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
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
the UK, <strong>and</strong> there are more market-oriented service design consultancies<br />
around Europe (e.g. Live|work in London). Their common denominator is<br />
integration of design with other disciplines in search of innovative solutions.<br />
As an example of the widening scope of design, design research projects<br />
at the Aalto University School of Arts, <strong>Design</strong> <strong>and</strong> Architecture have<br />
exp<strong>and</strong>ed the role of design to address, among other things, organizational<br />
practices <strong>and</strong> social change in the context of wellbeing <strong>and</strong> working population<br />
growing older (Mattelmäki et al. 2007), creative tourism (Miettinen<br />
2007) <strong>and</strong> social innovations (Bello 2008). One of the are<strong>as</strong> gaining incre<strong>as</strong>ing<br />
attention is service design, which emph<strong>as</strong>izes user experience <strong>as</strong><br />
a driving force in service development previously characterized mainly by<br />
business <strong>and</strong> technology driven approaches.<br />
The need for stronger user orientation in designing services h<strong>as</strong> been noticed<br />
within economical studies on services, among others. For instance, one<br />
limitation of the traditional management thinking, pointed out by Möller et<br />
al. (2008, p 31–48), is that it does not consider the value of services from the<br />
clients’ or users’ perspective. According to them (ibid.), the most successful<br />
service providers are not those who focus on their own capabilities or their<br />
clients’ current needs, but those who incorporate clients’ <strong>and</strong> users’ experiences<br />
<strong>and</strong> capabilities into the service co-creation process. They do not define<br />
in which terms they use the expression of co-creation, but service design<br />
literature typically refers to it in two ways (Mager 2009, p 38): either it is<br />
understood <strong>as</strong> design collaboration during the development process having<br />
similar meaning with co-design in this dissertation, or <strong>as</strong> users’ active role in<br />
constructing the experience at the time of consuming a service.<br />
Service design is often contr<strong>as</strong>ted with other disciplines like management,<br />
marketing or product design; a few (e.g. Holmlid 2007) though emph<strong>as</strong>ize<br />
service design <strong>as</strong> part of related disciplines. According to Holmlid<br />
(ibid.), service design <strong>and</strong> participatory design share central are<strong>as</strong>, for<br />
instance, that of utilising participative techniques. According to Mattelmäki<br />
<strong>and</strong> Sleeswijk Visser (2011, p 6), this confuses the use of co-x terms<br />
even further: “Methods that were developed for co-designing with potential<br />
users or other stakeholders are now utilised in service design to create potential<br />
service solutions with clients, the solutions which are then to be cocreated<br />
with customers <strong>and</strong> producers.”<br />
Apparently the comparisons that underline service design <strong>as</strong> distinct<br />
from other design disciplines try to highlight special challenges faced when<br />
designing services. However, the critics of those comparisons point out that<br />
the attributes used “do not capture the process <strong>and</strong> interactive nature of the<br />
services” (Edvardsson et al. 2005, p 115). In that quotation, Edvardsson <strong>and</strong><br />
his colleagues (ibid.) refer to intangibility, heterogeneity (or variability),<br />
inseparability, <strong>and</strong> perishability (IHIP), attributes which are often seen <strong>as</strong><br />
unique characteristics of services, <strong>and</strong> thus influencing radically how to design<br />
them (see e.g. Maffei et al. 2005; Edvardsson et al. 2005).<br />
56