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 />
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