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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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designing involves agreement-making <strong>and</strong> rule making.” Although they<br />

have worked within the context of architecture, the same description of<br />

designing fits design in general <strong>and</strong> co-design in particular. Br<strong>and</strong>t <strong>and</strong><br />

Messeter (2004, p 122) share a similar view on design, which they connect<br />

to <strong>games</strong> by describing playing <strong>games</strong> <strong>and</strong> designing both <strong>as</strong> “social<br />

enterprises, [that] evolve over time <strong>and</strong> are b<strong>as</strong>ed on a set of rules”. Also,<br />

Iversen <strong>and</strong> Buur (2002) make a straightforward connection between design<br />

<strong>and</strong> <strong>games</strong> by posing that “design is a game”, since the challenges related<br />

to the social <strong>and</strong> communicative processes in (participatory) design<br />

are e<strong>as</strong>y to underline through the game setting, <strong>and</strong> thus enable researchers<br />

<strong>and</strong> designers to become aware of them <strong>and</strong> build strategies for them.<br />

Thirdly, they all share some objectives when it comes to utilizing the<br />

game at the material level, meaning that they all use some tangible game<br />

pieces – e.g. transforming video clips or other user data into playing cards,<br />

Lego bricks or a set of foam shapes, which are then used together with<br />

concrete or conceptual game boards – that aim to make the activities,<br />

knowledge <strong>and</strong> roles of the participating people explicit – whether this involves<br />

underst<strong>and</strong>ing how architects work or creating a picture of the users’<br />

world. Furthermore, they all emph<strong>as</strong>ize creating a shared vocabulary<br />

<strong>and</strong> rules for facilitating dialogue <strong>as</strong> central objectives of these methods.<br />

In addition, those design <strong>games</strong> that have been used in co-design emph<strong>as</strong>ise<br />

a relaxing atmosphere that can be created via the game setting.<br />

The shared characteristics can hardly be seen <strong>as</strong> a definition of design<br />

<strong>games</strong>; instead, they show that from the outset, activities that may look different<br />

do share commonalities that justify using the title design <strong>games</strong> (Table 2).<br />

<strong>Design</strong> <strong>games</strong> in co-design<br />

The re<strong>as</strong>on I chose to map the design <strong>games</strong> differently (Table 2) than the<br />

four categories for exploratory design <strong>games</strong> suggested by Br<strong>and</strong>t (2006)<br />

results from the fact that I find certain problems in her model. As I see, her<br />

grouping shows – not four different categories of design <strong>games</strong> – but four<br />

central attributes <strong>and</strong> underlying qualities of design <strong>games</strong>. Hence, cl<strong>as</strong>sifying<br />

<strong>games</strong> under these labels can be challenging. Where I find Br<strong>and</strong>t’s<br />

model valuable, is in illustrating the core qualities of exploratory design<br />

<strong>games</strong>, which may be confusing for those who are less experienced with<br />

design <strong>games</strong>, because of the overlaps between them. Often, design <strong>games</strong><br />

imply more than one of the four characteristics, <strong>as</strong> the examples presented<br />

above have illustrated, <strong>and</strong> it may be challenging to identify the most dominant<br />

one. For example, one of the motivations for utilising scenarios is to<br />

exchange perspectives, either the participants’ or the researchers’. Furthermore,<br />

negotiation seems to be central for all design <strong>games</strong>, especially<br />

in co-design, which builds on several viewpoints, opinions <strong>and</strong> skills.<br />

The four labels I presented are broader than the ones given by Br<strong>and</strong>t<br />

<strong>and</strong> may exist partly overlapping in practice <strong>as</strong> well. They do not say much<br />

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