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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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The levels of knowledge introduced in the game show how the participants<br />

were not just performers acting according to a predefined storyline,<br />

but also sourcers who introduced topics for the performance, thus<br />

influencing the turns that the final storyline encomp<strong>as</strong>ses. Anyway, the<br />

researchers can be considered the main producers in the Project Planning<br />

Game because they had strong control over the game setting. A somewhat<br />

different approach w<strong>as</strong> taken in the other two design <strong>games</strong>, where<br />

the participants were the main sourcers <strong>and</strong> producers in turn, <strong>as</strong> demonstrated<br />

next.<br />

In the Character Game, the invited participants became sourcers when<br />

they, first, told their personal stories, second, during the design game<br />

when they reflected on their own interests <strong>and</strong> experiences related to<br />

the evolving game <strong>and</strong> role-playing, <strong>and</strong> third, when they brought in their<br />

professional <strong>and</strong> personal insights to guide the idea generation following<br />

the intensive role-playing part. While constructing the game world<br />

<strong>and</strong> creating the scenarios, they functioned mainly <strong>as</strong> producers by making<br />

connections between their own professional knowledge, other participants’<br />

insights <strong>and</strong> the design game material representing fragments<br />

of the senior world. When improvising the scenarios, everyone expect<br />

the facilitator, who acted <strong>as</strong> a producer throughout the gathering, w<strong>as</strong> a<br />

performer. The dynamic relationships between being a sourcer, producer<br />

<strong>and</strong> performer in the Character Game are an excellent illustration of the<br />

mixed roles typical of co-design gatherings.<br />

In all design <strong>games</strong> the starting point for the discussion is provided by<br />

the design game <strong>and</strong> the core performance is more or less dependent on<br />

the players’ input. For instance, even though contextual photos <strong>and</strong> seniors’<br />

quotations triggered reactions in the Character Game, personal experiences<br />

<strong>and</strong> values along with the professional knowledge that people<br />

brought into the performance were the main means for learning during<br />

the gathering. Different perspectives <strong>and</strong> insights were needed to push<br />

the participants to reformulate the design t<strong>as</strong>k <strong>and</strong> come up with meaningful<br />

design drivers <strong>and</strong> personal discoveries.<br />

5.3.4<br />

Letting<br />

user<br />

<strong>and</strong><br />

interest<br />

group<br />

input<br />

dominate<br />

the<br />

performance<br />

Participant 1: “I would continue considering the colour coding <strong>and</strong><br />

would place this [quotation card] over there [to the illustration of the<br />

future senior house on the wall].” Participant 2: “I need to tell a story.<br />

I w<strong>as</strong> in usability tests…” Colour coding prompts related memories<br />

concerning usability tests <strong>and</strong> how people are confused when they<br />

step outside the elevator about whether they are on the vright floor<br />

or not. This evokes discussion on possible solutions, such <strong>as</strong> using<br />

painted numbers on the floors <strong>as</strong> guidelines. (KONE / Character<br />

Game, March 2009, translated from Finnish)<br />

192

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