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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