DESIGN GAMES Tools to facilitate dialogue and participation in design research Joachim Halse, [email protected] Adjunkt, B.A. Anthropology, M.Sc. Information Technology, Ph.D. Design Anthropology Fra: Hvordan kan etnografiske metoder skabe indsigter så der kan designes bedre løsninger? Paul Dourish: Implications for Design, Proceedings of the SIGCHI conference on Human Factors in computing systems, p. 541-550 Hvordan kan designmetoder bruges til at skabe nye interessante etnografiske spørgsmål? Til: “Adversarial design describes some of the ways that objects express and allow us to express conflicting perspectives about how our social world should be structured and experienced”. Carl DiSalvo: Adversarial Design, 2012. The MIT Press. Why Design Games? Opening your research to other voices before the account is finished Why Design Games? Estranging reality, enabling us to reflect about it in dialogue CIID 2010 for Hillerød Hospital DESIGN GAMES a particular genre for formatting design dialogues A diverse group of players are gathered around a collaborative activity guided by simple and explicit rules, assigned roles and supported by predefined gaming materials. The game materials typically point to either or both existing practices and future possibilities. The games are played within a confined and shared temporal and spatial setting often removed from the everyday context of the players. The purpose of the game is to establish and explore novel configurations of the game materials and the present and future practices to which these materials point. At the end of the game, the players will have produced representations of one or more possible design options. (Brandt et al 2008: ”Formatting Design Dialogues – Games and Participation”. CoDesign International Journal of CoCreation in Design and the Arts, Volume 4, Number 1, March 2008. Taylor & Francis. pp. 51-64.) A DIVERSE GROUP OF PLAYERS GATHERED inhabitants of highrise Brøndby Nord, municipal planners and waste professionals (DAIM project 2010) AROUND A COLLABORATIVE ACTIVITY (DAIM project 2010) GAME MATERIALS referring to existing practices (Flexible Treatment Rooms, 2005) GAME MATERIALS referring to future possibilities GUIDED BY SIMPLE AND EXPLICIT RULES pick one place it explain why take turns (DAIM project 2010) PLAY release from everyday constraints (Mobility in Maintenance 2005) PURPOSE to establish and explore novel configurations of the game materials - and the present and future practices to which these materials point THE LANDSCAPE GAME Making sense of ethnogaphic snapshots (Flexible Treatment Rooms, 2005) CAREFUL PRIORITIZATION (Flexible Treatment Rooms, 2005) BLOWING LIFE INTO IMAGINED PRACTICES (DAIM project 2010) LAD OS PRØVE ET DESIGNSPIL - en udfordring at spille uden en fælles referenceramme. Derfor har vi sat en ramme for spillet. AFFALD OG ETAGEBOLIGER Playbook med alle reglerne til at guide os igennem: Befolkning af landskabet Hvad nu hvis… Prioritering Fremtidshistorie på video MORE EXAMPLES PLAYING WITH THE MAGIC WHAT IF... (Flexible Treatment Rooms, 2005) THE VISION GAME antropologerne.com FROM SIMPLE CLUSTERINGS TO MORE AND MORE COMPLEX COLLAGES (DAIM project 2010) FROM SIMPLE CLUSTERINGS TO MORE AND MORE COMPLEX COLLAGES (DAIM project 2010) FROM SIMPLE CLUSTERINGS TO MORE AND MORE COMPLEX COLLAGES (DAIM project 2010) ELABORATE SYSTEMS OF REPRESENTATION (DAIM project 2010) (COMIT, 2003) RE-ASSEMBLING ELEMENTS IN MORE DESIRABLE WAYS Matylda Rasmussen for Københavns Kommune, Valby Matylda Rasmussen for Københavns Kommune, Valby Matylda Rasmussen for Københavns Kommune, Valby
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