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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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Subjectivity of user’s experiences can be considered <strong>as</strong> consisting of two<br />

parts: what is provided through design <strong>and</strong> what the user brings into the<br />

interaction (S<strong>and</strong>ers 2002). Moreover, besides people’s current experience<br />

(the moment), it addresses p<strong>as</strong>t experiences (memories) <strong>and</strong> future experiences<br />

(dreams) <strong>as</strong> well (S<strong>and</strong>ers 2001).<br />

It h<strong>as</strong> been acknowledged that experiences <strong>as</strong> such cannot be designed,<br />

but <strong>as</strong> S<strong>and</strong>ers (2002) proposes we can design for experiencing, in Evenson’s<br />

(2005, p 153) words by designing “resources to support the activities in the experience<br />

process”. According to S<strong>and</strong>ers, designing for experiencing dem<strong>and</strong>s<br />

new <strong>mindset</strong> in two ways: Firstly, the focus shifts from things we design such<br />

<strong>as</strong> objects, services, <strong>and</strong> interfaces to people we are designing for (2002). Secondly,<br />

since experiencing is in people “it’s about designing with people <strong>and</strong><br />

not just for them” (2001, p 219). This perspective <strong>as</strong>sumes that everyone is<br />

creative <strong>and</strong> can become a design partner already in the early design process<br />

if provided with appropriate <strong>tool</strong>s instead of allowing to stay <strong>as</strong> a p<strong>as</strong>sive<br />

consumer or a user (ibid.). Accordingly, S<strong>and</strong>ers is critical of the notion of<br />

users <strong>and</strong> uses instead the terms ordinary or everyday people to denote design<br />

process participants without design education (e.g. 2001).<br />

Because in the beginning of my research I w<strong>as</strong> inspired by S<strong>and</strong>ers’<br />

work on generative methods, including Make Tools <strong>and</strong> other visual <strong>tool</strong><br />

kits (www.make<strong>tool</strong>s.com), I have been influenced by her views on UCD<br />

in many ways. However, for the sake of simplicity, I find it appropriate<br />

to use the term user even if I agree with S<strong>and</strong>ers that the term does not<br />

imply creative contribution other people – besides designers – may have<br />

in the design process. In participatory design (PD), Ehn <strong>and</strong> Kyng (1991)<br />

have proposed designing users for a similar purpose. What these both<br />

suggestions denote is the active role in design given to people who are<br />

affected by it. And where<strong>as</strong> designing users may not be sufficient in all<br />

user-centred design activities, for example users may be observed or interviewed,<br />

it is descriptive for an approach or rather a <strong>mindset</strong> in which<br />

users are seen <strong>as</strong> design partners instead of p<strong>as</strong>sive informants.<br />

Fig. 10<br />

From objects to people<br />

From designing for people designing with people<br />

Over l<strong>as</strong>t decade there h<strong>as</strong> been a shift from focusing on products to focusing on people. Furthermore,<br />

while design h<strong>as</strong> moved beyond products, users have been given more power in the<br />

design process.<br />

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