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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. 7<br />

The Value Game combined elements such <strong>as</strong> game rules, turn-taking, game board, <strong>and</strong> playing<br />

cards. For instance, well-known characters were provided <strong>as</strong> playing cards to direct the<br />

discussion on values.<br />

Whose involvement is essential throughout the process, <strong>and</strong> who can contribute<br />

momentarily? What kind of learning are we after, <strong>and</strong> who should learn?<br />

These questions are explored <strong>and</strong> discussed further throughout this dissertation<br />

<strong>and</strong> especially in relation to the Extreme <strong>Design</strong> project that followed<br />

the c<strong>as</strong>es presented above.<br />

Conclusions<br />

I have now presented five design research c<strong>as</strong>es that have varied in form <strong>and</strong><br />

length <strong>as</strong> well <strong>as</strong> in context <strong>and</strong> participants. Some – for example learning<br />

about co-design that involves children <strong>as</strong> design partners – have been more<br />

research b<strong>as</strong>ed, while some have more design-oriented aims like in the l<strong>as</strong>t<br />

c<strong>as</strong>e that concerned co-designing university. They all shared an interest in<br />

enhancing creative collaboration that focuses on tangible design material<br />

<strong>and</strong> in using the game <strong>as</strong> a metaphor (i.e. label) or <strong>as</strong> practical <strong>structure</strong> with<br />

a visual look related to <strong>games</strong>, for instance the rules <strong>and</strong> tangible game material.<br />

The following table summarises the key findings (Table 1).<br />

One <strong>as</strong>pect given attention is various relationships between participants<br />

(e.g. users, development team <strong>and</strong> researchers) indicated in the<br />

above c<strong>as</strong>es. It is rarely possible to clearly point out whose idea something<br />

w<strong>as</strong> if the co-design evolved in a dialogue, <strong>as</strong> it ideally should do:<br />

someone shares experiences, an opinion etc. with others, the reactions<br />

to that invite further reactions <strong>and</strong> so on, gradually taking the initial idea<br />

further. However, we can look at who is involved in this design dialogue<br />

<strong>and</strong> roughly map the roles b<strong>as</strong>ed on that:<br />

Generating future visions in user – researcher interaction<br />

Creating design proposals within a group of users<br />

Enacting design solutions in designer – design researcher interaction<br />

Seeking design openings within a multidisciplinary group<br />

37

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