct user involvement,<br />

<strong>as</strong> the users who we were interested in were also players; hence the game<br />

w<strong>as</strong> designed to invite them to bring in contextual underst<strong>and</strong>ing <strong>and</strong><br />

user insights. Initially, when playing the Storytelling Game for the first<br />

time, we had additional design game material to support conversation<br />

<strong>and</strong> to illustrate events in the story b<strong>as</strong>ed on our previous experiences.<br />

Providing visual stimulus resulted also from my underst<strong>and</strong>ing of design<br />

<strong>games</strong> at that moment; I thought visual predesigned game material <strong>as</strong><br />

“obligatory” for a successful gathering. The material consisted of so-called<br />

service evidence, i.e. marketing brochures, contract forms, <strong>and</strong> symbols<br />

that illustrate multiple channels, such <strong>as</strong> mobile phone, computer, office<br />

<strong>and</strong> letter, related to the banking services. However, in relation to co-constructing<br />

a storyline, they didn’t generate discussion or affect the story <strong>and</strong><br />

were not perceived <strong>as</strong> useful by the participants or by the facilitators.<br />

Accordingly, almost all extra material w<strong>as</strong> dropped from the subsequent<br />

Storytelling Games. Few images were introduced in the game.<br />

These were focused on service opportunities within social media, to illustrate<br />

its various forms, since the context is fairly new <strong>and</strong> not every participant<br />

would necessarily be familiar or remember all the alternatives<br />

without having been introduced to them in visual terms. As a conclusion,<br />

the game material is not necessary even though helpful in stimulating experiences<br />

<strong>and</strong> collectively developing future scenarios grounded on participants’<br />

p<strong>as</strong>t memories, current perceptions <strong>and</strong> future dreams. Other<br />

strategies, such <strong>as</strong> giving boundaries through fixed elements (Johnston<br />

1998/2005) can be used instead.<br />

However, <strong>as</strong> discussed above, some sort of visual references are relevant:<br />

if not stimulating reactions <strong>as</strong> in most design <strong>games</strong>, then illustrating<br />

the progress of a storyline. Therefore, to move from pure verbal means towards<br />

more tangible evidence of the events in the story, the propositions<br />

made by the players during the Storytelling Game were materialized by<br />

the facilitator, who wrote them down to post-it notes <strong>and</strong> placed them on<br />

the timeline. Compared to the scenario building in the Character Game,<br />

this way every participant contributed material, “building blocks”, for the<br />

common storyline, instead of creating scenarios in turns.<br />

B<strong>as</strong>ed on these experiences, I claim that the design game materials are<br />

relevant in co-design gatherings besides being a shared focus of attention<br />

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