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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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6.1.1<br />

<strong>Design</strong><br />

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

<strong>as</strong><br />

a<br />

<strong>tool</strong><br />

As Keinonen (2009) h<strong>as</strong> proposed, design methods may be considered <strong>as</strong><br />

an instrument, a competence or an agenda, all serving different purposes<br />

when it comes to applying them <strong>and</strong> all requiring different criteria for<br />

evaluating them. The examples I have given indicated that design <strong>games</strong><br />

are a mixture of them. Sometimes the underlying goal is empowering users,<br />

thus emph<strong>as</strong>ising an agenda, where<strong>as</strong> most often they are described<br />

through their instrumental qualities, such <strong>as</strong> repetitiveness or the competence<br />

required for the facilitation of design <strong>games</strong>. In the Play framework,<br />

I present three ways in which design <strong>games</strong> can be seen <strong>as</strong> <strong>tool</strong>s: organising<br />

dialogue, supporting empathic underst<strong>and</strong>ing <strong>and</strong> gaining several<br />

contributions. These are not mutually exclusive, but, rather, complement<br />

one another, although what is most central in a specific design game varies.<br />

When I propose that design <strong>games</strong> can be seen <strong>as</strong> <strong>tool</strong>s, I do not mean<br />

that they are instrumental in terms of repetitive use, but, instead, that<br />

they are designed in a specific way to work <strong>as</strong> a <strong>tool</strong> for facing contextual<br />

design needs.<br />

When considering design <strong>games</strong> <strong>as</strong> <strong>tool</strong>s applicable for future projects,<br />

we should underst<strong>and</strong> especially the relationship between the instrumental<br />

<strong>as</strong>pects of them <strong>and</strong> the level of competence that is required to<br />

confidently run a design <strong>games</strong> driven co-design project or one-off gathering.<br />

What is dominant varies from game to game or rather from aim to<br />

aim. By confident, I mean the image that the researcher presents to indicate<br />

to the participants that the situation is under control <strong>and</strong>, although<br />

it is always unsure what the exact outcomes are, gives the impression<br />

that co-design evidently produces relevant material for the design t<strong>as</strong>k<br />

at h<strong>and</strong>. This is part of the motivation for the participants to be involved<br />

<strong>and</strong> thereby needs to be clearly indicated.<br />

Competence is something that only grows when exercised over time.<br />

However, the Play framework aims at supporting the process of becoming<br />

a skilled design game designer <strong>and</strong> facilitator of creative collaboration<br />

by illustrating how the interplay between design <strong>games</strong> <strong>as</strong> <strong>tool</strong>s,<br />

<strong>mindset</strong> <strong>and</strong> <strong>structure</strong> can make a design game. It explains the core of<br />

design <strong>games</strong> <strong>and</strong> their multifaceted nature succinctly enough to e<strong>as</strong>e<br />

the need to explain the approach to various audiences – to non-experts<br />

<strong>as</strong> well <strong>as</strong> to more knowledgeable researchers. It provides a vocabulary<br />

<strong>and</strong> lens for studying co-design gatherings <strong>and</strong> different types of design<br />

<strong>games</strong>, thus serving <strong>as</strong> a sort of <strong>tool</strong> itself.<br />

One question related to innovative methods (Hanington 2003) involves<br />

how much they can be instrumentalised or controlled so that they<br />

do not lose their capacity for renewal, which is fundamental in avoiding<br />

turning a method into “a stagnant routine”, <strong>and</strong> which, according to Mattelmäki<br />

(2006, pp 101–102), is often regarded <strong>as</strong> the opposite of creativity.<br />

Consequently, when developing the Play framework, I have tried to avoid<br />

straightforward guidelines to leave room for creative interpretations,<br />

221

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