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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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The observational part aimed at establishing a view into the normal<br />

work practices to support broader design aims of the project, where<strong>as</strong><br />

the Situated Make Tools focused on generating design ide<strong>as</strong> expressed<br />

in physical, narrative <strong>and</strong> acted-out formats <strong>and</strong> developing insights into<br />

the workers’ needs, desires <strong>and</strong> attitudes in relation to digital information<br />

<strong>and</strong> communication technologies. The exercise had two main objectives:<br />

1) to explore how real-action context triggers <strong>and</strong> grounds concept design;<br />

<strong>and</strong> 2) to amplify worker’s creativity through tangible Make Tools<br />

<strong>and</strong> a contextual approach. Let me give an example from one of the Situated<br />

Make Tools sessions to illustrate the method:<br />

Three persons are gathered around a table in the janitor’s room in<br />

a school in Helsinki: a janitor <strong>and</strong> two design researchers 1 . The janitor<br />

explains his typical use of mobile technology while researchers<br />

<strong>as</strong>k clarifying questions. Soon the janitor is encouraged to build<br />

the mobile device of his dreams, that could improve his wellbeing<br />

during the work day, from the Make Tools on the table. The design<br />

material includes a variety of three-dimensional blocks covered<br />

with a fabric attachable with Velcro stickers to allow e<strong>as</strong>y configurations<br />

with pieces that mimic buttons <strong>and</strong> displays. The janitor<br />

starts to play with the materials <strong>and</strong> ends up building a device with<br />

a few buttons <strong>and</strong> a camera; he cannot explicate their meanings<br />

yet, but the researchers expect that the functions will become clear<br />

once they start the Situated Make Tools exercise.<br />

After a short video shadowing, the researchers see something<br />

that evoke their curiosity <strong>and</strong> interrupt the activity. They <strong>as</strong>k the<br />

janitor what happened <strong>and</strong> how it could have been done differently.<br />

The janitor tells about the incident with one of the toilets <strong>and</strong><br />

describes the flow of t<strong>as</strong>ks needed to h<strong>and</strong>le it. After his verbal illustration,<br />

he is encouraged to enact the situation anew – this time<br />

with the dream device (Figure 1).<br />

Altogether six similar exercises were conducted <strong>and</strong> through analyses<br />

some patterns were identified in the way sessions progressed <strong>and</strong> in the<br />

way the contextual setting <strong>and</strong> the Make Tools influenced idea generation.<br />

The findings are connected to the overall <strong>structure</strong> of the co-design<br />

gatherings that took place in the midst of ageing workers working day.<br />

The key findings are presented in detail elsewhere 2 . I will next introduce<br />

the three main themes that have been explored further in the following<br />

chapters.<br />

1 All the observations <strong>and</strong> Situated Make Tools exercises were conducted by me <strong>and</strong> my colleague<br />

Salu Ylirisku.<br />

22

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