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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Creative interplay between current practices <strong>and</strong><br />
future opportunities<br />
During the four c<strong>as</strong>es, I explored various ways (listed below) to utilise contextual<br />
elements <strong>and</strong> insights from people’s everyday life in creative design<br />
process to support imagination <strong>and</strong> function <strong>as</strong> a link between current<br />
practices <strong>and</strong> future opportunities. My aim w<strong>as</strong> to underst<strong>and</strong> how contextual<br />
knowledge can be maintained in design proposals when co-design<br />
activity is set in a <strong>Design</strong>:Lab (e.g. Binder 2007) or a meeting room.<br />
For example, the design game strategy applied in the second experiment<br />
of “Co-design among young children” w<strong>as</strong> prominent in the way it<br />
directed discussions towards ecological issues, <strong>as</strong> had been hoped, but it<br />
didn’t maintain the link between designed objects <strong>and</strong> everyday practices.<br />
In the “Co-design <strong>as</strong> embodied practice” c<strong>as</strong>e, the setting had similarities<br />
with a laboratory or theatre stage when the researchers’ meeting room<br />
w<strong>as</strong> transformed temporarily into a design studio. This allowed concentrating<br />
on those elements of a design studio that were found relevant in<br />
relation to the given design t<strong>as</strong>k. The meeting room w<strong>as</strong> more controllable<br />
<strong>and</strong> flexible to our purposes than for example the participating designers’<br />
studios had the co-design taken place there. In the “Stories <strong>as</strong> source<br />
of inspiration” c<strong>as</strong>e, people’s <strong>as</strong>pirations were brought into co-design in<br />
the form of written stories, <strong>and</strong> the design game provided a framework<br />
to link interpretations of user data <strong>and</strong> idea generation together. In “Codesigning<br />
University” finding appropriate people, representing various<br />
users, for collaboration w<strong>as</strong> considered a key factor in gaining insights<br />
into participants’ practices <strong>and</strong> their wishes in relation to seeking novel<br />
design opportunities.<br />
One re<strong>as</strong>on for a contextual approach is to let the participants feel<br />
that they are the experts in the situation at h<strong>and</strong>. When moving away<br />
from contextual approaches, a need for other ways of trust <strong>and</strong> comfort<br />
creation arises among the participants. The design <strong>games</strong> in the above<br />
examples illustrate, in line with many other sources (e.g. Br<strong>and</strong>t & Messeter<br />
2004; Johansson 2005), how the game <strong>structure</strong> can support that<br />
aim. For instance, in “Stories <strong>as</strong> source of inspiration”, after the game the<br />
student participants told to the facilitator that they found the game rules<br />
<strong>and</strong> step-by-step <strong>structure</strong> helpful, since well-defined guidelines allowed<br />
them to concentrate on the content instead of feeling uncertain about<br />
what w<strong>as</strong> expected from them.<br />
<strong>Design</strong> materials <strong>as</strong> <strong>tool</strong>s in ideation<br />
In Situated Make Tools, I observed how tangible design representations<br />
<strong>and</strong> continuous dialogue among ageing workers <strong>and</strong> design researchers<br />
revealed the re<strong>as</strong>oning behind design suggestions. This process remained<br />
unclear in children’s design proposals, <strong>and</strong> it may be even harder to capture<br />
when designing evolves through enacting, unless the researcher is<br />
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