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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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Setting the stage for co-design:<br />

The first chapter introduces the approach <strong>and</strong> the main problem<br />

area: first, by articulating the inspiration for my research <strong>and</strong> introducing<br />

the three main topics of interest: 1) <strong>Design</strong> collaboration,<br />

2) Creative interplay between current practices <strong>and</strong> future<br />

opportunities, <strong>and</strong> 3) <strong>Design</strong> materials <strong>as</strong> <strong>tool</strong>s in ideation that<br />

directed the subsequent research. Then, by introducing the research<br />

approach <strong>and</strong> research program that I have followed <strong>and</strong><br />

which is demonstrated through four short c<strong>as</strong>e studies conducted<br />

during 2007 <strong>and</strong> 2008.<br />

1<br />

Direct <strong>and</strong> indirect user involvement in co–design – moving<br />

between dialogue <strong>and</strong> narratives:<br />

Chapter 2 describes more thoroughly the context of the dissertation<br />

<strong>and</strong> its particular focus: widening scope of design <strong>and</strong> empathic<br />

approaches in organising dialogue with users <strong>and</strong> other<br />

stakeholders. The c<strong>as</strong>es presented in the first chapter are discussed<br />

in connection to the co-design approaches <strong>and</strong> techniques<br />

that aim at driving empathic sensitivity either through direct or<br />

indirect user involvement. In general, the chapter address the<br />

topic of design <strong>and</strong> participation.<br />

2<br />

Diving into <strong>games</strong>, play <strong>and</strong> performance:<br />

Chapter 3 starts to build the link between co-design <strong>and</strong> design<br />

<strong>games</strong> by looking at the activities within the context of design,<br />

which their authors call “<strong>games</strong>” or “design <strong>games</strong>”. B<strong>as</strong>ed on<br />

them, I will call attention to the gap in existing studies <strong>and</strong> accordingly<br />

propose that there is a need for a framework that will clarify<br />

the underlying attributes that influence the nature of seemingly<br />

distinct co-design practices, labelled <strong>as</strong> design <strong>games</strong>, <strong>and</strong> the concepts<br />

we use to discuss them. Then I will look further into the intersection<br />

of <strong>games</strong>, play <strong>and</strong> performance to address the relationship<br />

between design <strong>games</strong> <strong>and</strong> <strong>games</strong> in general. In this chapter,<br />

I will formulate the first version of the Play framework, which will<br />

then be tested <strong>and</strong> developed further in the following chapters.<br />

3<br />

Experimenting with design <strong>games</strong> driven co-design:<br />

Chapter 4 describes how the Play framework w<strong>as</strong> utilised during<br />

the two years that the design research project Extreme <strong>Design</strong><br />

(1 st June 2008–31 st May 2010) l<strong>as</strong>ted. The chapter will demonstrate<br />

how three c<strong>as</strong>e studies – 1) People flow in senior houses;<br />

2) Developing new service models for bank; <strong>and</strong> 3) Exploring social<br />

media <strong>as</strong> a source for new design openings – with different<br />

company partners were established <strong>and</strong> carried out through de-<br />

4<br />

20

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