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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According to Wright <strong>and</strong> McCarthy (2008), there are two types of methods<br />
that are the drivers for empathic sensibility in human-computer interaction<br />
design: dialogue-b<strong>as</strong>ed approach <strong>and</strong> narrative approach. The<br />
main difference is that while the first engages designers <strong>and</strong> users for direct<br />
dialogue, the latter may involve little or none direct contact between<br />
the two. In general, empathic design requires some sort of dialogue between<br />
the designer/design researcher <strong>and</strong> the user or stakeholder, <strong>as</strong> h<strong>as</strong><br />
been mentioned earlier. In co-design, dialogue may e<strong>as</strong>ily be understood<br />
only <strong>as</strong> face-to-face meetings between users, but in addition to that, there<br />
can also be indirect user involvement guided through narratives or roleplaying.<br />
Some of the methods used to organise different forms of dialogue<br />
are reviewed here in an attempt to underst<strong>and</strong> the ways in which they<br />
elicit empathic responses. The aim is also to illustrate the type of knowledge<br />
related to empathic user research.<br />
What should be understood is that a designer or a researcher can be<br />
user-oriented but still stay in the role of an observer. This is typical of usability<br />
<strong>and</strong> ergonomic design, which does not provide means for role immersion<br />
that is needed, in some degree, to reach empathic underst<strong>and</strong>ing<br />
(Koskinen & Battarbee 2003). Role immersion does not mean to become<br />
the other but “to make sense of the other through oneself ” (Wright & Mc-<br />
Carthy 2008, p 641). The methods aiming at allowing the designers to see<br />
the worlds of the others through their own eyes are ambiguous <strong>and</strong> openended<br />
in order to invite subjective interpretations.<br />
Probe is one of the approaches geared to gather subjective views on<br />
people’s experiences <strong>and</strong> to organize dialogue between designers <strong>and</strong> users<br />
(Gaver et al. 1999; Mattelmäki 2006). Probes are b<strong>as</strong>ed on self-documentation<br />
<strong>and</strong> often include open questions, diaries <strong>and</strong> photo <strong>as</strong>signments,<br />
for gathering contextual insights, opinions, <strong>and</strong> stories <strong>and</strong> to envision<br />
potential design ide<strong>as</strong>. According to Gaver et al. (2004, p 6), probes make<br />
the strange familiar <strong>and</strong> the familiar strange, thus providing constrains<br />
<strong>and</strong> openings for design. Probes combine observable facts <strong>and</strong> emotional<br />
responses: firstly, from the users who reflect on their life through them<br />
<strong>and</strong>, secondly, from the designers or researchers who initiate the study <strong>and</strong><br />
interpret the returned probe packages (Mattelmäki 2006, pp 61–62). Unlike<br />
in cultural probes, in empathic probes the process is typically complemented<br />
with interviews for gathering further details (ibid.).<br />
Mattelmäki (ibid., p 58) proposes four main re<strong>as</strong>ons for probing: inspiration,<br />
information, participation, <strong>and</strong> dialogue. I am especially interested<br />
in how probes may work <strong>as</strong> agents of dialogue in three ways: firstly, indirectly<br />
through probes, in which designers give something from themselves<br />
to the users, the filled probes in return telling something about the<br />
users; secondly, where direct involvement during interviews “strengthen<br />
their [designers] motivation to empathise the user perspective <strong>and</strong> apply it<br />
to product design” (ibid., p 61); thirdly, probe study is typically interpreted<br />
2.2<br />
Dialogueb<strong>as</strong>ed<br />
<strong>and</strong><br />
narrative<br />
approaches<br />
in<br />
co–design<br />
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