This paper describes the experiences of practicing ‘social practice design ’ with two user groups in a small company producing virtual electronic components. Based on an ethnographic study of ongoing production work and meetings in this company we identified several core problems which were expressed in terms of ‘how can we overcome this problem ’ questions, among them: ‘How to acquire a business management culture ’ and ‘How to change from being sophisticated contractors to a profitable brand’. These questions were addressed by the two user groups in the form of two design games – the organizational kit game and the creative product design game. The paper describes how these design games facilitated vision creation, enabling participants t...
The possibilities of applying game elements for positive behavior change in non-game contexts (i.e. ...
The importance of play in organisation The role of play as a `social innovation ' is attracting...
This paper discusses the ways in which design games are used as scaffolds for knowledge creation. Us...
Design games are a co-design tool used in diverse environments including service design, improving o...
Design is a very ambiguous term. It can be referred to as a thing, an activity, a process, and even ...
Design is a very ambiguous term. It can be referred to as a thing, an activity, a process, and even ...
Product designers often take it upon them selves to define environments, problems, and solutions for...
Information creation taking place in the use of an organizational design card game, Topaasia® is dis...
Information creation taking place in the use of an organizational design card game, Topaasia® is dis...
There is an increasing interest in computer games as a source of insight and inspiration for organiz...
In the changing climate of design education, programs attempt to prepare their students for professi...
Design research has increasingly taken an interest in inviting users and other stakeholders to contr...
Design research has increasingly taken an interest in inviting users and other stakeholders to contr...
The possibilities of applying game elements for positive behavior change in non-game contexts (i.e. ...
In this paper we explore what can be learnt about design organisations by designing and playing desi...
The possibilities of applying game elements for positive behavior change in non-game contexts (i.e. ...
The importance of play in organisation The role of play as a `social innovation ' is attracting...
This paper discusses the ways in which design games are used as scaffolds for knowledge creation. Us...
Design games are a co-design tool used in diverse environments including service design, improving o...
Design is a very ambiguous term. It can be referred to as a thing, an activity, a process, and even ...
Design is a very ambiguous term. It can be referred to as a thing, an activity, a process, and even ...
Product designers often take it upon them selves to define environments, problems, and solutions for...
Information creation taking place in the use of an organizational design card game, Topaasia® is dis...
Information creation taking place in the use of an organizational design card game, Topaasia® is dis...
There is an increasing interest in computer games as a source of insight and inspiration for organiz...
In the changing climate of design education, programs attempt to prepare their students for professi...
Design research has increasingly taken an interest in inviting users and other stakeholders to contr...
Design research has increasingly taken an interest in inviting users and other stakeholders to contr...
The possibilities of applying game elements for positive behavior change in non-game contexts (i.e. ...
In this paper we explore what can be learnt about design organisations by designing and playing desi...
The possibilities of applying game elements for positive behavior change in non-game contexts (i.e. ...
The importance of play in organisation The role of play as a `social innovation ' is attracting...
This paper discusses the ways in which design games are used as scaffolds for knowledge creation. Us...