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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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Although explorative design <strong>games</strong> come in many varieties, good<br />

design <strong>games</strong> seem to share some characteristics. According to<br />

Br<strong>and</strong>t (2006), these include but are not limited to the following:<br />

they have open t<strong>as</strong>ks that allow the participants make their own<br />

interpretations <strong>and</strong> find meaningful focus; are engaging; create<br />

relaxed <strong>and</strong> informal atmosphere that incre<strong>as</strong>es creativity; utilise<br />

various senses; include ambiguous <strong>and</strong> open ended props that<br />

force the players to be explicit in describing how they underst<strong>and</strong><br />

<strong>and</strong> interpret them: <strong>and</strong> they provide a shared design language.<br />

3.1.2<br />

Purposes<br />

of<br />

design<br />

<strong>games</strong><br />

in<br />

general<br />

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

in<br />

co–design<br />

particularly<br />

The variety of design <strong>games</strong> illustrates the flexible character attached to<br />

them that allows a wide application area. Where<strong>as</strong> Habraken <strong>and</strong> Gross<br />

(1987) found concept design <strong>games</strong> useful research <strong>tool</strong>s for underst<strong>and</strong>ing<br />

designers’ concepts in academic context, Iversen <strong>and</strong> Buur found their value<br />

in teaching design students to become sensitive towards social <strong>as</strong>pects of<br />

Participatory <strong>Design</strong>. Ehn <strong>and</strong> Sjögren’s (1991) organizational design <strong>games</strong>,<br />

for their part, focused on empowering users to express their insights to designers,<br />

while Buur <strong>and</strong> Søndergaard (2000), Johansson (2005) <strong>and</strong> Br<strong>and</strong>t<br />

(2006) looked beyond users to open the design process to several stakeholders.<br />

All of these authors referred to their approaches or methods <strong>as</strong> a game<br />

or a design game. Does this then mean that they share some attributes or<br />

elements, even though they seem distinctive from the outset?<br />

Firstly, Habraken <strong>and</strong> Gross (1987), <strong>as</strong> well <strong>as</strong> Ehn <strong>and</strong> Sjögren (1991),<br />

state that they were inspired by Wittgenstein’s language-game, <strong>and</strong> since<br />

the other authors build on them, we can say that the above-mentioned<br />

methods all share the same b<strong>as</strong>e. Br<strong>and</strong>t (2006, p 57) describes the<br />

general idea of the language-game in the following way: “On a general<br />

level the philosopher Wittgenstein 12 sees the notion of language-<strong>games</strong> <strong>as</strong><br />

constituting human practices. Rather than individuals formulating exact<br />

statements, the intertwining of different voices in specific situations shapes<br />

language <strong>and</strong> herby the practice.” For their part, Ehn <strong>and</strong> Kyng (1987, pp<br />

169–195) state that the purpose of the organizational <strong>games</strong> is to create a<br />

language-game common to both designers <strong>and</strong> users. Despite this starting<br />

point, they remind us that there is more to design <strong>games</strong> than just a<br />

language; namely, design <strong>games</strong> use tangible elements, mock-ups, to provide<br />

users with h<strong>and</strong>s-on experiences.<br />

Secondly, the authors share a similar view on the design. According to<br />

Habraken <strong>and</strong> Gross (1987), “<strong>Design</strong>ing is a social activity that takes place<br />

among people who negotiate, make proposals, set rules for their conduct<br />

<strong>and</strong> for the work to be done, <strong>and</strong> follow such rules. In short, to a large extent,<br />

12 Wittgenstien, L. (1953). Filosofiska undersökningar (in Swedish). Philosophical Investigations.<br />

Stockholm, Thales<br />

97

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