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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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6.2.1<br />

Reflection<br />

on<br />

research<br />

aims<br />

In Chapter 1, two research aims were presented: 1) to explore <strong>and</strong> develop<br />

a framework with a practical <strong>and</strong> theoretical foundation <strong>and</strong> relevance;<br />

2) to develop a set of design <strong>games</strong> that underline different <strong>as</strong>pects of codesign<br />

<strong>and</strong> illustrate the implications of the developed framework.<br />

Exploring <strong>and</strong> developing a practical <strong>and</strong> theoretical framework<br />

I have constructed the Play framework b<strong>as</strong>ed on the findings from the<br />

explorative research journey, which included several c<strong>as</strong>e studies, both<br />

short <strong>and</strong> longer ones in various contexts, such <strong>as</strong> co-designing with children,<br />

underst<strong>and</strong>ing people flow in senior houses <strong>and</strong> developing new<br />

service models for a bank, just to mention few. B<strong>as</strong>ed on the existing literature<br />

<strong>and</strong> the empirical c<strong>as</strong>es, I identified several <strong>as</strong>pects of design <strong>games</strong><br />

that relate to the specific needs of co-design <strong>and</strong> influence the spirit <strong>and</strong><br />

outcomes of co-design gatherings.<br />

1<br />

Due to the multidimensional practical design context, <strong>as</strong> well <strong>as</strong> the<br />

ambiguous game terminology, I w<strong>as</strong> not able to provide a clear definition<br />

for design <strong>games</strong>, but instead ended up with a praxis-b<strong>as</strong>ed<br />

<strong>and</strong> rather circular definition. According to this definition, design<br />

<strong>games</strong> are <strong>tool</strong>s for co-design that purposefully emph<strong>as</strong>ise playqualities<br />

such <strong>as</strong> playful <strong>mindset</strong> <strong>and</strong> <strong>structure</strong>, which are supported<br />

by tangible game materials <strong>and</strong> rules. The main contribution of this<br />

research <strong>and</strong> the Play framework is in illustrating various characteristics<br />

<strong>and</strong> <strong>as</strong>pects of design <strong>games</strong>. These findings are strongly related<br />

to the way in which design <strong>games</strong> appear <strong>as</strong> a <strong>tool</strong>, a <strong>mindset</strong> or<br />

a <strong>structure</strong>, according to people’s distinct roles in the design project.<br />

These cannot be clearly separated from one another; instead, they<br />

emph<strong>as</strong>ise the dynamic relationship between design <strong>and</strong> <strong>games</strong>. <strong>Design</strong><br />

is the practical ground with general <strong>and</strong> context-specific design<br />

objectives; in order to reach these goals, design <strong>games</strong> depend on<br />

<strong>games</strong>, play <strong>and</strong> performance <strong>as</strong> liberating means for role immersion<br />

<strong>and</strong> a play spirit, which I consider important in co-design. This<br />

empathy-b<strong>as</strong>ed approach to design <strong>games</strong> considers imagination on<br />

par with factual information <strong>as</strong> a source of design ide<strong>as</strong>. Accordingly,<br />

design <strong>games</strong> consist of creative exercises <strong>and</strong> role-playing activities<br />

that stress personal engagement with the topic.<br />

2<br />

The four <strong>as</strong>pects that were discussed in Chapter 5: a shared focus of<br />

attention, leaving visual traces, binding inputs from various people<br />

<strong>and</strong> transporting participants into another world emerged from the<br />

data collected during the Extreme <strong>Design</strong> project. They extend the<br />

perception of design <strong>games</strong> by providing concrete examples of how<br />

the setting <strong>and</strong> the materials in it answer the general needs of co-design:<br />

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

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