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