Physiochemical properties of nanomaterials and its nanotoxicity.pptx
Knowledge Co-creation in Design Games - Conversation Analysis of an Interorganizational Design Game Session
1. Knowledge Co-creation
in Design Games
– Conversation Analysis of an
Interorganizational Design Game
Session
Otso Hannula, M.Sc.(Tech)
Lectio Praecursoria
4.5.2020
8. Design games
A co-design methodology combining game elements with
design goals and methods to support knowledge co-creation.
9. Knowledge co-creation
• Creation of new knowledge in organizations
• Collaboration between organizations
• Interaction between individual people
• Creation of “concepts”
10. Two dissertations
1. How does knowledge co-
creation take place in
interaction between people?
2. How can design games
support knowledge co-
creation?
13. What knowledge?
• “Justifiable true beliefs”?
• Something visible and audible in interaction?
• Knowledge as the thing that makes knowledgeable action
possible
14. What is created in knowledge co-
creation?
• New capabilities?
• Ideas and concepts
• Conceptual artefacts
15. Knowledge co-creation
The creation and development of conceptual artefacts in
interaction between members of several communities-of-practice,
such as organizational units of professional specialities.
16. How is knowledge co-created?
• The creation and development of conceptual artefacts
• Distinctions: new verbal claims that imply a conceptual chance
• Must be offered and accepted to become true
18. 1. Player in turn
chooses a
category
2. The player
draws a card
and reads it
aloud
3. Players
determine the
answer together
4. Player in turn
writes down the
answer and
places the card
on the table
19. Player 1 Molemmat.
Both.
Player 2 Itse asiassa käyttäjiä voi olla opiskelija,
Actually the user can be a student,
tai miksei- miksei tutkija, jos se on
or why- why not a researcher, if they have
kursseilla tottunut tähän ympäristöön=
on the course gotten used to the environment=
Player 1 =joo
=yes
Player 2
Player 1
23. OFFERSPROMPTS
Input-
seeking
question
Offer
Distinction is
created
Distinction is
not created
Change in the
epistemic object
No change in the
epistemic object
Elaboratio
n
Agreemen
t
Rejection
PRODUCTIVE
RESPONSES
UNPRODUCTIVE
RESPONSES
Elaboration also offers a new distinction
Possible turn-at-talk
Required turn-at-talk
Outcome for
knowledge co-
creation
24. OFFERSPROMPTS
Input-
seeking
question
Offer
Distinction is
created
Distinction is
not created
Change in the
epistemic object
No change in the
epistemic object
Elaboratio
n
Agreemen
t
Rejection
PRODUCTIVE
RESPONSES
UNPRODUCTIVE
RESPONSES
Elaboration also offers a new distinction
Unaccepted offers
can be reoffered
later
Possible turn-at-talk
Required turn-at-talk
Outcome for
knowledge co-
creation
Ignoring
25. Part 2: So what does
the design game have
to do with it?
27. Possible turn-at-talk
Required turn-at-talk
Outcome for knowledge
co-creation
OFFERSPROMPTSFACILITATION
Offer
Clarifying
question
Game task
Input-seeking
question
Elaboration accepts the offer
and offers a new distinction
Distinction is
created
Distinction is
not created
Change in the
epistemic object
No change in the
epistemic object
Elaboration
Agreement
Rejection
Ignoring
PRODUCTIVE RESPONSES
UNPRODUCTIVE RESPONSES
30. Possible turn-at-talk
Required turn-at-talk
Outcome for knowledge
co-creation
OFFERSPROMPTSFACILITATIONBOUNDAR
Y
OBJECTS
Offer
Clarifying
question
Game task
Offer with
boundary
object
Self-prompting
with boundary
object
Input-seeking
question
Elaboration accepts the offer
and offers a new distinction
Recall accepted and unaccepted
distinctions with boundary objects
Distinction is
created
Distinction is
not created
Change in the
epistemic object
No change in the
epistemic object
Elaboration
Agreement
Rejection
Ignoring
PRODUCTIVE RESPONSES
UNPRODUCTIVE RESPONSES
35. Boundary objects
Participant Participant
Boundary objects → Game material
Epistemic
object
World 3
Conceptual
support
World 2
Social
support
World 1
Physical support
Participant →
Player
Participant →
Player
Facilitat
or
Participant → Game
facilitator
36. 1. Player in turn
chooses a
category
2. The player
draws a card
and reads it
aloud
3. Players
determine the
answer together
4. Player in turn
writes down the
answer and
places the card
on the table
37. Game turn
2. Develop the epistemic
object by creating
distinctions
1. Problematize a
part of the epistemic
object
3. Resolve the problem and
consolidate the
understanding of the
epistemic object
Opening the design
game activity
Closing the design
game activity
Few distinctions
Many distinctions
No
distinctions
38. Boundary objects
Participant Participant
Boundary objects → Game material
Epistemic
object
World 3
Conceptual
support
World 2
Social
support
World 1
Physical support
Institutional frame
Structural support
Participant →
Player
Participant →
Player
Facilitat
or
Participant → Game
facilitator
40. Four types of support for knowledge co-
creation
1. Physical support: game material is used to represent and
recall distinctions
2. Social support: a facilitator prompts the players to create
distinctions
3. Conceptual support: the epistemic object aligns the
participants as the game goal and the purpose of playing the
design game
4. Structural support: the institutional frame resignifies elements
as parts of the game and structures the interaction
42. Contribution
• Showing how knowledge is co-created in the form of distinctions
in interaction between individuals at the level of turns-at-talk.
• Showing how boundary objects, facilitation, and epistemic
objects are used to support knowledge co-creation at the level
of turns-at-talk.
• Showing how playing a design game takes place as interaction.
• Providing vocabulary and examples to help organization,
design, games and interaction researchers talk to each other.
44. A well-made design game
1. Sets aligned goals for both the design game session, and for
the design game itself
2. Provides a shared problem that unites and motivates the
players behind a single objective
3. Uses the game rules to define a process that helps the
players, not as hoops to jump through
4. Consists of material that is meaningful for all the players –
either by being familiar and context-specific, or generic in a
way that allows them to be interpreted in multiple ways
45. Facilitating a design game
1. Begin the design game session by describing the current
understanding of the shared object or problem
2. Don’t worry if the object is poorly defined or abstract – players
will collaborate to make it clearer
3. Help players make claims by asking interesting questions
4. Ask other participants with different background knowledge to
agree, disagree or develop the ideas of others
5. Guide the players to use the game rules and game material
46. Thank you and game on!
otsohannula.com
@otsohannula
otso.hannula@iki.fi
Editor's Notes
Honoured Custos, honoured opponents, friends and colleagues.
I want to fair up front: this is a weird dissertation
This dissertation is obsessed with novelty: it is more built on what has not been said in the prior literature than what has.
This dissertation is a passion project to understand one specific design game better, but ends up addressing foundational questions like how do humans come up with new things
This dissertation sits in the uncomfortable cross-section between organizations, design, games and interaction – fields that overlap but don’t think highly of each other – while trying to adhere to the academic virtues of organization science where I am to graduate
I have studied design games for seven years, but the only way I have found to talk about it is through my personal obsession: the game called ATLAS
My journey with design games started when I got hired as a master’s thesis worker by Aalto University’s Department of Industrial Engienerign and management to work in the ATLAS project.
I remember coming to this exact view and just thinking to myself: “What are these people doing? They are researchers, medical and financial experts, all doing the very serious work of planning service design projects – but they’re also playing a game!”
And there was something very particular in the way they interacted with each other to reach a shared goal that I wanted to understand.
So, what was the game they were playing?
ATLAS is a design game, meaning roughly a game that is used in designing something, originally developed at Aalto University in 2013 as a board game with maps and Playmobil figures.
You can see the version that I have studied here, the one with the hexagonal shapes
In ATLAS, the goal of the game is to create a plan for a service co-design project, meaning a project in which a service is designed together with stakeholders such as users, citizen, city officials and such.
The game is played with 2 to 7 players and a facilitator, and takes from 1 to 2 hours.
A game of ATLAS consists of individual game turns where one player chooses one of the categories: project definition, participants, methods & tools, or challenges, and draws a card from that category.
The card will have a question related to the future project, such as “what are you aiming to create or improve” or “choose one service co-design method that best fits your project”
The heart of the game is the conversation that then happens: all the participants discuss on what the answer is, and then the player whose turn it is acts as a scribe to write down the answer and place it in this honeycomb pattern next to the cards from previous turns
The data for my dissertation is the video recording of one ALTAS game session recorded in the Fall of 2014.
In the session, a service design researcher facilitated an ATLAS session for the representatives two organizations as a part of a public academia/industry event
There were 7 participants in total: 1 facilitator, 1 representative from a higher education institute, 3 from the supplier organization, and 2 other service design professionals
The goal of that session was to plan a project in which a new data analysis system would be developed in collaboration between the supplier and the institute
Design games exist in this contradictory place between play and utility
The sibling concepts of design games include serious games, simulation games, gamification and others, but I have chosen to view ATLAS as a design game to better represent its roots in the design field.
Design games are a method in participatory design, a.k.a. co-design, where physical games are used to make design activities accessible to people who are not professional designers by turning them into board games, role play or other game-like activities.
However for this discussion, the most important aspect is the combination of game elements - such as game roles, rules and material - with the methods and goals of design
I wanted to understand how design games can support knowledge co-creation
Knowledge creation in general looks at how all new things come to exist in organizations
KCC is a lens that looks at collaboration between organisations at the level of interpersonal interaction, i.e. people talking to each other to get stuff done, opposed to e.g. looking at strategic partnerships between abstract organizations
However, the knowledge creation literature is scant in actually describing that happens in interaction between people
People in organizations meet, dialogue “takes place”, and concepts emerge
So the question remains: how does talking lead to the creation of new knowledge, and what is the knowledge being created in interaction?
If there would have been a theoretical framework, I would have used it
So in essence, I had to write two dissertations
The first on how knowledge co-creation takes place in interaction between people?
And more specifically in ATLAS, so I can observe it there
The second on what I actually wanted to research – how does the design game affect knowledge co-creation?
The scientific method is about cutting yourself the thinnest possible slice of pie so you can chew it properly
As with all qualitative analysis – and especially a single case study like this – the observations made here are only generalizable to theory. I’m not saying this is how all design games go, I’m saying stuff like this goes down in design games.
The object of analysis was interaction, so only the things other people can sense and respond to – intention and mental states are purposefully left out
The reasoning process was abductive, meaning that observations from the data were matched with available literature and vice versa whenever possible
New concepts were only created when existing literature could not adequately explain the observations
Knowledge is sometimes formally defined as “justifiable true beliefs”
However, my approach doesn’t really fit with studying how beliefs come about
Existing literature in KC emphasizes dialogue, not personal invention, so what ever takes place in KCC must take place “out in the open” where multiple people do something together
Also, organizations usually have much more pragmatic goals than the accumulation of beliefs – knowledge has to enable action
So knowledge in this thesis, grounded in what is called pragmatist philosophical tradition, is defined as that which makes deliberate action possible.
If you can describe a project plan, you must have knowledge that makes that possible, but likewise if you can sculpt pottery expertly, you must have knowledge that makes that possible as well.
However, a game of ATLAS doesn’t seem to result in new capabilities on the part of the participants – at least not immediately and not in a way we can observe.
Instead, a game of ALTAS, like other KCC sessions, seems to be about the creation and development of a conceptual artefact. In ATLAS, it’s a project plan, but it could just as well the ways of working of a factory, a budget proposal or even a recipe – something that is immaterial but still a) knowledge by nature, and b) the very concrete result of human effort (Bereiter 2002)
New knowledge is created in interaction when new and relevant verbal claims are made about a concept, and when that claim is accepted by the other participants. (Tsoukas 2009)
So now we have a working definition of what we are looking at, but how does that come about, exactly?
Let’s take a single turn of ATLAS and see how it breaks down
example turn
Player chooses category, e.g. participants
Who are the most important stakeholders to involve?
Come to the conclusion that service will be used by students, researchers and teachers
Write down the answer onto the game card
Well how is knowledge co-created: let’s go deeper into step 3
All the way down
An example of the smallest possible increment of knowledge co-creation
SUMMARY
We’re going to look at four ways design games support knowledge co-creation that exist scattered across the literature
What are we doing here
two important effects: resignifying and structuring
SUMMARY
If we look at just the bare answer to my research problem
But the profound thing I would like future researchers to take away is that we keep drawing two-dimensional pictures of a three-dimensional phenomenon
Interaction is sequential and needs to be understood as such: past actions enable and limit future actions
I ask you, honoured professors Jacob Buur and Kristiina Kumpulainen appointed as opponents by Aalto University School of Science, to present the observations that you consider appropriate for this dissertation.