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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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CASE DESIGN COLLABORATION CURRENT – FUTURE<br />

Active@work<br />

Five one-off co-design gatherings<br />

with identical aims <strong>and</strong> material<br />

but with different participants <strong>and</strong><br />

place.<br />

<strong>Design</strong> took place in a dialogue among researchers <strong>and</strong><br />

an ageing worker. The researchers’ role w<strong>as</strong> supportive<br />

<strong>and</strong> initiating during the design gatherings where<br />

user’s ide<strong>as</strong> were emph<strong>as</strong>ised. However, the researchers<br />

also proposed new ide<strong>as</strong>. Co-design built on direct<br />

user involvement.<br />

Contextual approach supported creative interplay between current<br />

practices <strong>and</strong> future opportunities <strong>as</strong> well <strong>as</strong> idea generation.<br />

In that interplay, design materials worked <strong>as</strong> things-to-actwith.<br />

With enough support, users were able to envision <strong>and</strong> enact<br />

future visions that were grounded to their current work practices.<br />

Co-design among young<br />

children<br />

Two one-off co-design gatherings<br />

with the same overall research objectives<br />

<strong>and</strong> participants but with a<br />

different design t<strong>as</strong>k <strong>and</strong> material.<br />

<strong>Design</strong> took place in a dialogue among a group of children<br />

without researchers’ intervention. The researchers<br />

were purely facilitators, not design partners. However,<br />

the researchers’ creative input w<strong>as</strong> embedded in the<br />

design game <strong>and</strong> other design material. Co-design<br />

built on direct user involvement, however, the c<strong>as</strong>e w<strong>as</strong><br />

research-oriented without practical design objectives.<br />

Regardless of the contextual approach, design ide<strong>as</strong> <strong>and</strong> kids’ everyday<br />

life remained separate. <strong>Design</strong> game w<strong>as</strong> prominent in directing<br />

discussions <strong>and</strong> gathering user insights, although not perfect in supporting<br />

group dynamics. A cl<strong>as</strong>sroom setting had explicit <strong>and</strong> implicit<br />

constrains, affecting the creative collaboration negatively. Many<br />

challenges in creative collaboration became evident with the children<br />

emph<strong>as</strong>ising the need for contextual sensitivity in all co-design.<br />

Co-design <strong>as</strong> embodied<br />

practise<br />

Seven one-off co-design gatherings<br />

(four in Finl<strong>and</strong> & three in Netherl<strong>and</strong>s)<br />

with identical aims, setting<br />

<strong>and</strong> material but with different<br />

participants.<br />

<strong>Design</strong> evolved in a dialogue among the designer <strong>and</strong><br />

the researcher (in one gathering there were always two<br />

pairs working simultaneously). The researchers were<br />

equal design partners. Co-design built on direct user<br />

involvement, since the designers were also possible users<br />

of the designed solution.<br />

In enacted design, ide<strong>as</strong> are sketched through bodily actions <strong>and</strong><br />

performance (instead of e.g. drawing) where props gain their<br />

meaning in the action. This extended the language of design <strong>and</strong><br />

enabled joint reflection-in-action. Providing a variety of props<br />

allowed participants to choose the sketching medium they felt<br />

comfortable working with.<br />

Stories <strong>as</strong> a source of inspiration<br />

Three one-off co-design gatherings<br />

with identical material but with<br />

separate aims, context, researchers<br />

<strong>and</strong> participants.<br />

Co-design took place in a dialogue among researchers<br />

<strong>and</strong> participants. The researchers were equal design<br />

partners. There w<strong>as</strong> no direct user involvement, <strong>as</strong><br />

ideation w<strong>as</strong> grounded to user’s experiences through<br />

stories written by them.<br />

Users’ insights were presented in the form of stories used <strong>as</strong> inspiration<br />

for design. The design game gave rules for the interpretation,<br />

including individual <strong>and</strong> collective efforts <strong>and</strong> an e<strong>as</strong>yto-repeat<br />

<strong>structure</strong>. Moreover, it invited insights from various<br />

people, creating more holistic view on the data.<br />

Co-designing<br />

University<br />

A sequence of three co-design<br />

gatherings with separate aims,<br />

building on the results from the<br />

previous session, with the same<br />

participants.<br />

Co-design evolved a dialogue among a multidisciplinary<br />

group where the researchers had an equal right to<br />

contribute. Co-design built on direct user involvement,<br />

since participants were possible users of the <strong>Design</strong><br />

Factory, the unit under development.<br />

To ground design ide<strong>as</strong> to the underst<strong>and</strong>ing of current practices,<br />

possible users were invited to take part <strong>as</strong> design partners. Temporal<br />

interventions to the on-going development project gave<br />

rise to critical questions in relation to learning, documentation<br />

<strong>and</strong> participation. Who should be involved <strong>and</strong> when, how to<br />

share the learning emerging during the process, etc?<br />

DESIGN MATERIALS<br />

39

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