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 />
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