- Page 1: 5mm Design games as a tool, a minds
- Page 5 and 6: Chapter 3: Diving into games, play
- Page 7 and 8: This thesis has been made possible
- Page 10: Chapter 1 Setting the stage for co-
- Page 13 and 14: When I started my research, my view
- Page 15 and 16: three terms throughout the disserta
- Page 17 and 18: claring my preconceptions and the w
- Page 19 and 20: Setting the stage for co-design: Th
- Page 21 and 22: The observational part aimed at est
- Page 23 and 24: Creative interplay between current
- Page 25 and 26: My research approach follows the
- Page 27 and 28: The methods developed for sharing k
- Page 29 and 30: Based on our experiences, we propos
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- Page 33 and 34: All three gatherings aimed at ident
- Page 35 and 36: the core spirits and values of Desi
- Page 37 and 38: The cases introduced above followed
- Page 39 and 40: Creative interplay between current
- Page 41 and 42: Johnston (1998/2005, p 69) has poin
- Page 44: Chapter 2 Direct and indirect user
- Page 47 and 48: see user experience as a complex se
- Page 49 and 50: By considering users’ creative in
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part of collaborative design) is, s
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the UK, and there are more market-o
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What I find worth of further studie
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According to Wright and McCarthy (2
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in its aims of eliciting inspiratio
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Contextual approaches in performing
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Above I pointed out some of the ben
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Sensitising in empathic design ofte
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example through the performance. Ma
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are intertwined: since the stage is
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ative was a story about an archaeol
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sign partners are not professional
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as inspiration and empathic underst
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Fig.17 In this dissertation, when I
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The selection of props is relevant
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enhancing the creativity of ordinar
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Chapter 3 Diving into games, play a
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Design games: As a research tool. F
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Like concept design games organizat
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(2000) have proposed a technique ca
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96 methods for this category typica
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designing involves agreement-making
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about qualities, but instead focus
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utilized card based approaches in s
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with someone who is employed by the
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size and amount of video-cards can
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ut not be overwhelming, and so fort
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Common qualities for all design gam
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or revelations may emerge. These in
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ing the introduction speech, consid
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“In one case games are systematic
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ut it still has all the essential c
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According to Caillois (1961, p 5),
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as artistic events, many of them sh
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e-invention: betwixt and between. I
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It could be claimed that the notion
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The critique that Ehn and Sjögren
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emained the same, the players have
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materials. As such, design game is
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This chapter discusses how the Play
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(discussed in pages 94-96); in that
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Fig. 31 The phases are partly overl
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Since the approach emphasis on desi
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4.3 The three cases: Seeking for ne
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methods as well. In the Project Pla
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The methods placed under different
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The difficulties in encouraging par
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Some of the personal discoveries ma
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whereas in the first time the metho
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out-of-box thinking in co-design. I
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services. The Extreme Design case s
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3 Experiences that the participants
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As was illustrated, the development
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4.4 The fun of playing Fig. 43 Desi
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Fig. 45 A sequence of the game: Nin
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which the turn to introduce a scena
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a radio play by taking the characte
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4.5 Between a process overview and
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This chapter discards the chronolog
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the places of the cards, and throug
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5.2 Leaving visual traces: material
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happen in the magic circle that is
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action in the Character Game, a spe
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presented earlier, we may analyse t
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words, everyone had mixed roles as
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simultaneously. The emphasis given
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During the design games, the discus
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The notion that people are easily c
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Fig. 58 Participants started to go
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and one from YIT, referred as Playe
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5.3.8 Insights through role-play On
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Player 4: “I have my mobile phone
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As has been mentioned previously, r
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Like Hannu and Nina, who began joki
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Planning Game, mainly utilised desi
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dependent from the overall applicat
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ous people and what information is
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epresentations such as co-construct
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Whereas metaphors are useful in gui
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framework, this theoretical backgro
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6.1.1 Design games as a tool As Kei
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ery design researcher designs an ap
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printouts given to the participants
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The purpose of role-immersion, for
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6.2.1 Reflection on research aims I
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1 2 3 The Project Planning Game str
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the design purposes, but, since I w
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As has been discussed in relation t
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Fulton Suri, J. (2003). Empathic de
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Sanders, E.B.-N. (2002). From User-