INTRODUCTION | GAME THEORY | DESIGN THEORY | GAMES { 1 2 3 4 5 6 }    
{Game 6}Becoming a Superhero map of located places informed by games   investigation kit   introduction to mission   participant with investigation kit   'Windows that reflect things remind me of another worl and that the future will come' 'making sounds in the environment helps to remind me of what has happened before' 'when creating a border i want to escape form everyday life and not be disturbed by the rhythm of time' 'I leave my stories everywhere I go so I will be remembered and noticed forever'

Game 6 investigates the union of local public places with the desires and apirations generated on both a local and global scale by the previous games in order to locate potential qualities and materials that can be used in the final design concept.

Game 6 is also a tool for designers to perform inside of the experience they have been creating in order to better understand the needs of the participants and formulate design concepts that are truly informed by the a synthesis of the materials collected in the first 5 games.

This conscious decision to have designers themselves participate as the performers of the game, taking an active role in the experience, was made in a hope to bridge the content generated by public outside parties or participants in the first five games with the concept generating brainstorming process.

Four strong needs from previous games are transformed into missions. These needs are as follows:

protection
escape + respite
spectacle + identity
attention, attraction, + self expression


These missions are then located in the four regions of Göteborg identified in {Game 3}. Over a series of four days 2 designers on the Underdogs + Superheroes team enact eight different characters identified on the basis of needs in the previous games {1-5}. Each day is dedicated to a specific mission and place.
The eight characters are sensitivo, here i am, time escaper, folklorical, revolutionary, healer, psychic, and lookie. Inside each of the missions, two of the eight characters are connected to one of the four regions on the map. Designers role-play with each of these characters in the associated public space.

Each performance is initiated when the player receives an investigation kit. This kit contains of a superhero diary with instructions and a map, a camera, labeling tags, and a pencil. The instructions introduce the character and mission to the player. This also increases the suspension of disbelief by building a world or stage for the player's performance to occur within.
During each mission the players must explain how their character satisfies seven basic needs {outlined by the designers beforehand} for survival in order to understand the chosen superhero in a specific context.

The investigation kit provides a framework for the players to openly express feelings and thoughts that occur when role-playing each character. In this, the player can freely describe how he or she satisfies the each of the seven needs by writing, painting, collecting proofs and taking pictures.

These seven needs are driven by physiology, security, attachment, self-esteem, cognition. aesthetic, and
self-actualization.
At the end of each performance the two players evaluate each other’s investigation kit in order to find out if the character seems to be an underdog or a superhero. This provides a space for addtional impressions and reflections of the experience.

The game results in many interesting experiences and ideas expressed by stories, photos and objects that are related to each other. These are used as materials for generated desgn concepts.