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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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environments, concept design is a larger phenomenon that may take<br />

place outside product design <strong>as</strong> well. For example, in the five c<strong>as</strong>es presented<br />

earlier, the main aims of co-design were similar with the purposes<br />

of concept design. These included creating concepts to evoke discussion,<br />

mapping potential design space, collecting insights for coming design<br />

decisions, reaching shared visions, <strong>and</strong> incre<strong>as</strong>ing researchers’ competence<br />

on creative collaboration – not introducing features of the final<br />

design. Regardless of their varying purposes, the c<strong>as</strong>es share the fundamental<br />

character of concept design by being liberated from the dem<strong>and</strong>s<br />

of the production. Thus they have more freedom in applying innovative<br />

techniques for seeking holistic <strong>and</strong> empathic view on users (Keinonen &<br />

Takala 2006, pp 19–28).<br />

2.1.2<br />

Involving several<br />

partners<br />

in<br />

design<br />

process<br />

Like Keinonen <strong>and</strong> Takala (2006), who write about the many purposes of<br />

concept design, Binder <strong>and</strong> Br<strong>and</strong>t (2008) point out that searching what<br />

to design h<strong>as</strong> become part of designers’ t<strong>as</strong>ks. As proposed, this open<br />

starting point gives more room for user studies <strong>and</strong> explorative methods.<br />

Furthermore, designers’ <strong>and</strong> researchers’ creativity is not targeted only<br />

towards designing new products, or services but incre<strong>as</strong>ingly towards<br />

creating opportunities for creative collaboration among different people<br />

<strong>and</strong> developing <strong>tool</strong>s that enhance the creativity of others (e.g. S<strong>and</strong>ers &<br />

D<strong>and</strong>avate 1999; Br<strong>and</strong>t 2006). Binder <strong>and</strong> Br<strong>and</strong>t (2008, p 116) describe<br />

the influence this shift h<strong>as</strong> had in design research: “It’s not uncommon<br />

that new design opportunities are sought across organizational <strong>and</strong> institutional<br />

boundaries. Thus, recent literature address the ways design research<br />

can be organized to involve designers <strong>and</strong> clients <strong>and</strong> how findings <strong>and</strong> results<br />

can be produced <strong>and</strong> represented.”<br />

The repertoire of methods for participation h<strong>as</strong> focused on both generating<br />

design ide<strong>as</strong> <strong>and</strong> interpreting user information in multidisciplinary<br />

teams including also users <strong>and</strong> other stakeholders (e.g. Buur &<br />

Søndergaard 2000; Westerlund 2009; Johansson 2005). As Binder <strong>and</strong><br />

Br<strong>and</strong>t (2008) state, ethnographic field studies have been one starting<br />

point for collaborative inquiry. For example, Johansson (2005) looks in<br />

his doctoral dissertation Participatory inquiry – Collaborative <strong>Design</strong> into<br />

how ethnographic field studies can be used in exploratory design sessions<br />

involving users <strong>and</strong> other stakeholders. As is typical for innovative<br />

methods pointed out by Keinonen (2009), Johansson demonstrates in his<br />

research that exploring what is <strong>and</strong> envisioning what can be, can be meaningfully<br />

combined in design sessions with various participants.<br />

The interplay between the two h<strong>as</strong> been one of my initial interests <strong>as</strong><br />

well, <strong>and</strong> I will continue studying that through this dissertation. However,<br />

where<strong>as</strong> Johansson (2005) looks into how ethnography can contribute<br />

to design <strong>and</strong> proposes the design <strong>games</strong> approach <strong>as</strong> a medium to transform<br />

the snippets from the field studies into a collaborative “sketching<br />

51

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