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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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sign <strong>games</strong>. Three design <strong>games</strong> are described for studying playqualities<br />

in co-design: Project Planning Game that w<strong>as</strong> utilised to<br />

establish a shared project vision; Character Game that aimed at<br />

evoking empathic <strong>mindset</strong> through role-playing; <strong>and</strong> Storytelling<br />

Game that emph<strong>as</strong>ised the user’s point of view in collectively<br />

created narratives.<br />

5<br />

Play-qualities in co-design gatherings – design game designer’s<br />

perspective: Chapter 5 will take four themes into closer<br />

examination to pinpoint how the Play framework w<strong>as</strong> utilised in<br />

Extreme <strong>Design</strong>. Examples from my accounts are provided to illustrate<br />

my points of: shared focus of attention, leaving visual traces,<br />

design <strong>games</strong> <strong>as</strong> <strong>tool</strong>s for binding inputs from various people, <strong>and</strong><br />

transporting participants into another world. In the end, I will propose<br />

some revisions to the Play framework b<strong>as</strong>ed on, for instance,<br />

incre<strong>as</strong>ed underst<strong>and</strong>ing of the roles of design <strong>games</strong>’ materials<br />

<strong>and</strong> of the meaning of game rules in co-design gatherings.<br />

6<br />

Play framework for co-design: The final chapter summarises the<br />

learning from the previous chapters in the form of the Play framework.<br />

At this point, I will define design <strong>games</strong> in relation to the Play<br />

framework. The Play framework illustrates design <strong>games</strong> <strong>as</strong> a <strong>tool</strong>,<br />

a <strong>mindset</strong>, <strong>and</strong> a <strong>structure</strong>. The chapter discusses the elements <strong>and</strong><br />

play-qualities of the Play framework in relation to organising codesign<br />

guided by design <strong>games</strong>. I will also look back on my research<br />

journey <strong>and</strong> reflect upon my research aims <strong>and</strong> approach, <strong>and</strong> I will<br />

offer some suggestions for future research. Finally, I will conclude<br />

with the main points made in this dissertation.<br />

1.4<br />

Inspiration<br />

The research described in this dissertation h<strong>as</strong> been strongly influenced by<br />

a series of exercises called Situated Make Tools conducted during the Active@work<br />

project at the University of Art <strong>and</strong> <strong>Design</strong> Helsinki (currently<br />

Aalto University School of Arts, <strong>Design</strong> <strong>and</strong> Architecture, Department of<br />

<strong>Design</strong>) in the years 2004–2006. The overall aim of the project w<strong>as</strong> to utilize<br />

user-centred design <strong>and</strong> co-design approaches highlighting empathic<br />

underst<strong>and</strong>ing, in order to develop concepts that support individual workers’<br />

(age 55+) sustainable wellbeing at work <strong>and</strong> motivation to work longer<br />

(see more, e.g. <strong>Vaajakallio</strong> & Mattelmäki 2007). Make Tools, introduced by<br />

S<strong>and</strong>ers <strong>and</strong> D<strong>and</strong>avate (1999), were applied in the midst of ageing workers<br />

(cleaners, janitors <strong>and</strong> technical maintenance staff ) work to combine observational<br />

studies <strong>and</strong> contextual idea generation. Hence the name Situated<br />

Make Tools.<br />

21

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