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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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active participant in the co-design process. These observations point out<br />

the need for other means of documentation besides a co-created artefact,<br />

to capture the process of designing in order to underst<strong>and</strong> the link between<br />

an artefact <strong>and</strong> the life of the people who created it. In this view,<br />

I am distancing myself from researchers (e.g. S<strong>and</strong>ers & D<strong>and</strong>avate 1999)<br />

who emph<strong>as</strong>ize the resulting artefact <strong>and</strong> its descriptions <strong>as</strong> the main<br />

source of inspiration in co-design. I agree with them in that the resulting<br />

artefact h<strong>as</strong> an important role in evoking further ideation, especially by<br />

allowing more concrete story-telling through it. My concern, however, is<br />

that in co-design, where several participants’ views <strong>and</strong> insights meet,<br />

what h<strong>as</strong> been left out of the resulting artefact may be <strong>as</strong> important for<br />

guiding further underst<strong>and</strong>ing of the topic <strong>and</strong> ide<strong>as</strong> <strong>as</strong> the ones integrated<br />

within the artefact. And, if these decisions <strong>and</strong> negotiations are not<br />

incorporated within the presentation of the artefact to researcher, how<br />

can we know about them?<br />

In the fourth c<strong>as</strong>e, it w<strong>as</strong> noticed that lot of learning <strong>and</strong> ide<strong>as</strong> related<br />

to the new premises emerged already when preparing the actual co-design<br />

gatherings, but without proper documentation those ide<strong>as</strong> remained<br />

partly unrevealed for those attending only to the gatherings. This may be<br />

improved by more careful documentation; however, it also suggests the<br />

importance of engaging persons who should apply insights in their daily<br />

work – <strong>as</strong> much <strong>as</strong> possible throughout the process.<br />

Exploring design <strong>games</strong> in co-design<br />

Some re<strong>as</strong>ons for inviting different people to contribute to design in the<br />

previous c<strong>as</strong>es included: achieving several perspectives to a topic, mutual<br />

learning among participants, <strong>and</strong> finding inspiration from other people<br />

<strong>and</strong> their experiences. Consequently, design <strong>games</strong> were utilised to frame<br />

the interaction in various ways, with game characteristics being more evident<br />

in some exercises than in others. Visual <strong>and</strong> playful elements were<br />

applied for instance in order to evoke curiosity towards the topics <strong>and</strong> to<br />

direct the discussion towards certain themes. As examples, playing cards<br />

depicting well-known characters were utilised to invite opinions about<br />

the core values of <strong>Design</strong> Factory, <strong>and</strong> scene images with empty speech<br />

bubbles triggered children’s reactions towards ecological issues. Game<br />

material helped to maintain the focus in the topic while the game rules<br />

made the participants to approach it from many directions. This provided<br />

valuable observations <strong>and</strong> ide<strong>as</strong> for group discussions.<br />

But <strong>as</strong> the experiences from the Eco-Game indicate, design <strong>games</strong> do not<br />

provide a self-evident solution: there is always a need for sensitivity towards<br />

the participants’ capabilities <strong>and</strong> what inspires them in order to<br />

design the activities <strong>and</strong> rules accordingly. This is relevant in co-design<br />

because “disappointment <strong>and</strong> confusion can arise when objectives are set<br />

beyond the abilities of the group” <strong>as</strong> drama workshop facilitator Chris<br />

41

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