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 45-minute co-design part w<strong>as</strong> video-recorded. My purpose w<strong>as</strong> to<br />
investigate in detail the dialogue <strong>and</strong> interaction between participants<br />
through interaction analyses (Jordan & Henderson 1995). In my analyses<br />
(<strong>Vaajakallio</strong> 2009) the aim w<strong>as</strong> to gain a deeper underst<strong>and</strong>ing about<br />
the means of design representations <strong>and</strong> unfolding of the interaction described<br />
below:<br />
F [the invited participant] <strong>and</strong> K [me] are st<strong>and</strong>ing next to a large<br />
screen on the wall with a projected mute video on it, where Andres<br />
Lucero [whose research project the session belongs to] is using<br />
some sort of prototype to communicate a mood board; he wears<br />
black gloves that leave red traces on the mood board <strong>as</strong> his h<strong>and</strong><br />
moves. F <strong>and</strong> K are encouraged to use the video <strong>as</strong> a source of inspiration<br />
while considering how the story of a mood board could<br />
be communicated differently.<br />
F: “I think it is really strong [experience] for a person if you can focus<br />
in [to the image] – so this is a whole picture, <strong>and</strong> when you talk to<br />
people you zoom in, like if you have a [pair of ] binoculars <strong>and</strong> just<br />
focus on this [part].” [She shapes her h<strong>and</strong>s so that only one part<br />
of the picture is visible, like seeing through a pair of binoculars].<br />
K: “So is it then like this one?” [Takes, from a nearby table, a cubeshaped<br />
Velcro-covered prop (about 8cm x 8cm x 8 cm) with a hole<br />
in the middle of it <strong>and</strong> h<strong>and</strong>s it to F.] F: “Yes, exactly. Then it’s like<br />
a lens, like a fisheye that makes it bigger [makes descriptive movements<br />
with her h<strong>and</strong> above the prop].” F continues sketching the<br />
idea by moving the binocular prop back <strong>and</strong> forth in front of the<br />
projector, changing the visible area accordingly. K: “That’s nice,<br />
<strong>and</strong> then you can zoom in it.” (Transcribed 6 b<strong>as</strong>ed on the video recordings,<br />
June 2007, Finl<strong>and</strong>)<br />
<strong>Vaajakallio</strong>, K. (2009). Enacting design: underst<strong>and</strong>ing co-design <strong>as</strong> embodied practice. Proceedings<br />
of Nordic <strong>Design</strong> Research Conference: ENGAGING ARTIFACTS (Nordes’09). Oslo, Norway, 1–10.<br />
Lucero, A. & <strong>Vaajakallio</strong>, K. (2009). Dialogue-labs: Creating dialogue in co-design sessions. Proceedings<br />
of International Conference on <strong>Design</strong>ing Ple<strong>as</strong>urable Products <strong>and</strong> Interfaces (DPPI09).<br />
Compiegne, France.<br />
Lucero, A. & <strong>Vaajakallio</strong>, K. (2008). Co-<strong>Design</strong>ing Mood Boards: Creating Dialogue with People. Proceedings<br />
of International Conference on Human-Computer Interaction (IASTED HCI 2008).<br />
ACTA, 254–260.<br />
<strong>Vaajakallio</strong>, K. (2008). <strong>Design</strong> Dialogues: Studying co-design activities in an artificial environment.<br />
Copenhagen working papers on design. No. 2, Danmarks <strong>Design</strong>skole.<br />
6 The account in its entirety is presented in (<strong>Vaajakallio</strong> 2008) <strong>and</strong> a further analysis of it in<br />
(<strong>Vaajakallio</strong> 2009).<br />
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