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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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Fig. 5<br />

In the two first images F is sketching an idea of binoculars with a Make Tools block, where<strong>as</strong> the<br />

picture on right side is an illustration of F <strong>and</strong> K in a situation where they are developing an idea<br />

of “watching a mood board <strong>as</strong> watching a sky”. Drawn images were used <strong>as</strong> <strong>tool</strong> in analyzing<br />

the data.<br />

The playfulness came not from referring to the activities <strong>as</strong> a game or utilising<br />

characteristics related to <strong>games</strong> (playing cards, game board, rules or<br />

turn-taking), but from the performances supported by various props. The<br />

game metaphor in co-design <strong>and</strong> the possibilities afforded by that are taken<br />

into the focus again in the following c<strong>as</strong>es. For instance, in the next c<strong>as</strong>e<br />

the dialogue will be guided through the <strong>structure</strong> <strong>and</strong> rules provided by the<br />

design game in a manner similar to that of the Eco Game when utilised in<br />

the second experiment with kids. But where<strong>as</strong> the Eco Game aimed at inviting<br />

responses from the kids <strong>as</strong> user representatives, in the next c<strong>as</strong>e the<br />

design game is used to make sense of the stories collected from users who<br />

are not present in the gathering. It also resembles the c<strong>as</strong>e described above<br />

in that the researcher is actively participating in co-design.<br />

C<strong>as</strong>e 3.<br />

Stories<br />

<strong>as</strong><br />

source<br />

of<br />

inspiration<br />

The third c<strong>as</strong>e included three sessions organized through the same game<br />

framework but with distinct aims, participants <strong>and</strong> researchers. The main<br />

objective w<strong>as</strong> to transform narrative data into a design game that would<br />

allow collaborative interpretation 7 . The data consisted of hundreds of<br />

stories which were gathered by Kalevala Women’s Association <strong>as</strong> a part<br />

of a writing competition in 2007, the topic of which w<strong>as</strong> significant jewellery.<br />

Collaborative interpretation is needed in many user-centred design<br />

processes to allow personal interpretations for wider group of people <strong>and</strong><br />

to approach the data from several views that participant represent in the<br />

session. For instance, ethnographically inspired field studies can be transformed<br />

into a video-card game (Buur & Søndergaard 2000) to enable collaborative<br />

viewing in a <strong>structure</strong>d but inspiring way.<br />

7 The data w<strong>as</strong> part of Petra Ahde’s doctoral research about meaningful jewelries. Together with her,<br />

I organized the first session at Kalevala Koru Oy , while Sanna Latva-Ranta took care of the student<br />

project at Kuopio Academy of <strong>Design</strong> <strong>and</strong> Young-Ae Hahn helped Petra with a third c<strong>as</strong>e in the Illinois<br />

Institute of Technology.<br />

33

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