13 research outputs found

    Hyvinvoinnin muotoilu

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    Designing for Wellbeing consists of 12 projects which represent actual services or processes in the cities of Helsinki, Espoo, Kauniainen and Lahti. Projects address different dimensions of wellbeing, focusing in particular on municipal wellbeing services and patient-centered health care solutions. Designing for Wellbeing highlights new working methods in design, such as service design and the opportunities it provides for municipal decision-makers and the general public using the services. The projects are aimed at finding ways of encouraging people to adopt healthier lifestyles and helping designers and municipal decision-makers to design more pleasant and healthier environments. Examples of the services include redesigning the Villa Breda service home for the elderly in Kauniainen to include cultural services and social events for today’s active retirees, developing the environments and practices in psychiatric care units in Helsinki, reinventing the suburban neighborhoods in Helsinki and Lahti, designing better online services for basic health care and creating smoke-free public environments

    Suunnittelupelit osallistuvan ideoinnin työkaluna

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    Design research has increasingly taken an interest in inviting users and other stakeholders to contribute in the early phases of the design process. In the discourse of organising creative collaboration, design games have become a popular concept; the game metaphor has been widely adopted to describe several design activities, which at first glance do not necessarily share many similarities with each other. Thus, the concept of design games often leads to confusion about what is actually meant by it. Whereas previous literature gives various practical examples of applying a game metaphor (meaning calling what they do as ‘a game’ or ‘a design game’) in design, there are a lack of studies that address the following questions: Why are these same or at least very similar methods sometimes called design games and sometimes, for instance, drama inspired methods, scenarios or just co-design workshops? What are the underlying play-qualities embedded in the activities labelled as design games? This dissertation argues that in order to productively apply design games, it is important to understand their core identity by looking at the roots of the play atmosphere along with the play-qualities essential to it. This is done by studying games, play and performance separately and in connection with the application context, co-design. The three main perspectives adopted in this search are design collaboration, facilitating creative interplay between current practices and future opportunities, and design materials as tools in ideation. In doing so, this dissertation builds a Play framework that presents the elements and core qualities of design games in an extensive but compact way. The Play framework is developed by analysing several short-term empirical cases and a two-year design research project on co-design in relation to the existing literature on games, play and performance. The application domain illustrates the widening scope of design, including the recently much debated field of service design, through three cases ranging from recognizing novel partnership possibilities, understanding the evolving user needs during the long life span of bank services, and identifying novel service opportunities within social media. The research evolves by displaying the background, empathic design and co-design via five empirical cases and related literature in the first two chapters. Following that, chapter three addresses the question of what makes a design game, which is further explored in chapters four and five in connection with a service design research project. In addition, chapter five looks at the qualities of design games from the design game designers’ point of view, emphasising designing creative collaboration as a design process in itself. The final Play framework is summarised and discussed in chapter six by looking at design games as a tool, as a mindset and as a structure. The contribution of this dissertation is three-fold: First, the Play framework offers theoretical and practical framework that helps to discuss, design, conduct and analyse co-design gatherings arranged through design games. Second, the empirical material provides examples of utilizing a set of design games that can be applied and further developed in diverse design research projects. Third, the way creative collaboration is organised through design games from the beginning formulates a specific design games driven approach for carrying out creative collaboration throughout multidisciplinary design research projects

    Situated Make Tools for envisioning ICTs with ageing workers

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    ICTs with ageing workers In this paper we describe an approach to base the design of ICTs profoundly on the actual practice of ageing workers. The core challenge of the presented case study is to appropriately facilitate co-design activities with ageing workers, who have had no previous experience with the development of ICTs. The aim of the presented project was to enable the ageing workers to express their needs in a manner that would result in ideas highly relevant to them in their work. It was assumed that the workers, who engage in physical work such as cleaning and technical maintenance, would find it difficult to imagine novel ICTs and their possibilities. However, it was revealed that the ageing workers could understand new technical opportunities for them, and also envision new technologies that support their well-being and efficiency at work. The approach, which is based on the use of Sander's Make Tools, also helped to reveal the variegated attitudes that ageing workers have towards modern technologies

    Designing for wellbeing

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    Terveys- ja sosiaalipalvelut, naapurustot, yhteisöllisyys ja välittäminen ovat hyvinvoinnin muotoilun kohteita. Hyvinvoinnin muotoilu -kirja kertoo uusista työtavoista ja muotoilun roolin uudelleenarvioinnista, joita Helsingin muotoilupääkaupunkivuoden 2012 aikana toteutetussa 365 Wellbeing -hankkeessa kokeiltiin. Mukana olivat Aalto-yliopiston muotoiluopiskelijat, pääkaupunkiseudun kaupungit ja kaupunkilaiset. Muotoilijan omakohtaisella tulkinnalla, innostavalla yhteissuunnittelulla ja visuaalisilla taidoilla pyrittiin selvittämään hyvinvoinnin muotoilun haasteita. Kirja on tarkoitettu muotoilusta kiinnostuneille terveys- ja hyvinvointipalveluiden kehittäjille sekä muotoilijoille, jotka laajentavat osaamisaluettaan hyvinvointipalveluiden ja sosiaalisesti vastuullisen muotoilun suuntaan

    Taking Design Games Seriously:Re-connecting Situated Power Relations of People and Materials

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    Using design games at Participatory Design (PD) events is well acknowledged as a fruitful way of staging participation. As PD researchers, we have many such experiences, and we have argued that design games connect participants and promote equalizing power relations. However, in this paper, we will (self) critically re-connect and reflect on how people (humans) and materials (non-humans) continually participate and intertwine in various power relations in design game situations. The analysis is of detailed situated actions with one of our recent games, UrbanTransition. Core concepts mainly from Bruno Latour’s work on Actor-Network-Theory are applied. The aim is to take design games seriously by e.g. exploring how assemblages of humans and non-humans are intertwined in tacitly-but-tactically staging participa- tion, and opening up for or hindering negotiations and decision-making, thus starting to relate research on various PD techniques and power issues more directly

    Feely Touchpoints and Bouncy Journeys?:Kinetic Materials for Service Design

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    Design materials with unpredictable dynamic qualities such as balancing; bouncing; rolling and falling can lead to surprises that provoke a lively challenging of assumptions. In this workshop; participants will engage hands-on in exploring several contrasting kinetic materials to support negotiating service strategies and values

    Combining machine learning and Service Design to improve customer experience

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    Service design is an effective approach for service-based businesses to improve customer experience. However, Double Diamond design process has limitations in identifying the development areas with most business impact. Combining service design process with machine learning presents a new opportunity for alleviating the aforementioned limitation. We present a case from a European service design agency and a Nordic life insurance company to describe the utilization of machine learning in the beginning of the service design process. With this new process we were able to quantify business impact of different customer experience factors and focus the design effort towards the most potential area. Additionally, we increased the buy-in from top management by enhancing the credibility of the qualitative approach with numeric evidence of customer experience data. The work resulted in increased Net Promoter Score for the client organization.Peer reviewe

    Workshop : an experiment of reflection on design game qualities and controversies

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    How do various design games format and stage different collaborative inquiry, learning and reflection? At this hands-on workshop, we will collaboratively explore, relate and meta-reflect upon how different design (and learning) games can form part of experimental, co-design (research) processes and practice. Some shared playing of mainly analogue games brought by the workshop organizers and participants will provide the basis for engaging in a game-inspired experiment of collaboratively relating and reflecting upon qualities and controversies of different design games. This reflection experiment will be shaped around predefined and emerging topics

    New Insights, New Rules: What Shapes the Iterative Design of an Urban Planning Game?

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    Games have become established tools within participatory urban planning practice that provide safe spaces for collective actions such as deliberation, negotiation of conflicting agendas, scenario testing, and collaborative worldbuilding. While a body of literature on the effectiveness of games to address complex urban planning issues is emerging, significantly less literature addresses the design and development process of serious games with a possible space in its own right within urban planning practice. Our study investigates long term iterative processes of designing a game for visioning urban futures, specifically, how design iterations connect to the application of games in practice by accommodating or responding to emerging needs, goals, and relationships. We approach this topic through the case study of the Sustainability Futures Game, a game designed by the Helsinki-based creative agency Hellon to support business leaders, sustainability specialists, and city officials to imagine desirable alternative urban futures. Through storytelling and collective worldbuilding, players first imagine what sustainable urban living means for a specific city, frame their vision using the UN's sustainable development goals, and finally create concrete pathways towards reaching these goals. This article uses a genealogical approach to systematically analyse the five design iterations of the Sustainability Futures Game. It aims to elucidate the contextual and relational influences on the application of serious games in urban planning practice to understand how these influences might encourage or inhibit their potential to foster transformation towards sustainable futures
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