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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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Creative interplay between current practices <strong>and</strong> future<br />

opportunities<br />

With Situated Make Tools it w<strong>as</strong> possible to study people’s practices in<br />

parallel with making a design intervention. New underst<strong>and</strong>ing w<strong>as</strong> produced<br />

in the <strong>as</strong>sumed use context, <strong>and</strong> it w<strong>as</strong> grounded to those people’s<br />

interpretation design concepts were targeted to. Being in a possible use<br />

context maintained the link between the current practises <strong>and</strong> the envisioned<br />

situations, <strong>as</strong> Buur <strong>and</strong> Søndergaard (2000) have also claimed.<br />

When observing with eyes open for change instead of being eyes open for<br />

observing, the context evoked new ide<strong>as</strong> <strong>and</strong> opportunities for the researchers<br />

<strong>as</strong> well (see more <strong>Vaajakallio</strong> & Mattelmäki 2007). The stance<br />

taken by the researchers at the study w<strong>as</strong> to listen first what the ageing<br />

workers proposed <strong>and</strong> then address his/her own suggestions evoked by<br />

the observations, to test ide<strong>as</strong> immediately with the workers. Facilitators’<br />

roles are discussed more thoroughly in the next chapters.<br />

What can be considered <strong>as</strong> a possible shortcoming of the approach is<br />

the exceptionally dynamic <strong>and</strong> unpredictable setting that is difficult to<br />

control: the enacted scenarios took place in various locations, outdoors<br />

<strong>and</strong> indoors, inside one building or between many buildings. Another<br />

possible shortcoming is the resources required since only one user participated<br />

at a time; hence there were <strong>as</strong> many gatherings <strong>as</strong> there were<br />

involved users. The improvisational character of the Situated Make Tools<br />

raises a question about how well these types of sessions can be planned<br />

beforeh<strong>and</strong> without losing the sensitivity towards arousing design opportunities<br />

that at le<strong>as</strong>t partly result from being continuously alert.<br />

2<br />

<strong>Design</strong> materials <strong>as</strong> <strong>tool</strong>s in ideation<br />

As stated by Ehn <strong>and</strong> Kyng (1991), even simplest mock-ups can create<br />

h<strong>and</strong>s-on-experiences <strong>and</strong>, besides designers’ idea generation, support users’<br />

thinking <strong>as</strong> well. Their unfinished nature can be seen <strong>as</strong> an advantage<br />

since it distinguishes them from real objects; people see them <strong>as</strong> ideation<br />

<strong>tool</strong>s instead of considering them <strong>as</strong> representations of the final design<br />

(ibid.). We noticed that the Make Tools were abstract enough to be understood<br />

<strong>as</strong> a design language but concrete enough for the workers to offer<br />

insights on mobile technology. For instance, a woman from the cleaning<br />

maintenance staff reflected upon a recent phone call from an unsatisfied<br />

client while envisioning properties for a dream device (<strong>Vaajakallio</strong> & Mattelmäki<br />

2007). Although having the open-character Make Tools guided<br />

discussion <strong>and</strong> thinking; they were created b<strong>as</strong>ed on early <strong>as</strong>sumptions of<br />

alternative design opportunities, consequently limiting the solution space<br />

<strong>as</strong> well. For example, one of the maintenance men came up with an idea of a<br />

smart vest, but he couldn’t demonstrate his vision with the provided design<br />

material. The form of a mock-up he w<strong>as</strong> able to build likely influenced his<br />

idea on how to use the device, <strong>as</strong> we discussed in (Ylirisku et al. 2007).<br />

3<br />

24

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