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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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<strong>games</strong> often leads to confusion about what is actually meant by it. Where<strong>as</strong><br />

previous literature gives various practical examples of applying a game<br />

metaphor (meaning calling what they do <strong>as</strong> ‘a game’ or ‘a design game’)<br />

in design, there are a lack of studies that address the following questions:<br />

Why are these same or at le<strong>as</strong>t very similar methods sometimes called design<br />

<strong>games</strong> <strong>and</strong> sometimes, for instance, drama inspired methods, scenarios<br />

or just co-design workshops? What are the underlying play-qualities embedded<br />

in the activities labelled <strong>as</strong> design <strong>games</strong>?<br />

This dissertation argues that in order to productively apply design<br />

<strong>games</strong>, it is important to underst<strong>and</strong> their core identity by looking at the<br />

roots of the play atmosphere along with the play-qualities essential to it.<br />

This is done by studying <strong>games</strong>, play <strong>and</strong> performance separately <strong>and</strong> in<br />

connection with the application context, co-design. The three main perspectives<br />

adopted in this search are design collaboration, facilitating creative<br />

interplay between current practices <strong>and</strong> future opportunities, <strong>and</strong><br />

design materials <strong>as</strong> <strong>tool</strong>s in ideation. In doing so, this dissertation builds<br />

a Play framework that presents the elements <strong>and</strong> core qualities of design<br />

<strong>games</strong> in an extensive but compact way.<br />

The Play framework is developed by analysing several short-term<br />

empirical c<strong>as</strong>es <strong>and</strong> a two-year design research project on co-design in<br />

relation to the existing literature on <strong>games</strong>, play <strong>and</strong> performance. The<br />

application domain illustrates the widening scope of design, including<br />

the recently much debated field of service design, through three c<strong>as</strong>es<br />

ranging from recognizing novel partnership possibilities, underst<strong>and</strong>ing<br />

the evolving user needs during the long life span of bank services, <strong>and</strong><br />

identifying novel service opportunities within social media.<br />

The research evolves by displaying the background, empathic design<br />

<strong>and</strong> co-design via five empirical c<strong>as</strong>es <strong>and</strong> related literature in the first<br />

two chapters. Following that, chapter three addresses the question of what<br />

makes a design game, which is further explored in chapters four <strong>and</strong> five in<br />

connection with a service design research project. In addition, chapter five<br />

looks at the qualities of design <strong>games</strong> from the design game designers’ point<br />

of view, emph<strong>as</strong>ising designing creative collaboration <strong>as</strong> a design process in<br />

itself. The final Play framework is summarised <strong>and</strong> discussed in chapter six<br />

by looking at design <strong>games</strong> <strong>as</strong> a <strong>tool</strong>, <strong>as</strong> a <strong>mindset</strong> <strong>and</strong> <strong>as</strong> a <strong>structure</strong>.<br />

The contribution of this dissertation is three-fold: First, the Play<br />

framework offers theoretical <strong>and</strong> practical framework that helps to discuss,<br />

design, conduct <strong>and</strong> analyse co-design gatherings arranged through<br />

design <strong>games</strong>. Second, the empirical material provides examples of utilising<br />

a set of design <strong>games</strong> that can be applied <strong>and</strong> further developed in<br />

diverse design research projects. Third, the way creative collaboration is<br />

organised through design <strong>games</strong> from the beginning formulates a specific<br />

design <strong>games</strong> driven approach for carrying out creative collaboration<br />

throughout multidisciplinary design research projects.<br />

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