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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material to re-establish shared attention. However, it is good to be aware<br />
of these possible shortcomings when designing co-design in order to<br />
prepare strategies for overcoming distractions that emerge during collaboration.<br />
I chose to talk about encounters in Goffman’s terms (1963) to<br />
describe the level of engagement with the situation, which may include<br />
the people <strong>and</strong>/or the design material. It is not just engagement that is<br />
relevant in co-design, but reaching <strong>and</strong> maintaining a shared focus of attention<br />
is most essential.<br />
When discussing a visual stimulus in co-design, the aesthetic qualities<br />
have not been much debated <strong>and</strong> could be one of the are<strong>as</strong> for further research.<br />
However, in light of this dissertation, it seems that tangible predesigned<br />
material is not so evident after all. Instead, my experiences stress<br />
the ability to create quick-<strong>and</strong>-dirty prototypes, drawings or visual reminders<br />
on the fly, rather than aesthetically finalised game material prior<br />
to the gathering. Without further studies, it seems that aesthetic qualities<br />
are more important for the design researcher in building confidence <strong>and</strong><br />
triggering inspiration than for the participants or the success of the design<br />
game. The visual outlook is a part of customising the method <strong>and</strong> can<br />
be seen <strong>as</strong> part of a continuous renewal process. Thereby, it is nevertheless<br />
relevant in terms of research. Aesthetically well-considered material<br />
may also support the professional image of the material <strong>and</strong> thus incre<strong>as</strong>e<br />
participants’ motivation <strong>and</strong> trust regarding the approach.<br />
In general, design <strong>games</strong> material h<strong>as</strong> many positive influences on the<br />
co-design, <strong>as</strong> w<strong>as</strong> summarised in Table 6 (page 210), in terms of supporting<br />
idea generation, design collaboration <strong>and</strong> creative interplay between current<br />
practises <strong>and</strong> future opportunities. Although I have shown that predesigned<br />
material is not necessary, most often it is of great help in giving starting<br />
points for the collaboration, in enabling moving between fragments <strong>and</strong><br />
a holistic view, in providing visual stimuli for evoking new <strong>as</strong>sociations,<br />
in playing with alternatives, <strong>and</strong> in documenting progress <strong>and</strong> decisions.<br />
Whether predesigned game material is needed or not, <strong>and</strong> what kind of<br />
material might be needed, depends on the contextual needs of the game.<br />
Sometimes imagination <strong>and</strong> collaboration may not need any visual<br />
triggers. Instead of manifesting an intensive <strong>and</strong> immersive play spirit<br />
through design game materials, imagination <strong>and</strong> collaboration may<br />
emerge from the narration, which invites imagination-in-action (original<br />
term introduced by Johnston 1998/2005). Imagination-in-action<br />
describes the desired atmosphere in design <strong>games</strong> without emph<strong>as</strong>ising<br />
the need for predesigned material. It is the ideal situation, where coconstructing<br />
a scenario or a performance becomes so captivating that it<br />
engages all the participants <strong>and</strong> draws from both fact <strong>and</strong> fiction without<br />
too much criticism. Role characters may enhance imagination-in-action<br />
since they free participants to act <strong>and</strong> think differently than they do during<br />
their daily routines.<br />
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