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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