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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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Johnston (1998/2005, p 69) h<strong>as</strong> pointed out. These experiences encourage<br />

taking a better look at the characteristics <strong>and</strong> <strong>as</strong>pects of various uses<br />

<strong>and</strong> interpretations of <strong>games</strong> <strong>and</strong> design <strong>games</strong> <strong>and</strong> how they can support<br />

collaborative explorations <strong>and</strong> open up diverse perspectives for the participants,<br />

without forgetting the contextual requirements.<br />

I have now described my research approach, in which empirical c<strong>as</strong>es<br />

form an important part of the argumentation. I have discussed several<br />

<strong>as</strong>pects of co-design which are central in my research <strong>and</strong> presented the<br />

main findings so far. I will next explain where they lead to.<br />

As the c<strong>as</strong>e studies demonstrated, the design material given to the codesign<br />

partners in general seems to engage the participants, whether they<br />

are skilled designers, children, university students or professors, <strong>and</strong> direct<br />

the discussion. I explored design <strong>games</strong> <strong>as</strong> an additional strategy to<br />

introduce contextual elements instead of setting the co-design gatherings<br />

within an actual use context. B<strong>as</strong>ed on the experiences, I find them prominent<br />

in bridging the gap between people’s current needs <strong>and</strong> the design solutions<br />

they generate during co-design sessions. On the one h<strong>and</strong>, the game<br />

metaphor proved to be useful in designing the co-design activities, for instance<br />

in e<strong>as</strong>y-to-follow steps with instructions, <strong>and</strong>, on the other h<strong>and</strong>, by<br />

bringing in fragments of user’s values <strong>and</strong> insights <strong>as</strong> a b<strong>as</strong>is for design. In<br />

addition, orchestrating a co-design gathering in the form of explicit rules<br />

<strong>and</strong> a game <strong>structure</strong> made it possible to repeat it, hence to utilise the same<br />

data with different participants <strong>and</strong> foci.<br />

B<strong>as</strong>ed on the experiences so far, design <strong>games</strong> can mean a label for an<br />

activity through which an author aims to get people to see particular actions<br />

<strong>as</strong> a game; or/<strong>and</strong> it can describe an activity that looks <strong>and</strong> feels like<br />

a game with explicit rules <strong>and</strong> game pieces. There is no artificial conflict,<br />

<strong>as</strong> in Salen <strong>and</strong> Zimmerman’s (2004) definition of “<strong>games</strong>”, or evident<br />

competition; instead, playing the game results in a co-constructed visual<br />

outcome. This description does not add much to what w<strong>as</strong> the starting<br />

point for the journey <strong>and</strong> it does not help answer the question, what<br />

makes some co-design activity a design game?<br />

For example, enacted forms of design showed similar prominence in<br />

enhancing joint idea generation through different combinations of tangible<br />

props, acting <strong>and</strong> contextual settings without calling it a design<br />

game. So what makes something a (design) game? In order to answer this<br />

question, I will next look more carefully at the three topics that emerged<br />

during the c<strong>as</strong>e studies (Figure 8). I will do this by first focusing on the application<br />

context – co-design – before going deeper into design <strong>games</strong> or<br />

<strong>games</strong>, play <strong>and</strong> performance, which will be given more attention later in<br />

my journey.<br />

1.7<br />

Co–design<br />

gatherings to<br />

obtain<br />

contributions<br />

from<br />

several<br />

people<br />

42

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