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
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
The c<strong>as</strong>es introduced above followed my research program investigating<br />
different <strong>as</strong>pects of co-design. Next, I will discuss experiences <strong>and</strong> learning<br />
from the practical experiments concerning the three core themes<br />
identified <strong>as</strong> the b<strong>as</strong>e of the research program. I will then show how the<br />
c<strong>as</strong>es produced new questions for further consideration <strong>and</strong> focused my<br />
research more strongly around the design <strong>games</strong> <strong>and</strong> wider view on user<br />
involvement in co-design. As will be pointed out below <strong>and</strong> in the following<br />
chapters, how to organise co-design is not a trivial question but<br />
includes several things that need to be considered, some of them rather<br />
intuitive <strong>and</strong> implicit, some dem<strong>and</strong>ing more explicit treatment.<br />
1.6<br />
Problem area<br />
<strong>and</strong><br />
further<br />
considerations<br />
<strong>Design</strong> collaboration<br />
There are several forms of design collaboration <strong>as</strong> the examples above indicate.<br />
Since the Situated Make Tools exercises, the following c<strong>as</strong>es demonstrate<br />
how I began to see co-design in wider terms, where direct user<br />
involvement is not necessary but where other stakeholders, designers,<br />
marketing people etc. might prove to be desirable design partners, depending<br />
on the particular contextual aims. In most c<strong>as</strong>es, I have been one<br />
of the co-designers together with other participants. If the researcher<br />
guides the situation too much, there is a risk of preventing the emergence<br />
of unexpected issues. Nevertheless, there are also positive sides for acting<br />
in a double role of a researcher/co-designer, which justifies the involvement.<br />
These include the opportunity to utilise personal experiences, <strong>as</strong><br />
well <strong>as</strong> pursuing the aims of the study by stimulating the discussion during<br />
co-design. Sometimes researchers form a part of the user group, <strong>as</strong> in<br />
the c<strong>as</strong>e of “<strong>Design</strong>ing University”, where the researchers were one possible<br />
user group of the <strong>Design</strong> Factory. Hence, researchers may present<br />
an important user perspective in line with other involved users. Different<br />
roles <strong>and</strong> strategies in co-design gatherings are examined later on in this<br />
dissertation. Especially the possibilities of design <strong>games</strong> in facilitating<br />
progress in co-design are given more attention in the following chapters.<br />
Summaries of different c<strong>as</strong>es <strong>and</strong> design partners in them. It is important to notice that also in<br />
those c<strong>as</strong>es where the researchers were not involved in the actual co-design gatherings <strong>as</strong> codesigners<br />
they had produced the design material that directs <strong>and</strong> frames the design.<br />
Table 1<br />
38