Efficiently Inefficient: Service Design Games As Innovation Tools - Hannula, Harviainen
Transcript of Efficiently Inefficient: Service Design Games As Innovation Tools - Hannula, Harviainen
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Efficiently Inefficient
Service Design Games as Innovation Tools
ServDes. 2016 Otso Hannula, Aalto University
J. Tuomas Harviainen, Hanken School of Economics
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What is a game?
Salen and Zimmerman (2004, p. 80): “a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome”.
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Service design games
Data gathering
Service concepting
Creation of physical
prototypes
Prototyping interaction
Design education +
time
Vaajakallio (2012: 89)
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Research question
“How do service design games accomplish their goals as efficient innovation tools, if they as games
are supposed to be inefficient?”
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Design games (Vaajakallio, 2012)
Knowledge creation (Tsoukas, 2009)
• creating new distinctions later incorporated into new practices and services
• bringing background knowledge into focal awareness by attempting to understand each other, and see their own words in new ways based on how others respond to them
• adopting a positive attitude toward each other, a desire to work on a shared goal, and practicing self-distanciation
• studying design environments • building design competences • empowering future users to discuss existing and future alternatives
• engaging multiple stakeholders in generating shared understanding
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Information, knowledge and games • All multiplayer games facilitate both information sharing and knowledge creation, whether they are designed for that purpose or just recreational • The creation of knowledge has to be encouraged through either design, active facilitation before and during play, or preferably both • Trust and positive interdependence have to be established before the social environment becomes conductive for exploration, innovation and learning • The game’s rules and level of complexity should support “flexible strategies”, the possibility to collaboratively select different approaches to problem-solving and knowledge creation
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Embedded reflection
We argue that in well-designed SDGs, the reflection and a large part of the “debriefing”
is actually embedded in the gameplay.
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1. Choose
2. Read
3. Discuss
4. Answer
5. Integrate
ATLAS game loop
“Map” “What data gathering events are you planning?”
“”Collaborative and single sessions. E.g. three different user groups will go through the service journey and think how it would ideally go.
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Game
strive to reach a game goal
dialogue through the game material
Tool
decouple usual problems from usual solutions
think in ways they might
not normally do
Inefficient Efficient
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Reflection-in-action through game mechanics
• SDGs create inefficiency by separating ideation from the problem context in either time, space or context
• If a game is to create wider societal changes (design in the large), the actual design of games (design in the small) has to reflect the intended goals
• The creation of a new distinction can move the dialogue to a next stage by using a new word
⇨ SDGs enable reflection though self-distanciation, and disconnecting means from ends
⇨ SDGs align the design in the small with the
design in the large and foster deeper understanding of an existing subject
⇨ Rules in design games can be modified, enabling transformative play and double-loop learning where the players create a game better suited to their needs
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Thank you and game on!
[email protected] @otsohannula
http://otsohannula.com/