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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<strong>Design</strong> game materials <strong>as</strong>:<br />
Visual stimulus for exploring<br />
alternatives<br />
perspectives <strong>and</strong> solutions –<br />
in empathic <strong>and</strong> playful way.<br />
Boundary object<br />
making sense for all participants –<br />
for shared language-of-design.<br />
DESIGN MA-<br />
TERIALS CAN<br />
BE:<br />
A) Pre-designed<br />
B) Generated<br />
during<br />
the play<br />
Table 6<br />
Visual reference for shared focus of<br />
attention<br />
establishing, maintaining, distracting<br />
or re-establishing it – guiding the<br />
interaction during the gathering.<br />
TO SUPPORT<br />
1) <strong>Design</strong><br />
collaboration<br />
Documentation <strong>and</strong> Reminder<br />
co-constructed user representation<br />
<strong>and</strong> related discussion – during <strong>and</strong><br />
after the co-design gathering<br />
Illustration of the progress<br />
negotiations <strong>and</strong> ide<strong>as</strong> – during the<br />
co-design gathering.<br />
Visual indicator for being<br />
in a special game world<br />
a magic circle – by introducing<br />
materials with ‘game’ connotations.<br />
2) Creative<br />
interplay<br />
between<br />
current<br />
practices <strong>and</strong><br />
future<br />
opportunities<br />
3) Ideation<br />
<strong>Design</strong> game materials have many characteristics that are related to the overall objectives <strong>and</strong><br />
whether they are predesigned or generated during the play.<br />
to both tangible <strong>and</strong> intangible methods. Thus, I find it useful in design<br />
<strong>games</strong> that build on storytelling <strong>and</strong> performing, whether it is used with<br />
or without any props. This claim does not diminish the value of various<br />
props in co-design. Instead, I want to point out that there are two ways of<br />
performing in design: one with a strong focus on bodily actions <strong>and</strong> props<br />
<strong>and</strong> one that is b<strong>as</strong>ed on verbal storytelling without necessarily employing<br />
any props. Both of them include role immersion, which I find to be<br />
at the core of empathic design <strong>and</strong> finding a personal viewpoint on the<br />
topic.<br />
When inviting people to contribute to the design through design<br />
<strong>games</strong>, different types of knowledge become mixed together, resulting<br />
from the way they are used <strong>as</strong> collaborative sketching material in a similar<br />
manner <strong>as</strong> Johansson (2005) proposed with regard to video snippets.<br />
This can be described by pointing out the interplay between the four<br />
roles introduced by Schechner (2006, p 225), <strong>as</strong> w<strong>as</strong> done in section 5.2.<br />
Even though all design <strong>games</strong> differ in how they bind inputs from vari-<br />
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