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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