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.

Sensitising in empathic design often goes beyond the co-design event,<br />

covering a longer time span. As proposed by Sleeswijk Visser (2009;<br />

Kouprie & Sleeswijk Visser 2009), reaching the state of feeling empathy<br />

towards others’ experience is a process of discovery, immersion,<br />

connection <strong>and</strong> detachment. To simplify, these ph<strong>as</strong>es are: entering to<br />

the user’s world, taking the user’s point of reference, resonating with<br />

users through one’s own experiences, <strong>and</strong> design with the user perspective<br />

in mind (Sleeswijk Visser 2009, p 192). B<strong>as</strong>ed on this model,<br />

to reach empathic underst<strong>and</strong>ing needs time in two ways: firstly, those<br />

people that are invited to become short-term design partners may need<br />

to be tuned-in to the topic <strong>and</strong> to become sensitive towards their own<br />

experiences <strong>and</strong> wishes in regard to that; secondly, empathy towards<br />

users needs time <strong>and</strong> effort from the researchers <strong>and</strong> designers, who<br />

should go through the four steps presented above.<br />

For the first purpose, a co-design gathering may precede the tuningin<br />

activities, for example in the form of a sensitizing package, similar to<br />

probes, that is given to the co-design partners approximately a week before<br />

the gathering (Sleeswijk Visser et al. 2005). We utilized a similar approach,<br />

for instance in the “Co-designing University”, where the participants<br />

were given a pre-t<strong>as</strong>k so that they would be better prepared when<br />

entering the co-design. The pre-t<strong>as</strong>k w<strong>as</strong> a package of images of widely<br />

known characters also utilised in the Value Game (see Figure 7 in page 37).<br />

The t<strong>as</strong>k w<strong>as</strong> to “envision the values <strong>and</strong> spirit of <strong>Design</strong> Factory through<br />

the provided characters <strong>and</strong> persons. Who could be the ancestor of <strong>Design</strong><br />

Factory: the one whose values guide new family members in their practices,<br />

create spirits for it, <strong>and</strong> whose genes the new family members share? (You<br />

do not have to stick with the characters provided; you can also bring new<br />

members to the family). Be prepared to briefly introduce your choice for others<br />

in the first workshop.” Most participants came to the session prepared<br />

<strong>and</strong> ready to present the ancestor that illustrated the desired values for<br />

<strong>Design</strong> Factory.<br />

Actually, in many c<strong>as</strong>es co-design gatherings precede several meetings<br />

between researchers <strong>and</strong> users. There are various actions, from<br />

probes to interviews <strong>and</strong> observations, that all, in their part, tune the codesigners<br />

in the right mood <strong>and</strong> help them to become aware of personal<br />

wishes <strong>and</strong> perceptions. Sometimes, co-design events can be considered<br />

<strong>as</strong> a “backbone” of joint research efforts in the stream of collaborative<br />

inquiry (Binder & Br<strong>and</strong>t 2008). Related to that notion, Binder (2010, p<br />

19) h<strong>as</strong> stated: “Instead of seeing the individual workshop <strong>as</strong> just one among<br />

several ways to conduct design research, we began to see the entire innovation<br />

process <strong>as</strong> <strong>structure</strong>d by a series of workshops.”<br />

Binder’s (ibid.) notion turns our attention to the whole design process<br />

in relation to one-off co-design gatherings <strong>as</strong> “event-driven process”<br />

(Br<strong>and</strong>t 2001), where the iterative development process culminates into<br />

68

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

Saved successfully!

Ooh no, something went wrong!