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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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<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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