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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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simultaneously. The emph<strong>as</strong>is given to different inputs varies from game<br />

to game depending on how <strong>structure</strong>d or open the game world is. There<br />

are two distinct ph<strong>as</strong>es where most of the contribution takes place: 1) when<br />

designing the design game in proto-p, <strong>and</strong> 2) during the performance of playing<br />

the design game. These will be further discussed in the next section.<br />

5.3.2<br />

Co–designing<br />

design<br />

<strong>games</strong><br />

As mentioned earlier, designing design <strong>games</strong> is <strong>as</strong> important <strong>as</strong> playing<br />

the design game with regard to its influence on the players <strong>and</strong> the design<br />

project within which it is undertaken. Typically, this ph<strong>as</strong>e mainly<br />

involves the design researchers leading the collaborative process. In the<br />

Extreme <strong>Design</strong> project, we found it essential to already commit all of the<br />

relevant parties to the design ph<strong>as</strong>e of the performance process for two<br />

re<strong>as</strong>ons. Firstly, the decisions made in design influence the actual performance,<br />

including considerations regarding what will be the focus, how the<br />

new ways of approaching the topic are promoted, what roles are given to<br />

the participants <strong>and</strong> how those are supported, <strong>and</strong> what the results will be.<br />

Secondly, if the performance script will be b<strong>as</strong>ed on the user study, appropriate<br />

fragments need to be selected <strong>and</strong> transformed into the game.<br />

This requires immersing oneself in the user data. Many of the implicit outcomes<br />

from the co-design process emerge already during this stage. Only<br />

fractions are gained while playing the design game. With this in mind, we<br />

extended the collaboration from playing the design <strong>games</strong> to designing<br />

them together with the company partners. The only exception w<strong>as</strong> the<br />

Project Planning Game, which w<strong>as</strong> used to establish the c<strong>as</strong>e studies <strong>and</strong><br />

introduce the design <strong>games</strong> approach. In developing the Character Game<br />

an apprentice who did her diploma work for KONE w<strong>as</strong> actively involved<br />

throughout the project, where<strong>as</strong> one designer from Palmu took part in<br />

designing the Storytelling Game. In addition, there were some meetings<br />

among the whole c<strong>as</strong>e study team to make collective decisions about the<br />

main purpose of the particular design game <strong>and</strong> its focus.<br />

Collaboration at the ph<strong>as</strong>e of designing the design <strong>games</strong> concentrated<br />

on formulating the b<strong>as</strong>ic idea, content <strong>and</strong> progress of the game,<br />

where<strong>as</strong> the part of actualising the game materials w<strong>as</strong> left for the design<br />

researchers. The tight collaboration dem<strong>and</strong>ed flexibility <strong>and</strong> resources<br />

from every participant, but also offered positive experiences. On the one<br />

h<strong>and</strong>, the researchers gained insights about the companies to ensure<br />

the relevance of the co-design, help in designing the <strong>games</strong> <strong>and</strong> reallife<br />

challenges to work with. On the other h<strong>and</strong>, the companies learned<br />

more about their potential users <strong>and</strong> got first-h<strong>and</strong> experiences from the<br />

innovative methods to be adopted in their everyday practices. By being<br />

involved throughout the process, companies were able to apply new insights<br />

immediately to daily practice instead of waiting till the design research<br />

project is over <strong>and</strong> the final report delivered. From the companies’<br />

perspective, this is characteristic of <strong>and</strong> strength of many design research<br />

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