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 />
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