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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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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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