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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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By considering users’ creative input <strong>as</strong> an important source of design<br />

ide<strong>as</strong>, the focus of user-centred design h<strong>as</strong> shifted towards more creative<br />

approaches which do not consider users purely from the objective<br />

point of view but seek to underst<strong>and</strong> people’s subjective values, attitudes<br />

<strong>and</strong> desires <strong>as</strong> well. In this search, empathic underst<strong>and</strong>ing of<br />

other people’s experiences h<strong>as</strong> been considered central. “If we want to<br />

make sense of how products enter our minds in reflective terms, we need<br />

to underst<strong>and</strong> how people themselves experience them. We need empathic<br />

underst<strong>and</strong>ing of the user (Koskinen & Battarbee 2003, p 45).” As Fulton<br />

Suri (2003, p 52) states, empathic design aims at “achieving greater<br />

awareness, an extended imagination <strong>and</strong> sensitivity to another person’s<br />

world in a powerfully memorable way”.<br />

According to Battarbee, empathy is more an attitude than a strict set of<br />

methods (2003, p 108), <strong>and</strong> the aims of empathic design, <strong>as</strong> described by<br />

Mattelmäki (2003, p 119), are to seek design opportunities rather than solutions<br />

for recognized problems. Hence design empathy is not only about<br />

facts but inspiration <strong>as</strong> well (ibid., pp 119–120). In line with that, Gaver et<br />

al. (2004) underline the need for designers’ <strong>and</strong> researchers’ subjective<br />

interpretations, in which users are seen in relation to researchers’ own<br />

experiences in “underst<strong>and</strong>ing their [users] responses empathetically, not<br />

intellectually (ibid., p 5)”. I am sympathetic to their claim that, in our efforts<br />

of better underst<strong>and</strong> those people we are designing for, we should<br />

recognise the limits of that knowledge. That in mind, Gaver <strong>and</strong> his colleagues<br />

purposefully conducted user studies that provided fragmented,<br />

incomplete <strong>and</strong> confusing results, to prevent designers <strong>and</strong> researchers<br />

“from arriving comfortable conclusions (ibid., p 5)” about users’ lives.<br />

I agree with the perspectives given above regarding empathic design<br />

<strong>and</strong> support Mattelmäki’s (2006) claim that, to reach an empathic underst<strong>and</strong>ing<br />

of a user’s experiences, there is a need for creative methods that<br />

are open to designers’ interpretations. As a result, creative <strong>and</strong> collaborative<br />

approaches such <strong>as</strong> probes (Gaver et al. 1999; Mattelmäki 2006), Make<br />

Tools (S<strong>and</strong>ers & D<strong>and</strong>avate 1999), design <strong>games</strong> (Ehn & Sjögren 1991; Johansson<br />

2005; Br<strong>and</strong>t & Messeter 2004), <strong>and</strong> other so-called innovative<br />

methods (Hanington 2003), have emerged to augment the underst<strong>and</strong>ing<br />

gained by the traditional means. As pointed out by Keinonen (2009), the<br />

aim of the innovative methods is often to speculate with future designs<br />

rather than aim at reliable <strong>and</strong> valid explanations of the existing ones.<br />

Therefore they suit particularly well for early design process, often referred<br />

to <strong>as</strong> concept design or fuzzy-front-end, to direct design decisions;<br />

to inform what actually should be designed, <strong>and</strong> for whom.<br />

According to Keinonen <strong>and</strong> Takala (2006, pp 19–28), there are several<br />

purposes for concept design including: 1) product development, 2) innovations,<br />

3) shared vision, 4) building a competence, <strong>and</strong> 5) expectation management.<br />

Although their examples are often from product development<br />

2.1.1<br />

Seeking<br />

empathic<br />

under–<br />

st<strong>and</strong>ing<br />

of<br />

other<br />

people’s<br />

experiences<br />

50

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