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