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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