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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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Since the workers had their Make Tools mock-ups illustrating their dream<br />

devices, it w<strong>as</strong> logical to <strong>as</strong>k them to act out how the <strong>tool</strong> would be used in<br />

specific situations confronted during the observation. While performing<br />

those scenarios, they proposed new ide<strong>as</strong>, especially concerning useful<br />

features <strong>and</strong> interaction styles like the one illustrated in Figure 1. Often<br />

their ide<strong>as</strong> evolved through acting instead of relying on earlier proposed<br />

features, supporting the view that simple mock-ups may work <strong>as</strong> thingsto-act-with<br />

when envisioning future opportunities (Br<strong>and</strong>t & Grunnet<br />

2000). Since the interaction between people, environments <strong>and</strong> objects<br />

is tied to particular situations, by situating the idea generation to the possible<br />

application context we could reveal the relations that are hard to<br />

identify in a design studio.<br />

Inspired by the experiences from the Active@work <strong>and</strong> particularly<br />

from the Situated Make Tools study, I formulated my further research<br />

b<strong>as</strong>ed on them.<br />

Fig. 2<br />

<strong>Design</strong> collaboration<br />

Creative interplay between<br />

current practices <strong>and</strong> future<br />

opportunities<br />

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

ideation<br />

In the Active@work project three themes, summed up in the figure, emerged <strong>as</strong> essential in<br />

organizing co-design with a company, without evident objects to be designed.<br />

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