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GAMES THAT CHANGE otsohannula.com
Efficiently Inefficient
Service Design Games as
Innovation Tools
ServDes. 2016
Otso Hannula, Aalto University
J. Tuomas Harviainen, Hanken School of Economics
GAMES THAT CHANGE otsohannula.com
Which is a tool?
GAMES THAT CHANGE otsohannula.com
ToolGame
Inefficient Efficient
GAMES THAT CHANGE otsohannula.com
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 .
GAMES THAT CHANGE otsohannula.com
What are these people doing?
GAMES THAT CHANGE otsohannula.com
Service design games
Data
gathering
Service
concepting
Creation of
physical
prototypes
Prototyping
interaction
Design
education+
time
Vaajakallio (2012: 89)
GAMES THAT CHANGE otsohannula.com
Research question
How do service design games accomplish their goals
as efficient innovation tools, if they as games
are supposed to be inefficient?
GAMES THAT CHANGE otsohannula.com
What are these people doing?
GAMES THAT CHANGE otsohannula.com
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
GAMES THAT CHANGE otsohannula.com
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
GAMES THAT CHANGE otsohannula.com
Embedded reflection
We argue that in well-designed SDGs, the
reflection and a large part of the debriefing
is actually embedded in the gameplay.
GAMES THAT CHANGE otsohannula.com
ATLAS material
GAMES THAT CHANGE otsohannula.com
ATLAS gameplay
GAMES THAT CHANGE otsohannula.com
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.
GAMES THAT CHANGE otsohannula.com
Debriefing
GAMES THAT CHANGE otsohannula.com
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
GAMES THAT CHANGE otsohannula.com
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
GAMES THAT CHANGE otsohannula.com
Thank you and game on!
otso.hannula@gmail.com
@otsohannula
http://otsohannula.com/

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Efficiently Inefficient: Service Design Games As Innovation Tools - Hannula, Harviainen

  • 1. GAMES THAT CHANGE otsohannula.com Efficiently Inefficient Service Design Games as Innovation Tools ServDes. 2016 Otso Hannula, Aalto University J. Tuomas Harviainen, Hanken School of Economics
  • 2. GAMES THAT CHANGE otsohannula.com Which is a tool?
  • 3. GAMES THAT CHANGE otsohannula.com ToolGame Inefficient Efficient
  • 4. GAMES THAT CHANGE otsohannula.com 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 .
  • 5. GAMES THAT CHANGE otsohannula.com What are these people doing?
  • 6. GAMES THAT CHANGE otsohannula.com Service design games Data gathering Service concepting Creation of physical prototypes Prototyping interaction Design education+ time Vaajakallio (2012: 89)
  • 7. GAMES THAT CHANGE otsohannula.com Research question How do service design games accomplish their goals as efficient innovation tools, if they as games are supposed to be inefficient?
  • 8. GAMES THAT CHANGE otsohannula.com What are these people doing?
  • 9. GAMES THAT CHANGE otsohannula.com 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
  • 10. GAMES THAT CHANGE otsohannula.com 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
  • 11. GAMES THAT CHANGE otsohannula.com Embedded reflection We argue that in well-designed SDGs, the reflection and a large part of the debriefing is actually embedded in the gameplay.
  • 12. GAMES THAT CHANGE otsohannula.com ATLAS material
  • 13. GAMES THAT CHANGE otsohannula.com ATLAS gameplay
  • 14. GAMES THAT CHANGE otsohannula.com 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.
  • 15. GAMES THAT CHANGE otsohannula.com Debriefing
  • 16. GAMES THAT CHANGE otsohannula.com 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
  • 17. GAMES THAT CHANGE otsohannula.com 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
  • 18. GAMES THAT CHANGE otsohannula.com Thank you and game on! otso.hannula@gmail.com @otsohannula http://otsohannula.com/