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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. 6<br />

Left side: individual ph<strong>as</strong>es were guided through with the help of instruction cards, which also<br />

helped the facilitator to follow the progress. Right side: Visual images were used to bring in<br />

visual qualities to the mainly textual user data.<br />

that if participants see the connection, they will feel more comfortable in<br />

a new situation. Hence, the game metaphor w<strong>as</strong> valuable in making concrete<br />

decisions about how to design the design game <strong>and</strong> in facilitating<br />

the co-design gathering. In addition, after the game rules <strong>and</strong> material<br />

had been created the first time, the game w<strong>as</strong> e<strong>as</strong>y to repeat in several<br />

co-design gatherings.<br />

So far, I have explored co-design gatherings <strong>as</strong> one-off platforms for inviting<br />

several people to contribute to ongoing design research projects. Although<br />

these gatherings have always included more than one experiment,<br />

they have been separate encounters, repeating the same <strong>structure</strong> <strong>and</strong> objectives<br />

with distinct participants. As a contr<strong>as</strong>t to that, the next c<strong>as</strong>e contains<br />

a sequence of three co-design gatherings aiming at continuity <strong>and</strong> contentwise<br />

progress; the participants were the same in most of the gatherings, but<br />

the design t<strong>as</strong>ks <strong>and</strong> objectives changed b<strong>as</strong>ed on the previous gatherings.<br />

C<strong>as</strong>e 4.<br />

Co -designing<br />

University<br />

Three co-design gatherings were organized within a three-week timeline<br />

in autumn 2008. One objective w<strong>as</strong> to gather people from three universities<br />

(Helsinki School of Economics, Helsinki University of Technology<br />

<strong>and</strong> University of Art <strong>and</strong> <strong>Design</strong> Helsinki, which merged into Aalto University<br />

in the beginning of 2010) to change ide<strong>as</strong> <strong>and</strong> expectations of the<br />

<strong>Design</strong> Factory (DF) in order to feed its development process. DF is one<br />

of Aalto University’s key projects <strong>and</strong> aims at bringing together people<br />

<strong>and</strong> activities from different departments focusing on education <strong>and</strong> research<br />

in are<strong>as</strong> of product development.<br />

The co-design gatherings were organized <strong>as</strong> the planning of <strong>Design</strong><br />

Factory w<strong>as</strong> in progress, <strong>and</strong> students <strong>and</strong> other potential users were eager<br />

to contribute. Inspired by “event-driven design process” (Br<strong>and</strong>t 2001),<br />

there were four steps, namely, gathering background information <strong>and</strong> then<br />

conducting three encounters with distinct aims <strong>and</strong> theme building on the<br />

outcome of each. The first session focused on setting a common vision of<br />

35

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