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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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are intertwined: since the stage is a symbolic territory defining the group,<br />

it is necessary to be there in order to become a member of that group. But,<br />

entering the centre exposes one to emotional risks; one is more vulnerable<br />

in the centre than when hiding at the edge. (Johnston 1998/2005) The<br />

emotional risk involved in co-design becomes evident when people are<br />

invited to do things they are not familiar with, or if they need to work with<br />

people with different opinions. In the “Co-designing University” c<strong>as</strong>e, we<br />

did a brief user study before the gatherings <strong>and</strong> utilised material from that<br />

in the form of playing cards that presented various opinions, expectations<br />

<strong>and</strong> wishes related to the <strong>Design</strong> Factory. By introducing various views on<br />

the topic without pointing to anyone present, the quotations from the interviews<br />

gave an equal starting point for each participant in the co-design.<br />

The statements became building blocks that were directed towards the<br />

desired values, thus excluding the need to defend one’s own stance.<br />

All group work involves interplay between individuals <strong>and</strong> collective,<br />

thus a successful group needs to tolerate <strong>and</strong> moreover to celebrate personal<br />

differences. Being in a group requires one to support others’ creativity<br />

besides focusing on one’s own needs. If everyone plays according<br />

to these rules, the group becomes more than the sum of individuals in it.<br />

(Johnston 1998/2005) This is the b<strong>as</strong>ic principle in multidisciplinary codesign<br />

<strong>and</strong> the re<strong>as</strong>on behind it. The methods used to enhance collaboration<br />

<strong>and</strong> creativity leave room for participants’ subjective experiences<br />

<strong>and</strong> skills <strong>as</strong> well.<br />

The relationship between the simple <strong>and</strong> the complex is close with the<br />

<strong>structure</strong> of the workshop <strong>and</strong> the order of the activities applied in it. As<br />

w<strong>as</strong> already discussed, in most co-design gatherings, like in community<br />

drama, the natural progression is from the simple to the complex. One<br />

strategy is to establish a familiar territory through simple exercises that<br />

gradually move towards more difficult challenges. For instance, spontaneity<br />

of drama <strong>games</strong> (i.e. e<strong>as</strong>y <strong>and</strong> playful t<strong>as</strong>ks) may help the participants to<br />

accept unusual challenges <strong>and</strong> e<strong>as</strong>es one’s entry into improvisations. (ibid.)<br />

Summary<br />

Above I illustrated some of the co-design techniques that aim at engaging<br />

participants in creative collaboration by acting out future visions. I<br />

pointed out the need for building a ritual bridge between ordinary behaviour<br />

<strong>and</strong> co-design gathering, to allow participants draw from their<br />

inner experiences <strong>and</strong> inner feelings alike. I also described six polarities<br />

through which we can better underst<strong>and</strong> the governing rules of co-design<br />

gatherings. One of these polarities – fixed <strong>and</strong> free – can be seen <strong>as</strong> a<br />

concrete quality of co-design, a view that will be taken further in the next<br />

chapters, where<strong>as</strong> the others are more implicit factors of co-design. I will<br />

continue with the challenges <strong>and</strong> strategies for engaging participants in<br />

role immersion. First I will be focusing on facilitation <strong>and</strong> then on design<br />

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