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INTRODUCTION | GAME THEORY | DESIGN THEORY | GAMES {
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Related work and methods
Our game-based methodology involves rethinking the design process
in terms of the means and techniques available for exploring the design
space and involving new participants. While guided by certain principles
from game and play theory, we have been greatly inspired by performance
techniques, which tend to have a great many of the concerns and even
mechanisms of games in common. Sharing, for instance, a discourse
about the suspension of disbelief, performance offers techniques such
as Stanislavskijs magic if and Boals Forum
Theatre that have been well explored in the design domain [3, 4].
We have found performance to be particularly well-developed in regards
to design practice and methodologies for example in participatory
and experience design and thus highly relevant as inspiration
and examples of applied theoretical principals.
Game and performance genres provide techniques for imagining and evolving
concepts as well as the means for coordinating a complex activity
involving reflection both in action and in context. They provide sets
of rules and expectations that structure participation in an activity
while supporting imagination and play. Techniques such as enactment,
narrative, and improvisation support immersion in characterizations
and situations, structured evolution of concepts, and frameworks for
inventing new possibilities. Through the application of temporal and
physical formats, such as procedures and props, they structure participation
and interaction, effectively creating a separate safe space and time
for participants to engage in imagination, play, and creative activity.
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Enactment and participant engagement
Game and performance methods are used by designers to immerse themselves
in and expand design possibilities. In Burns et al., informance and
bodystorming techniques were applied by designers in the studio, and
functioned as a bridge between user observations, idea generation,
and as a means of communicating concepts to outsiders [6]. In the
experience prototyping practice at IDEO, they have built full-scale
sets of use contexts (for instance, airplane interiors)
and designers have personally adopted user ailments (such as simulated
heart defibrillation) [5]. The focus troupe, discussed by Sato and
Salvador, is a method for involving designers, actors, and potential
customers in playacting, debate formats, and problem-solving design
concepts [20, 21]. In all of these approaches, techniques involving
participation through enactment enabled empathy among designers, increased
immersion in the design space, creation of a common conceptual ground,
and emotional investment.
Other approaches, frequently inspired by participatory design, take
such techniques out of the design or research studio in order to involve
users and usage contexts more directly in the evolution of design
concepts. Iacucci and Kuutti discuss their method for situated and
participative enactment of scenarios, which involves shadowing users
while they act out scenarios in contexts of use in daily life [13,
14]. Howard et al. take theatrical performance and workshops in the
streets, where scenarios are acted out with collections of props [10].
These approaches apply new techniques to involve more factors and
a new spectrum of participation including users as participants,
incidental users in their natural environment, and accidental spectators.
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Rules, roles, and activity
formats
Inevitably, these approaches require the coordination of more factors
not only are there scenarios and props, new participants and
roles, and the unpredictable experiential factors of everyday lives
and real life contexts. Games, performance techniques, and participatory
processes offer techniques for coordinating and sequencing such factors
during such a design session.
For instance, the focus troupe borrows the six hat method
to create distinct roles for people involved in the process and the
participatory board game method structures turn-taking and a clear
start and finish to the activity. In participatory design, design
games are an established technique for structuring interaction between
designers, users of a system, and concepts. Ehn and Sjögren apply
what they call design-by-playing as a physical format
(in the form of a board and card game) and temporal format (clearly
structured by a beginning, middle, and end) for guiding participatory
sessions [9]. Murrays work in interactive narrative suggests
mechanisms such as masquerade, dialog or language, and the use of
objects. She defines three techniques for inducing immersion: structuring
participation as a visit, the use of masks or avatars, and seamless
interaction with objects and others [17]. All of these approaches
apply carefully crafted formats in order to continually focus attention,
guide participation, and evolve the discussion through the duration
of the activity.
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Props and Imagination
Embedded in these new and hybrid formats, artifacts and props take
on new definitions and roles. Typically, design process incorporate
prototypes to explore aspects of the final system though they can
take extremely different forms, including paper prototypes, materials
and texture samples, and throw-away models. Such low or no-tech objects
can be a valuable means of creating common ground among stakeholders,
providing a shared language and conceptual references, and a starting
point for hands-on form exploration during participatory sessions
[11,16]. Besides objects intended to represent a possible outcome,
props are applied in the design process to spark imagination, guide
discussion, and support an activity structure, as exemplified in Ehn
and Sjögrens use of cards and physical game boards in their
participatory sessions.
In much of the work described here, props are tightly embedded within
scenario and enactment activities. In such approaches, aesthetic and
formal choices are not necessarily (or not at all) representative
of a possible outcome but function as a support to the design activity
itself for instance, to guide the enactment of a scenario.
Howard et al. describe the evolution of the physical props during
a single design session, where functional capabilities and physical
properties of multiple props are chosen and added at specifically
programmed points during enactment by users [10].
Brandt and Grunnet describe the use of three distinct types of physical
props applied on particular occasions during a design process. These
included not only the typical mockups of product models, but found
objects representing symbolic functionality and generic cardboard
shapes as narrative props around which a drama could be performed.
So-called fairy tale props facilitated the design process
through metaphor, clearly setting a fictional space for users to interact
with objects [4]. Similarly, magic things in the work
of Iaccuci and Kuutii are props for envisioning future scenarios [14].
Such objects evoke the use of form in conceptual design, as discussed
by Dunne, where formal abstraction allows objects to be significant
in the world of imagination rather than the world of production [8].
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Examples from our previous work
We have been involved in several projects prior to this that apply
certain principles and methods from games and performance genres.
This work has been the impetus for developing and refining the specific
methodology based on game play that we describe in this paper. Two
projects, created previously and in different research contexts, Faraway
[2] and Mixers [15], are examples in the evolution
and application of the methodology we are currently applying in Underdogs
& Superheroes.
References:
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[2] Andersen, K., Jacobs, M. and Polazzi, L. (2003) Playing Games
in the Emotional Space. In Funology: from usability to enjoyment.
Blythe, M.A et al., ed.s. Dordrecht, The Netherlands: Kluwer.
[3] Boal, A. (1974/1992). Games for actors and non-actors
London: Routledge.
[4] Brandt, E., and Grunnet, C. (2000) Evoking the future: Drama
and props in user centered design. In Proceedings of PDC 2000.
New York: CPSR.
[5] Buchenau, M., and Suri, J. (2000) Experience Prototyping.
In Proceedings of DIS '00.
[6] Burns, C., Dishman, E., Verplank, B., and Lassiter B. (1994)
Actors, hair-dos and videotape: Informance design. In Proceedings
of CHI 94, ACM Press.
[8] Dunne, T. and Raby, F. (2001) Design Noir: the Secret Life
of Electronic Objects
London: August/Birkhäuser.
[9] Ehn, P., and Sjögren, D. (1991). From system descriptions
to scripts for action. In J.
Greenbaum & M. Kyng (Eds.), Design at work: Cooperative
design of computer
systems. Hillsdale NJ USA: Erlbaum.
[10] Howard, S., Carroll, Jennie., Murphy, J., and Peck, J. (2002)
Endowed props in scenario based design. In Proceedings of NordiCH
02.
[11] Houde, S., Hill, C. (1997) What do Prototypes Prototype?
In Handbook of Human Computer Interaction, Amsterdam: Elsevier
Science.
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[13] Iacucci, G. Iacucci, C & Kuutti, K. (2002) Imaging and Experiencing
in Design the Role of Performances. In Proceedings of NordiCHI
02.
[14] Iacucci, G., Kuutti, K., Ranta, M., (2000) On the Move with
a Magic Thing: Role Playing in the Design of Mobile Services and
Devices, In Proceeding of the DIS 00.
[15] Mazé, R., and Bueno, M. (2002) Mixers: A participatory
approach to design prototyping. In Proceedings of DIS 02,
ACM Press.
[16] Muller, M. et al. (1993) Taxonomy of PD Practices: A Brief
Practitioners Guide, In Communications of the ACM, June
1993, vol. 36, no. 4.
[17] Murray, J. (1998). Hamlet on the Holodeck. Cambridge,
MA: MIT Press.
[20] Salvador, T., and Howells, K. (1998). Focus Troupe: Using
drama to create common
context for new product concept end-user evaluations." In
Proceedings of CHI '98.
[21] Salvador, T., and Sato, S. (1999). Playacting and focus troupes:
theater
techniques for creating quick, intense, immersive, and engaging
focus group
sessions, In interactions 6(5).
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Underdogs & Superheroes is a project within the Public
Play Spaces research platform at the RE:FORM &
PLAY studios, Interactive
Institute.
Project team:
Margot Jacobs + Ramia Mazé Anna Dahlberg + Anna Götesson
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