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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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2.3<br />

Tangible<br />

props<br />

in<br />

design<br />

dialogue<br />

2.3.1<br />

Balance<br />

between<br />

abstract<br />

<strong>and</strong><br />

concrete<br />

ing the co-design, <strong>as</strong> will be discussed next.<br />

Visual <strong>and</strong> tangible representations in general are typical <strong>tool</strong>s to outline<br />

alternatives in design. Säde (2001) writes that they put designers into the<br />

role of communicator within a multidisciplinary design team. As the theatre<br />

<strong>and</strong> role-play oriented co-design activities discussed above illustrate,<br />

tangible artefacts have a special role in performance to support role-taking,<br />

acting <strong>and</strong> imagination. Next I will discuss some of their properties<br />

in more detail in regard to facilitating co-design.<br />

To start with, the terminology concerning various artefacts utilised in<br />

design may be confusing, <strong>as</strong> pointed out by Westerlund (2009, pp 45–48),<br />

due to the distinct disciplinary domains, the intention of the artefact, <strong>and</strong><br />

the stage of the design process. In general, design representation may be<br />

used to describe all types of artefacts: from drawings through tangible<br />

mock-ups <strong>and</strong> demonstration models to working prototypes. In early<br />

concept design, tangible <strong>and</strong> visual representations should be cheap to<br />

produce <strong>and</strong> invite further elaboration (Ehn & Sjögren 1991). They are<br />

typically unfinished <strong>and</strong> rough in nature, aimed, for instance, to evoke<br />

new ide<strong>as</strong>, to trigger memories <strong>and</strong> feelings, to support negotiation<br />

among distinct perspectives, to point out <strong>and</strong> test alternatives, or to build<br />

a common design language for a design team.<br />

As I focus on early concept design, the artefacts should be rather<br />

anonymous <strong>and</strong> open for new interpretations. Therefore, I use mainly the<br />

terms design materials or props to describe them. The concept of props<br />

originates in the context of theatre where they refer to artefacts used by<br />

the actors to support performance. Similarly, in enacted forms of design,<br />

like when acting out scenarios, props together with the surroundings,<br />

movement, <strong>and</strong> verbal expressions convey the central ide<strong>as</strong>, being tightly<br />

connected to the context where they appear. <strong>Design</strong> material is seen in<br />

this dissertation mainly in two ways: 1) <strong>as</strong> a mock-up to be, referring to<br />

the “building blocks” that are used to create a some sort of tangible representation<br />

or documentation of participants’ discussion during the codesign<br />

session; <strong>and</strong> 2) <strong>as</strong> design game material representing fragments of<br />

user data or to share <strong>and</strong> explore an individual’s insights. Fundamentally,<br />

both terms refer to an artefact the meaning <strong>and</strong> form of which, <strong>and</strong> what<br />

they can do, are not yet fixed, differentiating them from more developed<br />

prototypes. Since different types of artefacts can be used for distinct purposes,<br />

I will use the original terms when I refer to other authors’ work.<br />

One debate related to tangible design representations in co-design concerns<br />

the optimal level of abstraction. It h<strong>as</strong> been proposed that these representations<br />

should be concrete enough to support communication but<br />

abstract enough to allow freedom for creativity (Säde 2001). The concrete<br />

– abstract relationship depends on whether they are used <strong>as</strong> illustrations<br />

of designers’ ide<strong>as</strong> to generate feedback, or props to evoke new design pos-<br />

79

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