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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The purpose of role-immersion, for example through role characters, is<br />
to evoke personal discoveries that can be used in guiding design. When<br />
role-play <strong>and</strong> personal interests are partly separated in the design game,<br />
participants need to consciously reflect on their own values <strong>and</strong> experiences<br />
in relation to a particular character’s point of view. In the <strong>structure</strong>’s<br />
point of view, design <strong>games</strong> engage everyone in the situation by<br />
transforming participants from mere partakers into sourcers, producers<br />
<strong>and</strong> performers alike. Participants need to take an active stance <strong>and</strong><br />
make statements about the world within the boundaries of the rules <strong>and</strong><br />
context of the game. Thus, besides the materials, the roles given by the<br />
design game can be one of the strategies for the facilitator to support<br />
creative collaboration.<br />
Because design <strong>games</strong> are a combination of agenda, instrument <strong>and</strong><br />
competence, organizing co-design through them dem<strong>and</strong>s skills both in<br />
design <strong>and</strong> facilitation. For example, although rules are designed to help<br />
one proceed in a prearranged way, there might be a need to reinterpret<br />
them on the fly, which dem<strong>and</strong>s experience from the facilitator. Ehn <strong>and</strong><br />
Sjögren (1991, pp 262–263) have described sensitivity to the evolving situation<br />
in the following way: “… we have become more experienced [facilitating<br />
the game] <strong>and</strong> are better able to improve <strong>and</strong> change a game <strong>as</strong> we play.<br />
We have learned to be more supportive of <strong>and</strong> instructive to the participants,<br />
while knowing when to stop interactions that are not clearly focused, <strong>and</strong> to<br />
skip parts of the game when appropriate, <strong>and</strong> to adopt to the situation.”<br />
In other words, besides designing the design <strong>games</strong>, competence becomes<br />
fundamental in facilitating co-design. Unlike in many traditional<br />
user study methods, in co-design the facilitator often also needs to give it<br />
his/her all instead of, for example, remaining an observer. Consequently,<br />
co-design involves emotional risk both for the facilitator <strong>and</strong> the participants<br />
alike, similarly with drama workshops, where participants need<br />
courage to enter into the centre <strong>and</strong> onto the stage if they want to belong<br />
to the group (Johnston 1998/2005, pp 24–52). Although in co-design the<br />
stage may not be physical, it is rather an ideal or a mental stage, one upon<br />
which participants may hesitate, especially in the beginning.<br />
Especially if the design <strong>games</strong> invite participants to role-play, it may<br />
be a good idea to allow evolving roles from sourcer to producer to performer<br />
<strong>and</strong> back to producer. Being a producer is needed <strong>as</strong> the l<strong>as</strong>t role<br />
for reflecting on the experiences gained from performing in order to relate<br />
it to the design. Thus, participants do not need to enter into the centre<br />
<strong>and</strong> onto the stage before they are mentally tuned-in <strong>and</strong> more ready<br />
for it. It is also not a great failure if someone stays most of the time <strong>as</strong><br />
a partaker <strong>as</strong> long <strong>as</strong> s/he momentarily takes other roles <strong>as</strong> well. Being<br />
sensitive to different participants <strong>and</strong> their aptitude to dynamically alter<br />
between roles are part of the facilitator’s competences, competences that<br />
can only be learned over time.<br />
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