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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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envisioned person’s perspective like a special role character, it seems to<br />

be e<strong>as</strong>y for the participants to take leaps in time <strong>and</strong> discuss things that<br />

might be in the future.<br />

To conclude, symbolic time allows participants to move between the<br />

p<strong>as</strong>t (memories, experiences), the present (the situation at h<strong>and</strong>) <strong>and</strong> the<br />

future (imagined, dream situation, what if) while playing the design game,<br />

since the performance can represent another span of clock time, <strong>as</strong> proposed<br />

by Schechner (1988/2003).<br />

In this chapter, I have pinpointed some central qualities of design <strong>games</strong><br />

when they are applied in co-design to create a wider underst<strong>and</strong>ing of the<br />

topic under study <strong>and</strong> guide the design accordingly. Examples from my<br />

account have been used to demonstrate how several types of knowledge<br />

are shared <strong>and</strong> created during the design <strong>games</strong>, including 1) the personal<br />

experiences while co-constructing a common user representation (e.g. a<br />

storyline), 2) the participants’ professional knowledge, which is reflected<br />

in the other player’s claims <strong>and</strong> the given design game materials, <strong>and</strong> 3)<br />

various design ide<strong>as</strong> prompted by the intense discussions.<br />

In order to reach the three types of knowledge, various kinds of visualizations<br />

have proved to be meaningful. Where<strong>as</strong> previous literature (e.g.<br />

Br<strong>and</strong>t 2006; Johansson 2005) describes design game materials <strong>as</strong> boundary<br />

objects, things to think <strong>and</strong> act with, a common language <strong>and</strong> stimulus<br />

for exploring alternatives, my analysis in this chapter provides more detailed<br />

knowledge on the characteristics of the design game material. First<br />

of all, I have shown that design game material can be either predesigned or<br />

generated when playing the game. It is a visual reference for shared focus of<br />

attention, but instead of just establishing <strong>and</strong> maintaining the focus, design<br />

game material may also serve <strong>as</strong> a distraction that prevents users from<br />

collaborating; this w<strong>as</strong> illustrated through the example where one participant’s<br />

attention w<strong>as</strong> so fully engaged by the materials at h<strong>and</strong> that he did<br />

not follow the common discussion. In order to use a visual reference <strong>as</strong> a<br />

strategy for collaboration, it is important to be aware of possible distractions<br />

<strong>and</strong> to re-establish a shared focus of attention when necessary.<br />

<strong>Design</strong> game material also serves <strong>as</strong> a way of documenting the discussion,<br />

decisions <strong>and</strong> ide<strong>as</strong> represented in the form of co-constructed user<br />

representation, which work later on <strong>as</strong> a reminder for the participants. During<br />

the co-design gathering, evolving representation illustrates the progress<br />

of the gathering. Furthermore, if materials are used that have game connotations<br />

such <strong>as</strong> playing cards, they serve <strong>as</strong> visual indicators of being in a<br />

special game world, a magic circle, <strong>and</strong> hence support the play spirit.<br />

B<strong>as</strong>ed on my analysis, Table 6 below presents the characteristics of design<br />

game materials. They should not, however, be viewed <strong>as</strong> being in-<br />

5.5<br />

Revising<br />

the<br />

Play<br />

framework<br />

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