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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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epresentations such <strong>as</strong> co-constructed stories or scenarios <strong>as</strong> <strong>tool</strong>s for<br />

personal discoveries, not <strong>as</strong> a complete description of a “user” that can be<br />

h<strong>and</strong>ed over to a third party, I could not communicate it for people having<br />

different <strong>as</strong>sumptions about the value of user involvement.<br />

To avoid this kind of situation <strong>and</strong> set correct expectations for the participants,<br />

both researchers <strong>and</strong> others, the nature <strong>and</strong> meaning of various<br />

use(r) representations in design need to be addressed. Halse’s (2008,<br />

p 102) point that one should avoid producing overly naïve user accounts,<br />

which falsely try to communicate that the user can be defined <strong>and</strong> that<br />

the account evidently leads to novel design ide<strong>as</strong>, obviously need to be<br />

discussed by a multidisciplinary design research team. For example, in<br />

the Character Game the intention w<strong>as</strong> not to give or produce persona<br />

descriptions, to use Cooper’s (1999) terms, but rather to evoke empathic<br />

underst<strong>and</strong>ing by making participants work with the user study material<br />

in a way they wouldn’t do <strong>as</strong> part of their daily practices. The aim w<strong>as</strong> to<br />

get people personally <strong>and</strong> emotionally engaged by inviting them to reflect<br />

on their own experiences in relation to those of the people they are designing<br />

for. Hence, the user representations were intentionally left openended<br />

for new interpretations <strong>and</strong> to inspire personal insights.<br />

False expectations may not only result from a different way of seeing<br />

user information <strong>and</strong> its representations, but also from expecting design<br />

<strong>games</strong> outcomes to be ready concepts or final design outlines – which is<br />

rarely the c<strong>as</strong>e. Gray et al. (2010, pp 10–14) illustrate three stages of <strong>games</strong><br />

aimed at innovating that are opening, exploring <strong>and</strong> closing implied keywords:<br />

divergent, emergent <strong>and</strong> convergent. In most design <strong>games</strong>, <strong>as</strong> h<strong>as</strong><br />

been shown, the focus is on the first two activities <strong>and</strong> often the third is<br />

left out because of a lack of time or energy after the intense play.<br />

Where<strong>as</strong> the <strong>games</strong> discussed in this chapter are valuable in providing<br />

many insights, design drivers <strong>and</strong> ide<strong>as</strong> for further consideration, they<br />

are rather insignificant in pointing out exact design solutions. Although<br />

they often include initial prioritising, there is no final design decisions<br />

made during the <strong>games</strong>. The divergent nature of design <strong>games</strong> could be<br />

better communicated in the co-design gatherings to show the value of<br />

rather ambiguous outcomes.<br />

In Chapter 3, I summarised the characteristics of design <strong>games</strong> both<br />

<strong>as</strong> an attitude <strong>and</strong> <strong>as</strong> a <strong>tool</strong>. The Extreme <strong>Design</strong> project, discussed in<br />

this <strong>and</strong> the previous chapter, showed that design <strong>games</strong> may also be a<br />

<strong>structure</strong> for the collaboration in a full-scale design research project, including<br />

design game materials <strong>and</strong> the dynamic interaction between different<br />

performance roles. In the next chapter I will summarise the Play<br />

framework that h<strong>as</strong> been developed during this dissertation b<strong>as</strong>ed on the<br />

literature <strong>and</strong> practical design research c<strong>as</strong>es.<br />

213

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