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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are producers who revise <strong>and</strong> discard sources <strong>and</strong> add new things to construct<br />
the first narrative – the design game. In performance, all four roles<br />
− sourcers, producers, performers, partakers (Schechner 2006, p 225) − can<br />
emerge separately or in various combinations. Everyone who brings in<br />
fragments of new knowledge, such <strong>as</strong> their own experiences or skills,<br />
is a sourcer, where<strong>as</strong> those who keep the performance evolving but do<br />
not provide considerable input on the content are producers. Participants<br />
immersed in the negotiation process <strong>and</strong> in co-constructing the<br />
performance or story from the fragmented material, in other words, in<br />
developing the knowledge further, are performers. Those following the<br />
performance are partakers. Rarely does one person remain in one clearly<br />
defined role throughout the co-design gathering.<br />
proto-performance<br />
performance<br />
Fig. 56<br />
sensitizing & preparations for<br />
co-design<br />
designing design game<br />
co-constructing design<br />
openings guided by a design<br />
game<br />
people involved<br />
producers<br />
people involved<br />
sourcers<br />
people involved<br />
sourcers,<br />
producers,<br />
performers, or/<strong>and</strong><br />
partakers<br />
Performance processes <strong>and</strong> different roles <strong>as</strong> I have implemented them in co-design.<br />
The way the performance will turn out in the end is a combination of individual<br />
claims <strong>and</strong> propositions, a collectively developed storyline <strong>and</strong> a<br />
reformulated focus. Moreover, it is a combination of the given elements<br />
introduced by the design game <strong>and</strong> the moves that the players perform according<br />
to their st<strong>and</strong>point on the topic. Even in the design <strong>games</strong> where<br />
the design materials are minimized, such <strong>as</strong> the Storytelling Game, the<br />
given frames, including the context, title <strong>and</strong> possible focus of the scenario/story,<br />
influence the solutions space by supporting <strong>and</strong> restricting it<br />
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