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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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ole characters, Oskari, h<strong>as</strong> fallen down <strong>and</strong> h<strong>as</strong> been taken to the<br />

hospital. Now, the Player who in turn continues next scenario after<br />

that says: “It h<strong>as</strong> been some time now [...]. While Oskari w<strong>as</strong> in<br />

the hospital, the other residents of the senior house Many Ages have<br />

woken up to the accessibility issues <strong>and</strong> it h<strong>as</strong> become the best senior<br />

house in Finl<strong>and</strong>. We meet in the corridor, <strong>as</strong> usual. I [Oskari] will be<br />

there for the first time [after the accident <strong>and</strong> being in the hospital]<br />

<strong>and</strong> you will start to introduce all of these great future visions, <strong>and</strong><br />

you will speak very highly of them.” (Character Game with KONE,<br />

March 2009, translated from Finnish)<br />

In the above example the symbolic time w<strong>as</strong> employed in two ways: Firstly,<br />

the participants were guided to think ahead three years from now to<br />

give room for re-imagining happenings <strong>and</strong> technologies but avoiding extremely<br />

futuristic ide<strong>as</strong>. Also, the scenario building w<strong>as</strong> supported by the<br />

weekly timetables, which presented organised happenings in the senior<br />

house on a weekly b<strong>as</strong>e. Secondly, the participants started to follow these<br />

strategies while they were developing the scenarios, <strong>as</strong> the second script<br />

above illustrates; the first line “it h<strong>as</strong> been some time now” indicates the<br />

leap in time compared to the previous scenarios already played out in the<br />

game. This leap even further into the future justifies the proposition that<br />

“great future visions” have taken place in the senior house, <strong>and</strong> at the same<br />

time, activates the other group members to think about what those visions<br />

could be, when the player states “you start to introduce these”.<br />

According to Schechner (1988/2003, p 105), “... performances are means<br />

of continually testing the boundaries between play <strong>and</strong> ‘for real’. [...] ‘Play<br />

frame’ – which most observers note in both human <strong>and</strong> animal play are signals<br />

that the behaviour taking place within the brackets is ‘only play’”. With<br />

regard to co-design gatherings, it is not only to show the others present<br />

that one is just playing, but, by recognizing it, the player her/himself may<br />

become more open-minded to new things, to tolerate “foolish” behaviour<br />

<strong>and</strong> to utilise all the creative potential within him/herself (Johnston’s<br />

1998/2005, p 43). In addition, using symbolic time supports envisioning<br />

other realms outside the actual meeting room where the play takes place.<br />

Halse (2008, p 78) h<strong>as</strong> pointed out about envisioning the future that<br />

the “images are evoked that could represent the future. […] It is still a vision,<br />

but through concrete enactment it attains very real properties; if skilfully<br />

performed, it can be experienced through all the senses”. <strong>Design</strong>ers are educated<br />

to imagine non-existing – moving between realities <strong>and</strong> possibilities<br />

− but when a co-design gathering involves everyday or ordinary people, to<br />

use S<strong>and</strong>ers’ terms (2001), there is a need to underst<strong>and</strong> the establishment<br />

of time <strong>as</strong> a “rele<strong>as</strong>e from the familiar”, <strong>as</strong> proposed by Halse (2008, p 77).<br />

All the design <strong>games</strong> developed during the Extreme <strong>Design</strong> project rehearsed<br />

setting the performances in game realities. The first, the Project<br />

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