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FEELER REFLECTION GAME 
A case study on a design game 
for participatory design 
Durall, E., Leinonen, T., González, J.F. 
Bogotá, 2014
0. INDEX 
1. Introduction 
2. Feeler Contextual Inquiry 
3. Design Games 
4. Feeler Reflection Game 
5. Feeler Participatory Design Workshops 
6. Conclusions
1. INTRODUCTION
1. INTRODUCTION
1. INTRODUCTION 
Research-based design (Leinonen, T., 2008 & 2010)
1. INTRODUCTION 
Research-based design (Leinonen, T., 2008 & 2010)
2. FEELER CONTEXTUAL INQUIRY 
CHALLENGE: 
How to communicate and discuss with end-users 
about reflection processes involved in 
self-monitoring?
3. DESIGN GAMES 
Games & Design
3. DESIGN GAMES 
Games & Empathy
3. DESIGN GAMES 
Games & Storytelling
4. FEELER REFLECTION GAME
4. FEELER REFLECTION GAME
4. FEELER REFLECTION GAME
5. FEELER PARTICIPATORY DESIGN WORKSHOP
5. FEELER PARTICIPATORY DESIGN WORKSHOP 
Workshop Analysis 
Qualitative Content Analysis 
Codes: 
- Identification 
- Role-playing 
- Connection to real-life experiences 
- Creation of a relaxed atmosphere
6. CONCLUSIONS 
Design Games as a useful strategy to develop an 
empathic understanding during the contextual 
inquiry 
Game materials act as “things to think with” that 
function as boundary objects 
1 
2 
For designers 
For end-users
Thanks! 
Further information: 
eva.durall@aalto

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Feeler reflection game_d&e2014

Editor's Notes

  1. As designers, we are expected to put ourselves on the users’ place. But how do we manage to get an empathetic understanding with users in Participatory Design processes? Here, we are presenting a case based on the use of a design game to reach this: develop empathy and mutual learning between researchers and end-users.
  2. Feeler prototype design research
  3. Feeler prototype design research
  4. Method: research-based design
  5. Method: research-based design
  6. We have done exploratory interviews and a workshop, but we wanted to get a deeper understanding of users’ views.
  7. (photo by Martin Cathrae) Similarities between design and games: - social component - continuously evolving - rule-based nature Design games as tools to define the design space.
  8. Games can help to create empathy between users and designers since they act as a communication tool. Support design dialogues, creativity
  9. Storytelling through games. techniques: creation of personas, scenarios, storyboards and role-playing (used in order to gain understanding and empathy towards users’ experiences)
  10. The game is used to elaborate on a design concept called Feeler, a software and service that is able to visualize learning performance and well-being based on data collected from online learning services and tools capturing physical activities, such as movement, exercise, nutrition and sleeping. The aim of Feeler is to encourage people to reflect on their lifestyle and its impact on their learning capabilities.
  11. The Feeler Reflection Game is a board game, where players are invited on a journey by moving from one square to another in turns. In the game, each player picks a predefined persona from six options. Pieces: - Board made of 10 squares - Stickers of the devices for data collection and the data visualization types - Data collection and data visualization cards identifying challenges and possibilities - Dice (although players are expected to consciously make some decisions during the game, on some occasions, they just roll the dice and this determines the consequences. - Pawns - Character cards
  12. The Feeler Reflection Game is a board game, where players are invited on a journey by moving from one square to another in turns. In the game, each player picks a predefined persona from six options. Pieces: - Pawns - Character cards - Stickers of the devices for data collection and the data visualization types - Data collection and data visualization cards identifying challenges and possibilities - Dice (although players are expected to consciously make some decisions during the game, on some occasions, they just roll the dice and this determines the consequences.
  13. Attendants: The players’ personas are all university students, aged 19 to 23, that have different motivations for self-monitoring. Design research objectives: - Develop empathic understanding of participants’ practices and needs related to self-monitoring - Share and explore the design challenges with the participants related to reflection and behavior change - Obtain feedback and validate initial design concepts that are based on previous research
  14. Role-playing and self-identification contributed to meaningful and situated discussion about the design challenges of self-monitoring tools
  15. - The Use of the board game for guiding the discussion (The visualization of information, either by noting down information on the characters’ cards or by altering the initially given order of the squares, contributed to maintaining the focus and discussing the issues in detail).