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Anthony Bertuzzi - Research is a game: Play and perception in design research

Anthony Bertuzzi - Research is a game: Play and perception in design research

We explore an emerging approach to design research that can liberate our research participants from the confines of reality to a new, virtual space of limitless possibilities.

uxaustralia
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March 17, 2022
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  1. Play and
    Perception in
    Design
    Research
    Anthony Bertuzzi
    Symplicit

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  2. The Navigation
    Canvas
    Navigation Canvas by Jeroen van Erp. The Delft Design Guide. 2020.
    Interviews
    Usability testing
    Requirements
    gathering
    Personas
    Archetypes
    Ethnography
    Journey maps
    Brainstorming
    Prototyping for
    experimentation
    Business model
    generation

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  3. “We create through
    imagination
    and we can imagine - if we
    want to - through play.”
    Bernard de Koven.
    Image bySonya Lynne via Unsplash.

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  4. “Based on our experience of
    the world around us, our mind
    constructs only images of
    possibility. If something
    seems impossible, it may also
    be unimaginable.
    Once we have the capability
    to form images in our mind,
    we can define the capability
    needed to bring them to life -
    to enable them as
    technologies.”
    Alexander Manu
    Image by Dig Intent. 2022.

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  5. The potential of play

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  6. Encourage collaboration
    Participants can feel a heightened sense of
    connectedness through shared experience.
    It can help forge new bonds, strengthen
    existing ones and break down barriers and
    gather subjective and collective
    interpretations.

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  7. Generate ideas
    Use game materials, narrative and scene
    setting to transport participants into a novel
    game space to free their thinking and inspire
    creativity.
    It can help to use game materials to reinforce
    this sense of novelty and provoke interesting
    responses.

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  8. Teach something
    When participants roleplay unfamiliar
    situations, scenarios or imagine they are a
    different person, they can develop increased
    empathy.
    Encourage participants to demonstrate new
    behaviours. Moderators can help guide play
    and this opens up opportunities for teachable
    moments.

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  9. Create something
    Giving participants constraints, materials, an
    objective and a creative license can inspire
    to experiment, innovate and invent.
    Or to invent as means to overcome a
    challenge.

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  10. Simulation and
    Roleplay
    for education
    Juliette Watson via Unsplash.

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  11. Prototyping for
    business
    experimentation
    Screenshot: The Founder. FilmNation Entertainment.

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  12. Co-creation
    for community
    engagement in
    urban planning
    The Block by Block Foundation. https://www.blockbyblock.org
    Accessed: 15 March 2022.

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  13. Material driven
    design for
    product
    innovation
    ‘Edible ‘Plywood’
    Crushed ramen noodles + tempered chocolate
    Baking Impossible, Netflix. 2021.

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  14. The Game Transfer Effect
    Game Transfer Effect. Persuasive Design Games. Visch et al.,
    2013
    Diagram taken from The Delft Design Guide (2020).

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  15. 1. Identify your players
    Know your audience. Understand their contexts.
    Their needs, preferences, familiarity with games, any
    sensitivities to certain topics, their values and capabilities
    are all pertinent factors.

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  16. 2. Define the intended effect
    The game should have a purpose.
    Establish your research goal and the intended transfer effect up front.
    Ask yourself: What are you trying to find out?
    This will guide your rules for play.

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  17. 3. Create your game
    Research your game concept.
    Cast a wide net and keep an open mind. Great ideas can
    come from anywhere – film, tv, books and board games are
    all great places to look.
    One you have your concept, it’s time to prepare for play.
    Design your prototype, test and refine.

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  18. 4. Play the game with your
    audience
    Observe and document insights. Observe energy levels and
    be prepared to moderate the play.
    Be sure your players feel safe and happy.

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  19. 5. Evaluate the outcome
    What did we learn in our observations?
    Did this game achieve its intended effects?
    How could we improve next time?

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  20. “We fail to facilitate fun
    because we don’t take
    things seriously. Not
    because we take them too
    seriously.
    It takes devotion and
    enthusiasm.”
    - Ian Bogost
    Allen Taylor via Unsplash.

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  21. Thank you

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