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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collage material, first created to meet the particular needs of Active@work,<br />
in several co-design gatherings. Although they were initially project-specific,<br />
their ambiguity allows using them from one project to another (Figure 19).<br />
Fig.19<br />
The same Make Tools kit h<strong>as</strong> been utilised for example in “Situated Make Tools”, “Co-design<br />
among young children” <strong>and</strong> “Co-design <strong>as</strong> embodied practise” (The images are in chronological<br />
order).<br />
When Iacucci <strong>and</strong> Kuutti (2002) conducted the “on the move with the<br />
magic thing” experiments, they used a simple mock-up, a magic thing, to<br />
support users’ thinking <strong>and</strong> acting. The magic thing is open in nature, <strong>and</strong><br />
it can do anything the user can imagine, in a manner similar to the dream<br />
device in our Situated Make Tools’ study. In the study presented by Halse<br />
(2008), the mock-up provided had already a certain form <strong>and</strong> features<br />
b<strong>as</strong>ed on the earlier ph<strong>as</strong>es of the design process, where<strong>as</strong> in our c<strong>as</strong>e the<br />
ageing workers built their dream device from scratch. Thus, our approach<br />
w<strong>as</strong> closer to the generative methods utilised by S<strong>and</strong>ers (e.g. 2006).<br />
Fig.20<br />
Ageing workers built their dream devices from the provided Make Tools material instead of<br />
receiving mock-ups done by others.<br />
Generative <strong>tool</strong>s include design representations, which are ambiguous to<br />
encourage people to express their needs <strong>and</strong> dreams through building simple<br />
mock-ups or visual collages. Thus, Make Tools can vary from visual collages<br />
to three-dimensional artefacts, but the b<strong>as</strong>ic idea remains: according<br />
to S<strong>and</strong>ers (e.g. 2006), these <strong>tool</strong>kits work <strong>as</strong> scaffolds for experiences. By<br />
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