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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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ative w<strong>as</strong> a story about an archaeologist, who finds a piece of ancient pottery<br />

<strong>and</strong> then h<strong>as</strong> a t<strong>as</strong>k to create a digital three-dimensional replica of it. The<br />

participants were <strong>as</strong>ked to take the role of the archaeologist <strong>and</strong> envision a<br />

way they would reach the goal. According to Diaz-Kommonen et al. (ibid.),<br />

performance, supported by the script given in the beginning, forced the participants<br />

to take different st<strong>and</strong>points. In this c<strong>as</strong>e, the unfamiliar roles didn’t<br />

prevent the participants from creating interesting future visions.<br />

This example shows how drama-inspired co-design mixes reality <strong>and</strong><br />

fiction in order to produce novel solutions. To improve role-taking, Sel<strong>and</strong><br />

(2009) proposes paying attention to psychologist Yardley-Matwiejczuk’s<br />

(1997) framework for role-play in which the central principles are<br />

particularization, presencing <strong>and</strong> personalization. According to Sel<strong>and</strong>,<br />

particularization means defining <strong>and</strong> explicating all objects in the roleplay,<br />

so that if a prop is used in the play, all those involved would know<br />

the meaning for what it is used for. However, my experiences speak to the<br />

contrary. As I discussed in relation to “Co-design <strong>as</strong> embodied practice”,<br />

when props are utilised in idea generation instead of, for example, evaluation,<br />

they may not have predefined meaning – they gain the meaning in<br />

action. This happened, for instance, when the meaning of the mood board<br />

w<strong>as</strong> attached to postcards, <strong>and</strong> later when the same postcards were used<br />

<strong>as</strong> material sample in the design dialogue between the participants.<br />

I do agree that new meanings given to the props during the enactment<br />

need to be explicated either verbally or through action, so that every participant<br />

becomes aware of them. For example in the situation mentioned<br />

above, the new meaning attached to postcards is clarified to the design<br />

partner by saying: “this is not different pictures; this is the mood board<br />

now” (<strong>Vaajakallio</strong> 2009). Br<strong>and</strong>t (2006) h<strong>as</strong> noticed in design <strong>games</strong> that<br />

ambiguous <strong>and</strong> open-ended props, game pieces <strong>and</strong> the game board force<br />

the players to be explicit in describing how they underst<strong>and</strong> <strong>and</strong> interpret<br />

them. In co-design, this openness may be considered <strong>as</strong> strength of<br />

the method, since discussion about differing interpretations is part of the<br />

building of a common language. I will return to this topic in the section<br />

focusing on tangible props.<br />

According to Sel<strong>and</strong> (2009, p 917), presencing means emph<strong>as</strong>izing the<br />

present time when guiding the participants to create the scene, for example,<br />

by saying “this is a waiting room, <strong>and</strong> you are waiting for the physician”<br />

instead of saying “imagine that this is the waiting room, <strong>and</strong> act <strong>as</strong><br />

if you are waiting for the physician”. Personalization is used to improve<br />

participants’ engagement by letting them to construct <strong>and</strong> introduce particularized<br />

objects into the play (ibid.).<br />

In the Situated Make Tools study users’ everyday situations <strong>and</strong> practices<br />

worked <strong>as</strong> the b<strong>as</strong>e for scenarios. The users were the experts <strong>and</strong><br />

were able to give important insights for concept design (<strong>Vaajakallio</strong> &<br />

Mattelmäki 2007). Particularization, presencing <strong>and</strong> personalization, <strong>as</strong><br />

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