09.09.2014 Views

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

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

2<br />

3<br />

<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 />

91

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!