09.09.2014 Views

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

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

material”, I continue from that by focusing on what actually are the core<br />

qualities of design <strong>games</strong>. However, before going into them, this chapter<br />

prepares the ground by introducing the background for co-design; <strong>as</strong> it<br />

h<strong>as</strong> evolved from user-centred design to user experience design, perspectives<br />

to co-design, <strong>and</strong> how empathic design is part of the way co-design<br />

is organized in my research. As I have already touched upon some of<br />

those issues, I will next discuss the confusion in the terminology concerning<br />

participation in design, which results from the tradition, discipline,<br />

<strong>and</strong> community where authors belong or contribute to (Mattelmäki<br />

& Sleeswijk Visser 2011, p 7).<br />

In their recent article Lost in co-x: Interpretations of co-design <strong>and</strong><br />

co-creation Mattelmäki <strong>and</strong> Sleeswijk Visser (2011) address the terminological<br />

challenge caused by several overlapping terms with co-design,<br />

including co-creation <strong>and</strong> participatory design (PD). The aim of their<br />

article is to clarify the use of the concepts in design research <strong>and</strong> related<br />

fields (for example marketing that is connected to service design).<br />

They summarise the various uses of co-design <strong>and</strong> co-creation <strong>as</strong> follows<br />

(ibid., p 11): “Co-design is a process <strong>and</strong> the planning, adjusting <strong>tool</strong>s<br />

<strong>and</strong> facilitation is built on a <strong>mindset</strong> b<strong>as</strong>ed on collaboration. Co-creation<br />

can take place within co-design processes but focuses much more on the<br />

collective creativity of involved users <strong>and</strong> stakeholders.”<br />

In their mapping, Mattelmäki <strong>and</strong> Sleeswijk Visser (ibid.) looked, for<br />

example, at the way S<strong>and</strong>ers <strong>and</strong> Simons (2009) use the concept of co-design,<br />

referring to collective creativity during a design process, co-creation<br />

being a particular c<strong>as</strong>e of collaboration aiming at creating something unknown.<br />

S<strong>and</strong>ers <strong>and</strong> Simons (2009) propose that co-creation may occur<br />

within communities, among organizations, in B2B context, <strong>and</strong> between<br />

companies <strong>and</strong> the people they serve. It may also take place throughout<br />

the design process.<br />

One of the sources in Mattelmäki’s <strong>and</strong> Sleeswijk Visser’s article (2011)<br />

w<strong>as</strong> Cottam <strong>and</strong> Leadbeater (2004, p 22), who describe co-creation of services<br />

<strong>as</strong> a “creative <strong>and</strong> interactive process which challenges the views of all<br />

parties <strong>and</strong> seeks to combine professional <strong>and</strong> local expertise in new ways”.<br />

According to them, co-creation could provide means to challenge traditional<br />

thinking on economical <strong>and</strong> social issues, thus leading to new innovations.<br />

Thackara (2006, p 223) uses the term co-design approximately<br />

the same way: “Collaborative design means finding ways to share a vision of<br />

a system among all its actors <strong>and</strong> stakeholders <strong>as</strong> the system evolves.”<br />

One of the approaches often related to co-design <strong>and</strong> co-creation is participatory<br />

design, where common interests are shared in involving users actively<br />

in the creative design process. Participatory design, which emerged<br />

in Sc<strong>and</strong>inavia in the 70s, emph<strong>as</strong>ises user involvement in design, arising<br />

from a political ideology to empower workers <strong>and</strong> labour unions in workplace<br />

design. According to Mattelmäki <strong>and</strong> Sleeswijk Visser (2011), while<br />

52

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!