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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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printouts given to the participants guiding the actions in practice. When<br />

printouts are used, they work <strong>as</strong> a reminder <strong>and</strong> guideline in facilitating<br />

the progress <strong>and</strong> in keeping time <strong>as</strong> well. For the participants, reading the<br />

printed rules in a step-wise manner creates a positive tension when they<br />

gradually reveal the next steps of the design game. The game rules <strong>and</strong><br />

predefined <strong>structure</strong> ensure rather similar starting points <strong>and</strong> topics for<br />

the group work, within which personal styles are welcome. More importantly,<br />

since rules are e<strong>as</strong>ily <strong>as</strong>sociated with board- <strong>and</strong> card-<strong>games</strong>, they<br />

work <strong>as</strong> a bridge between ordinary work practises <strong>and</strong> the special play<br />

sphere – the magic circle.<br />

Finding the balance between the given frames <strong>and</strong> ambiguousness is a<br />

matter of putting different play-qualities together in a particular way in a<br />

design game that serves specific contextual purposes. This is the competence<br />

of a design researcher <strong>and</strong> a design game designer. I find this process<br />

equal to any design project with similar questions that starts from<br />

thinking about the objectives <strong>and</strong> participants by following a more detailed<br />

description of the rules <strong>and</strong> the setting. Rules are one way of summarizing<br />

the decisions made when designing a particular design game<br />

<strong>and</strong> ensure that the different elements <strong>and</strong> play-qualities summarized in<br />

the Play framework have been considered. <strong>Design</strong> <strong>games</strong> <strong>as</strong> a <strong>mindset</strong><br />

address the questions of how to support <strong>and</strong> manifest the magic circle<br />

to reach the play spirit, for example through rules, game materials, roleplaying<br />

<strong>and</strong>/or narrative <strong>structure</strong>.<br />

6.1.3<br />

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

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

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

a<br />

<strong>structure</strong><br />

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

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

4 <strong>and</strong> 5, also emph<strong>as</strong>ised design <strong>games</strong> <strong>as</strong> a <strong>structure</strong> for co-design. By<br />

<strong>structure</strong>, I mean the manipulation of play-qualities such <strong>as</strong> design game<br />

materials, facilitation <strong>and</strong> the participants’ roles in design <strong>games</strong>, which<br />

the design game designer does in a context-specific manner.<br />

<strong>Design</strong> material is often talked about in relation to stimulating thinking<br />

<strong>and</strong> discussions <strong>and</strong>, hence, its positive influence on collaboration.<br />

However, there is more to design material in the way it can influence the<br />

situation that is not all preferable in co-design, mainly in the way that<br />

stimulating material may distract collaboration or steal the attention<br />

away from the t<strong>as</strong>k. As I have demonstrated, people may become engaged<br />

with the situation <strong>and</strong> the people in it or with the materials <strong>and</strong> thus ignore<br />

others because of it. If it were a question of workshops where people<br />

are expressing their thoughts <strong>and</strong> dreams through individually building<br />

artefacts, then that would be allowed. In co-design gatherings, however,<br />

people are working in groups <strong>and</strong>, although there may be individual<br />

ph<strong>as</strong>es to the work, the central part involves working in pairs or in teams.<br />

The above-mentioned problems can be avoided by explaining the t<strong>as</strong>k<br />

before displaying the material, or the facilitator can use the exact same<br />

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