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
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
References<br />
Agger Eriksen, M. (2009). Engaging <strong>Design</strong> Materials, Formats <strong>and</strong><br />
Framings in specific, situated co-designing – A Micro-Material<br />
Perspective. Proceedings of the 3rd Nordic design research<br />
conference: engaging artifacts (Nordes ‘09). Oslo, 1–10.<br />
Battarbee, K. (2004). Co-experience: underst<strong>and</strong>ing user experiences<br />
in social interaction. Doctoral dissertation, University<br />
of Art <strong>and</strong> <strong>Design</strong> Helsinki.<br />
Battarbee, K. (2003). Stories <strong>as</strong> shortcuts to meaning. In Koskinen,<br />
I., Battarbee, K., & Mattelmäki, T. (Eds.), Empathic <strong>Design</strong>.<br />
Finl<strong>and</strong>: IT Press, 107–118.<br />
Bello, P. (2008). Goodscapes: Global <strong>Design</strong> Processes. Doctoral<br />
Dissertation, University of Art <strong>and</strong> <strong>Design</strong> Helsinki, Publication<br />
Series A 86.<br />
Berleant, A. (1999). On Getting Along Beautifully: Ide<strong>as</strong> for a Social<br />
Aesthetics. In von Bonsdorff, P. & Haapala, A. (Eds.) Aesthetics<br />
in the Human Environment, International Institute of<br />
Applied Aesthetics Series. Vol. 6, Jyväskylä: Gummerus, 12–29.<br />
Binder, T. (2010). Beyond methods. In Halse, J., Br<strong>and</strong>t, E., Clark,<br />
B. & Binder, T. (Eds.) Rehearsing the future. Copenhagen: The<br />
Danish <strong>Design</strong> School Press, 18–21.<br />
Binder, T. (2007). Why <strong>Design</strong>:Labs? Proceedings of Proceedings<br />
of the 2nd Nordic design research conference: design inquiries<br />
(Nordes ‘07). Stockholm.<br />
Binder, T. & Br<strong>and</strong>t, E. (2008). The <strong>Design</strong>:Lab <strong>as</strong> platform in participatory<br />
design research. Co<strong>Design</strong>, Vol. 4 (No. 2), Taylor<br />
<strong>and</strong> Francis, 115–129.<br />
Binder, T. & Redström, J. (2006). Exemplary <strong>Design</strong> Research. In<br />
Friedman, K., Love, T. & Corte-Real, E. (Eds.) Proceedings of<br />
<strong>Design</strong> Research Society, International Conference (IADE<br />
2006), Lisbon, 1–13.<br />
Blythe, M.A. & Wright, P.C. (2006). P<strong>as</strong>tiche scenarios: Fiction <strong>as</strong><br />
a resource for user centred design. Interacting with Computers,<br />
Vol. 18 (No. 5), 21–29.<br />
Bowker, G.C. & Star, L.S. (1999). Sorting Things Out. Cl<strong>as</strong>sification<br />
<strong>and</strong> its consequences. Cambridge, MA <strong>and</strong> London, UK:<br />
The MIT Press.<br />
Br<strong>and</strong>t, E. (2010). Playing <strong>Design</strong> Games. Programmatic vision. In<br />
Halse, J., Br<strong>and</strong>t, E., Clark, B. & Binder, T. (Eds.) Rehearsing the<br />
future. Copenhagen: The Danish <strong>Design</strong> School Press, 131–134.<br />
Br<strong>and</strong>t, E. (2007). How Tangible Mock-Ups Support <strong>Design</strong> Collaboration.<br />
Knowledge, Technology & Policy, Vol. 20 (No. 3),<br />
Springer Science + Business Media B.V, 179–192.<br />
Br<strong>and</strong>t, E. (2006). <strong>Design</strong>ing Exploratory <strong>Design</strong> Games: A Framework<br />
for Participation in Participatory <strong>Design</strong>? Proceedings<br />
of the ninth conference on participatory design (PDC 2006).<br />
New York: ACM Press, 57–66.<br />
Br<strong>and</strong>t, E. (2001). Event-Driven Product Development: Collaboration<br />
<strong>and</strong> learning. Doctoral Dissertation, Department of<br />
Manufacturing Engineering <strong>and</strong> Management, Technical<br />
University of Denmark, Lyngby.<br />
Br<strong>and</strong>t, E. & Messeter, J. (2004). Facilitating Collaboration<br />
through <strong>Design</strong> Games. Proceedings of the eighth conference<br />
on Participatory design (PDC 2004). New York: ACM<br />
Press, 121–131.<br />
Br<strong>and</strong>t, E. & Grunnet, C. (2000). Evoking the future: Drama <strong>and</strong><br />
props in user centered design. Proceedings of Participatory<br />
<strong>Design</strong> Conference (PDC 2000). New York: ACM Press, 11–20.<br />
Bucciarelli, L. (1994). <strong>Design</strong>ing Engineers. Cambridge, M<strong>as</strong>s:<br />
MIT Press.<br />
Buchanan, R. (1992). Wicked Problems in <strong>Design</strong> Thinking. <strong>Design</strong><br />
Issues. Vol. 8 (No. 2), MIT Press, 5–21.<br />
Buchenau, M. & Fulton Suri, J. (2000). Experience Prototyping.<br />
Proceedings of <strong>Design</strong>ing Interactive Systems conference<br />
(DIS 2000). New York: ACM Press, 424–433.<br />
Buur, J. & Søndergaard, A. (2000). Video Card Game: An Augmented<br />
Environment for User Centred <strong>Design</strong> Discussions.<br />
Proceedings of <strong>Design</strong>ing Augmented Reality Environments<br />
(DARE 2000). New York: ACM Press, 63–69.<br />
Bødker, M. (2009). Performative Artefacts: Users “Speaking<br />
through” Artefacts in Collaborative design. OZCHI 2009<br />
Proceedings of the 23nd conference of the computer-human<br />
interaction special interest group (CHISIG) of Australia on<br />
Computer-human interaction: design, Melbourne, Australia.<br />
USA, New York: ACM press, 17–24.<br />
Caillois, R. (1961). Man, Play <strong>and</strong> Games. Translated from the<br />
French by Meyer Bar<strong>as</strong>h, USA, Urbana <strong>and</strong> Chicago: University<br />
of Illinois Press.<br />
Clark, B. (2007). <strong>Design</strong> <strong>as</strong> Sociopolitical Navigation: a Performative<br />
Framework for Action-Oriented <strong>Design</strong>. Doctoral Dissertation,<br />
Mads Clausen Institute, Sønderborg, University of<br />
Southern Denmark.<br />
Cooper, A. (1999). Inmates are Running the Asylum: Why High-<br />
Tech Products Drive Us Crazy <strong>and</strong> How to Restore the Sanity.<br />
SAMS, A Division of Macmillan Computer Publishing.<br />
Cross, N. (2006). <strong>Design</strong>erly ways of knowing. London: Springer-<br />
Verlag.<br />
Cottam, H. & Leadbeater, C. (2004). HEALTH: Co-creating Services.<br />
UK: Red paper 01. <strong>Design</strong> Council.<br />
Darsø, L. (2004). Artful Creation – Learning-Tales of Art-in-business.<br />
Denmark: Samfundslitteratur.<br />
de Bono, E. (1985/1999). Six Thinking Hats. First published in USA<br />
by Little, Brown <strong>and</strong> Company 1985, revised <strong>and</strong> updated<br />
edition published by First Back Bay 199, published in UK by<br />
Penguin Books 2000.<br />
Díaz-Kommonen, L. Reunanen, M. & Salmi, A. (2009). Role playing<br />
<strong>and</strong> collaborative scenario design development. Proceedings<br />
of International Conference on Engineering <strong>Design</strong><br />
(ICED’09). Stanford University, Stanford, CA, USA: The <strong>Design</strong><br />
Society, 79–86.<br />
Djajadiningrat, J.P., Gaver, W.W. & Frens, J.W. (2000). Interaction<br />
Relabelling <strong>and</strong> Extreme Characters: Methods for Exploring<br />
Aesthetic Interactions. Proceedings of <strong>Design</strong>ing Interactive<br />
Systems (DIS ’00). New York: ACM Press, 1–7.<br />
Druin, A. (2002). The Role of Children in the <strong>Design</strong> of New Technology.<br />
Journal of Behavior <strong>and</strong> Information Technology. Vol.<br />
21 (No. 1), Taylor <strong>and</strong> Francis, 1–25.<br />
Edvardsson, B., Gustafsson, A. & Roos, I. (2005). Service portraits<br />
in service research: a critical review. International Journal of<br />
Service Industry Management. Vol. 16 (No. 1), 107–121.<br />
Ehn, P. & Sjögren, D. (1991). From System Descriptions to Scripts<br />
for Action. In Greenbaum, J. & Kyng, M. (Eds.), <strong>Design</strong> at<br />
Work: Cooperative <strong>Design</strong> of Computer Systems. Lawrence<br />
Erlbaum Ass. Hillsdale, 241–268.<br />
Ehn, P. & Kyng, M. (1991). Cardboard Computers: Mocking-itup<br />
or H<strong>and</strong>s-on the Future. In Greenbaum, J. <strong>and</strong> Kyng, M.<br />
(Eds.), <strong>Design</strong> at Work: Cooperative <strong>Design</strong> of Computer<br />
Systems. Lawrence Erlbaum Ass., Hillsdale, 169–195.<br />
Evenson, S. (2005). <strong>Design</strong>ing for Services. Proceedings of the<br />
<strong>Design</strong>ing Ple<strong>as</strong>urable Products <strong>and</strong> Interfaces Conference<br />
(DPPI 2005). Netherl<strong>and</strong>s, Eindhoven, 149–161.<br />
237