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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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Fig. 1<br />

W: “Oh, Arabia’s toilet container which are<br />

leaking. Ok. (Pretends to calling somewhere)<br />

Can I get a contact to the Putkivuorio,<br />

the supplier, ple<strong>as</strong>e? The school<br />

attendant from the Snelman’s elementary<br />

school, hello. The 4th floor’s toilet’s water<br />

container is broken. I don’t know the model<br />

but it is roundish not angular. Can I have a<br />

new container for that? It’s at Albert’s side<br />

of the school building <strong>and</strong> girl’s toilet. Ok,<br />

thank you. As soon <strong>as</strong> possible, ple<strong>as</strong>e.”<br />

W: “Then I press this button to save the conversation<br />

<strong>and</strong> another button to convert it<br />

into text mode <strong>and</strong> at the same it turns it<br />

to an order.”<br />

A clip from a video recording illustrates how ageing worker acts out possible use scenario<br />

with the Make Tools.<br />

1 <strong>Design</strong> collaboration<br />

As the term co-design suggests, ide<strong>as</strong> are not generated by the users, designers<br />

or researcher alone but in the interaction between several people representing<br />

different backgrounds <strong>and</strong> skills. With the Situated Make Tools, the<br />

ageing workers became momentarily equal <strong>as</strong> designers with the researchers.<br />

It w<strong>as</strong> noticed that the workers never stopped the action to initiate idea<br />

generation, though they were advised to do so. This emph<strong>as</strong>ized the researcher<br />

<strong>as</strong> an opportunity seeker in the midst of the action <strong>and</strong> the initiator<br />

of idea generation who <strong>as</strong>ks the user to reflect on what h<strong>as</strong> been observed<br />

<strong>and</strong> how that could be changed. By giving the power to the workers to build<br />

mock-ups b<strong>as</strong>ed on their personal experiences allowed them to describe<br />

functionalities <strong>and</strong> scenarios they found valuable. They did not need to be<br />

taught how to use mock-up because they were the designers.<br />

2 The following papers, where I am one of the authors, discuss Active@work <strong>and</strong> Situated Make Tools:<br />

<strong>Vaajakallio</strong>, K. & Mattelmäki, T. (2007). Collaborative <strong>Design</strong> Exploration: Envisioning Future Practices<br />

with Make Tools. Proceedings of <strong>Design</strong>ing Ple<strong>as</strong>urable Products <strong>and</strong> Interfaces (DPPI07).<br />

University of Art <strong>and</strong> <strong>Design</strong> Helsinki, 223–238.<br />

Mattelmäki, T., <strong>Vaajakallio</strong>, K. & Ylirisku, S. (2007). Active@work- <strong>Design</strong> dealing with social change.<br />

Online proceedings of the Include conference 2007. London: Helen Hamlyn Research Center,<br />

RCA. http://www.ektakta.com/include_proceedings/<br />

Ylirisku, S. & <strong>Vaajakallio</strong>, K. (2007). Situated Make Tools for envisioning ICTs with ageing workers.<br />

Online Proceedings of the Include conference 2007. London: Helen Hamlyn Research Center,<br />

RCA. http://www.ektakta.com/include_proceedings/<br />

Ylirisku, S., <strong>Vaajakallio</strong>, K., Buur, J. (2007). Framing innovation in co-design sessions with everyday<br />

people. Online Proceedings of Nordic <strong>Design</strong> Research (Nordes07). Stockholm, Sweden: http://<br />

www.nordes.org/upload/papers/104.pdf<br />

Mattelmäki, T. & Lehtonen (current <strong>Vaajakallio</strong>), K. (2006). <strong>Design</strong>ing alternative arrangements for ageing<br />

workers. Proceedings of the Participatory <strong>Design</strong> Conference (PDC 2006). ACM, 101–104.<br />

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