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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> <strong>games</strong> are not <strong>games</strong> in a traditional sense, since the application<br />

area of early concept search <strong>and</strong> co-design, define them. What differentiates<br />

one design game approach from another is the interplay between<br />

the parts from the realms of design <strong>and</strong> <strong>games</strong>. As I started my research,<br />

I w<strong>as</strong> convinced that the special character of design <strong>games</strong> lies in their<br />

similarities with many other <strong>games</strong> in a material way; that is to say, there<br />

are rules, a game-board <strong>and</strong> game pieces. Now I propose that instead of<br />

looking like a game from the outset, it is more important what the action<br />

employs at the mental level. These are not totally separate perspectives,<br />

since making the activity look <strong>and</strong> feel like a game can guide people’s<br />

<strong>mindset</strong>s towards a play spirit. In other words, design <strong>games</strong> in the Play<br />

framework include two b<strong>as</strong>ic components, context <strong>and</strong> play-qualities,<br />

which define them:<br />

<strong>Design</strong> <strong>games</strong> are <strong>tool</strong>s for co-design that purposefully emph<strong>as</strong>ise<br />

play-qualities such <strong>as</strong> playful <strong>mindset</strong> <strong>and</strong> <strong>structure</strong>, which are<br />

supported by tangible game materials <strong>and</strong> rules. Instead of being a<br />

well-defined method, it is an expression that highlights the exploratory,<br />

imaginative, dialogical <strong>and</strong> empathic <strong>as</strong>pects of co-design.<br />

The objectives of applying design <strong>games</strong> are rooted in the design<br />

context, i.e. that if one is designing new service models for a bank,<br />

the bank practices <strong>and</strong> its development are connected to the aims<br />

of the design game. The means for reaching these objectives are<br />

drawn up in addition to the design (e.g. tangible mock-ups <strong>and</strong> user<br />

representations) from the world of <strong>games</strong> (e.g. role-playing, turntaking,<br />

make-believe) to deliberately trigger participants’ imagination<br />

<strong>as</strong> a source of design ide<strong>as</strong>.<br />

Hence, in the Play framework design <strong>games</strong> are not seen only through<br />

their material qualities, but <strong>as</strong> a <strong>tool</strong>, a <strong>mindset</strong> <strong>and</strong> a <strong>structure</strong>. Underneath<br />

these three categories, there are more specified objectives, characteristics<br />

<strong>and</strong> play-qualities that I have found useful for the design <strong>games</strong><br />

played in co-design that go beyond a product design context. The Play<br />

framework h<strong>as</strong> been built b<strong>as</strong>ed on my analysis, which h<strong>as</strong> focused on the<br />

empirical c<strong>as</strong>es introduced in this dissertation. The c<strong>as</strong>es, though, have<br />

been influenced by the existing literature <strong>and</strong>, in that way, best practises<br />

are embedded within the framework. Where<strong>as</strong> different authors highlight<br />

distinct characteristics of design <strong>games</strong>, I have tried to bring those<br />

perspectives together <strong>and</strong> add my own experiences in order to provide a<br />

thorough framework that is both simple <strong>and</strong> wide enough to help other<br />

researchers <strong>and</strong> design practitioners to design, analyse <strong>and</strong> discuss design<br />

<strong>games</strong>.<br />

The theoretical ground for the framework comes from co-design<br />

combined with studies on play, <strong>games</strong> <strong>and</strong> performance. Within the Play<br />

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