ABSTRACT
In this contribution, the design game as a method in Participatory Design is discussed. The focus lies on the organizational design game. For using the design game relations of power, socio-technical textures and forms of work and organization are treated as concerns that need to be addressed carefully. Cases from student projects are used as illustrating examples; work environments were redesigned and design games played. It turns out that degrees of freedom are present for the choice of (gaming) method as well as the ways of using the selected method. These degrees of freedom should be used in a way that will be labeled as «interested», rather than in a way labeled as «taking for granted». It is not possible to guarantee an interested and beneficial approach; yet the paper argues on the grounds that reflective gaming practice can be supportive in this direction.
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Index Terms
- The design game in participatory design and design education: chances, risks and side effects
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