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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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in its aims of eliciting inspiration, empathy <strong>and</strong> fresh points of view by<br />

making familiar unfamiliar, p<strong>as</strong>tiche scenarios resemble cultural probes.<br />

The examples above were given to clarify the nature <strong>and</strong> meaning of<br />

user information in co-design <strong>as</strong> a way of eliciting empathic underst<strong>and</strong>ing<br />

<strong>and</strong> inspiration, instead of concentrating on explaining the current situation.<br />

User representations aim to encourage creativity by inviting imagination,<br />

the way Mattelmäki (2006, p 95) explains probes: “Since the probe<br />

material never tells the whole story about people <strong>and</strong> their experiences, the<br />

material is supplemented, through storytelling.” Consequently, user representations<br />

are influenced by the purpose, selection of the material, the<br />

chosen visualization format, <strong>and</strong> personal skills <strong>and</strong> interests of the people<br />

doing it. Thus the outcome is not an image of reality but reconstruction of<br />

parts of it. We can adopt theatre director Professor Richard Schechner’s<br />

(1985, p 51) notion, concerning ethnographic films that are shot in the field<br />

but edited at home, about user representations: “History so-called is not<br />

“what happened” but what h<strong>as</strong> been constructed out of events, memories,<br />

records: all shaped by the world view of whoever – individually or collectively<br />

– is encoding (<strong>and</strong> performing) history. To “make history” is not to do<br />

something but to do something with what h<strong>as</strong> been done.”<br />

In order to engage their audiences <strong>and</strong> to elicit empathy, user representations<br />

should be rich in details <strong>and</strong> allow some level of role immersion.<br />

In co-design, this is often reached by co-constructing user<br />

representations together with those people who should implement user<br />

information in their work, whether they are researchers, designers or<br />

other stakeholders. Moreover, creating representations of current <strong>and</strong><br />

future world collectively is often more than just sharing information by<br />

engaging various people, such <strong>as</strong> users <strong>and</strong> other stakeholders, to vision<br />

what could be. I will next give some examples of co-design techniques<br />

that engage participants by performing either in order to reach role immersion<br />

or to rehearse the future in terms of Halse et al. (2010). Again,<br />

some of them build on direct user involvement, while others underst<strong>and</strong><br />

design partners in wider terms. Also, user data is broadly considered <strong>as</strong><br />

covering the data collected during a user study <strong>as</strong> well <strong>as</strong> the verbal <strong>and</strong><br />

visual material available in face-to-face encounters.<br />

When these action-oriented scenario techniques are referred to in<br />

design literature, they are often called theatre techniques (e.g. Sato & Salvador<br />

1999), drama methods (e.g. Br<strong>and</strong>t & Grunnet 2000) or role playing<br />

(e.g. Iacucci et al. 2000a; Svanæs & Sel<strong>and</strong> 2004; Diaz-Kommonen et al.<br />

2009) to highlight their connection to theatre performances. I will next<br />

look at techniques where play <strong>and</strong> performance shape the dialogue while<br />

creating future visions in relation to the themes addressed before: design<br />

collaboration (roles <strong>and</strong> facilitation), interplay between current practices<br />

<strong>and</strong> envisioned future (contextual information), <strong>and</strong> role of design material<br />

(the link between future visions <strong>and</strong> people’s daily life).<br />

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