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>Design</strong> <strong>games</strong> for building design competence<br />
Iversen <strong>and</strong> Buur (2002) build on Habraken’s <strong>and</strong> Gross’ concept design<br />
<strong>games</strong> presented above but apply the idea in an educational setting in the<br />
course organised around the notion of “design is a game”. They propose<br />
that creating, playing <strong>and</strong> reflecting game playing can be an effective way<br />
of learning how to establish social interaction between stakeholders in<br />
the participatory design process. According to them “game frame encourages<br />
participants to pay attention to the social <strong>and</strong> communicative processes<br />
of design” which is essential in participatory design to create <strong>and</strong><br />
maintain collaboration between participants.<br />
Students learn the vocabulary for talking about collaborative design<br />
practice by first playing the Silent Game (Habraken & Gross 1987) <strong>and</strong><br />
then developing a game of their own. As described earlier, the Silent<br />
Game w<strong>as</strong> originally not meant for teaching, but instead aimed at creating<br />
a better underst<strong>and</strong>ing of designing. However, Iversen <strong>and</strong> Buur<br />
have noticed that the game works well in reflecting communicative <strong>and</strong><br />
social <strong>as</strong>pects of design process; <strong>as</strong> talking is not allowed while playing, it<br />
forces the players to develop a shared action-oriented game vocabulary<br />
<strong>and</strong> rules to enable collaboration. At the same time, it sensitises students<br />
for turn-taking, implicit rules, diverse roles within a team, <strong>and</strong> several<br />
negotiation strategies.<br />
<strong>Design</strong> <strong>games</strong> for empowering users<br />
Around the same time <strong>as</strong> Habraken <strong>and</strong> Gross, Ehn <strong>and</strong> Sjögren (1991)<br />
worked with design projects aimed at supporting the democratization of<br />
workplaces. Active user participation w<strong>as</strong> seen <strong>as</strong> a key factor <strong>and</strong> design<br />
<strong>games</strong> <strong>as</strong> a potential approach for that by allowing a productive dialogue,<br />
where users could articulate their dem<strong>and</strong>s <strong>and</strong> wishes in a concrete way.<br />
The need for a new approach came after noticing that users did not underst<strong>and</strong><br />
the system descriptions made by the designers. <strong>Design</strong> <strong>games</strong>,<br />
along with various mock-ups, provided h<strong>and</strong>s-on <strong>tool</strong>s for establishing<br />
a common language between designers <strong>and</strong> users, <strong>and</strong> involved users in<br />
the discussions on existing <strong>and</strong> future work <strong>and</strong> technology. (ibid.) Illustratively,<br />
Ehn <strong>and</strong> Sjögren call their approach designing-by-playing <strong>and</strong><br />
the developed methods <strong>as</strong> organizational <strong>games</strong>.<br />
The players of the organizational <strong>games</strong> are typically workers in the<br />
organization that is undergoing some sort of change. The designers mainly<br />
watched the users <strong>as</strong> they were playing but were prepared to intervene<br />
if the participants were not going to be able to reach an agreement on<br />
something. According to Ehn <strong>and</strong> Sjögren (1991, p 252), playing the organizational<br />
game is a learning experience for all the participants. The<br />
approach emph<strong>as</strong>izes the users’ <strong>and</strong> the designer’s changed roles while<br />
serving <strong>as</strong> a platform for co-operation between designers <strong>and</strong> designing<br />
users (ibid., p 177).<br />
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