Tag Archive | Games

Testing out the co-creation game ATLAS

 

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On 4th April a group of service designers and service design enthusiasts met up after work to play the service co-creation game ATLAS. The game was made as part of the research project ATLAS, a project executed in 2012-2014 by Aalto University and funded by the Finnish Funding Agency for Innovation Tekes. The goal was understanding, facilitating and planning co-creation. The game was introduced to us both by two of its makers, Päivi Pöyry-Lassila and Anna Salmi, as well as by the host of the evening Laura Virkki from city of Vantaa.

From a map to a game

According to Päivi and Anna, at the start of the ATLAS project the vision was not actually to create a game but something of a map to gather together co-creation theories and practices to facilitate co-creation projects. During the project the group had worked on bringing multiple information co-creation theories together, hence the game is heavily based on information co-creation theories. However it was noted that knowledge of these theories was not essential for playing.

atlasThe end result of the research project became a game instead of a map as the result of the iterative and thorough research/design process including several Sprints. The game could be described as one that helps people understand and learn about co-creation and, to some extent, service design. The goal was also to help anyone have open access to the game and tailoring it to one’s own needs e.g. by translations to different languages is encouraged – so long as credit is given to the original game when variations are made. The city of Vantaa had done exactly that and had both translated the game from English to Finnish as well as modified it slightly to better suit their user needs. The version we tried out was this modified one in Finnish.

Playing it out

After the intros we were divided into small groups and started to ponder on the topic to set as the theme of the game. Our group’s one was how to make service design as way of working in an organization. The game was then built around this topic and included discussing various aspects of the theme with the help of the game cards: motivation, project definition, participants, tools & methods, and so on. The cards facilitated discussion nicely, helping shape out the various aspects of the theme and arrive at an at least somewhat shared understanding of how one might continue working on this topic.

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At the end after testing out the game we had a brief discussion across all the groups present. Each group introduced their theme and some findings and discussions they had experienced while playing. We also discussed the various possible uses for the game and what would work better than other uses. City of Vantaa had used the game as a tool to make a project plan. This had suited their needs and as far as we heard was successful. However, one of the makers of the game mentioned that in their opinion it was not exactly made as a tool for project planning. Based on our game groups’ different themes around which we played the game, it seemed it could indeed also help as a project planning tool, perhaps more as a kick-off session for starting a project and getting everyone on the same page about it than as actual detailed planning tool. It was also discussed that another game session after this initial kick-off one could then again maybe yield different, more detailed or deeper results if there was an actual project in the horizon – in this session all but one team were working around a more or less vague theme not tied to e.g. a specific organization or setting making it hard to be concrete on a project planning level. The consensus seemed to be that the game was well suited for facilitating discussion around co-creation, and one of its strengths seemed to be that it was not heavy on jargon or did not require prior experience of knowledge on service design – therefore making it a great tool to be used also with people who might be doubtful about service design in general.

 

The author Kaisla Saastamoinen is a Service Design Masters student with a passion for human-centric design, co-creation, and coffee.

Digital trends: Will 2018 be the year of Virtual reality?

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Is 2018 going to be the year of Virtual Reality? Jeremy Dalton, the Virtual Reality and Augmented Reality Lead for PWC, wants to believe, but doesn’t think the public is ready yet.

Last week I attended a series of lectures in London about Virtual Reality (VR) and Augmented Reality (VR) and how companies are using them at the moment and in the future to develop their services. The key speakers were Jeremy Dalton (Virtual Reality and Augmented Reality Lead for PQC) and Sylvain Reiter (Cyber-Duck).

How are Virtual and Augmented Reality being used?

According to Dalton and Reiter, Virtual and Augmented Reality are quickly becoming effectives way of offering unbelievable customer experiences, but also for companies to develop their services. The speakers talked about many how VR and AR are being used by companies from the auto industry to journalism and movies. Brands like IKEA, Barclays, Star Wars and Volvo are already using them in creative and experimental ways.

Virtual and Augmented Reality elements are being used in production line testing and to drive consumer sales, for example with mobile apps that let users put furniture in the own homes in the right scare or in real estate projects for visualization of not yet built houses. However in the USA Walmart is also using Virtual Reality for training purposes by giving their employees the possibility to learn in real life situations, and a UK based company used it in high court to illustrate how a traffic accident had occurred.

Virtual and Augmented reality can also be a force for social change. In the UK it is used to fight racial biases by making the user by giving them a change to experience bodyswapping or dealing with people from different countries. Virtual reality has also been called “The Great Empathy Machine“. United Nations has used it to put people in the shoes of immigrants for them to understand their experiences in a completely new way.

Taking VR and AR to the next level?

Even with all the new VR and AR experiences the public is receiving from different players in the field, the speakers reminded us that there are still many barriers for people adapting this new technology. At the moment they list four main areas for further development.

  1. The Cost

According to the speakers at the moment there are three different ways of users getting the VR and AR experience: home based technology, VR headset units such as Oculus Go and portable smartphone based technology. Dalton and Reiter however believe that the cost of using and developing VR and AR needs to be brought down. The technology is complex and in order to receive a high quality VR experience one must have a high quality headset, which is still expensive.

  1. The User experience

At the moment the speakers feel that the user experience hasn’t been optimized in terms of the technical delivery.  Especially with Virtual Reality, the technology is still complicated to use, when is should be easy and intuitive. Moving in the virtual world doesn’t always work in the best possible way, and in order to get a high quality optical experience, one might need a large and heavy headset.

  1. Content

Since VR and AR are still new technologies, there is a limited amount of good content out there. Companies are developing more and creating new experiences, but lack of user base means lack of content which doesn’t drive commercial sales. This leads to companies not adapting this technology in the services.

  1. Education

Adapting to new technologies takes time. According to the speakers, even though Virtual and Augmented Reality have been around as concepts for years (you might have seen it in Star Trek when you were younger), it was 2012 when they really began to catch on. However, there are still many misconception and misunderstandings about the technologies. People might think VR is only for gamers, or that in order to enjoy AR you need expensive smartphones and other technology. This is why most of the public hasn’t really had a high quality experience with these technologies yet, and educating people about the wonders of VR and AR is the next step that needs to be taken.

So do the speakers think that the year 2018 will be the year Virtual Reality and Augmented Reality really become a huge trend? The less expensive and more easily adaptable AR is already being utilized by more and more companies, but Dalton still believes that the public might not be ready for Virtual Reality yet. Give it a few more years, he says…

Written by;
Leena Salo
SID student

Citizen participation model and game by City of Helsinki

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Service designers and City of Helsinki employees have developed a new model for citizen participation. One model application is a game that the city service teams, for example in libraries or in health stations, play in order to plan how to increase the participation of their clients.

The goal of Helsinki is to become the best functioning city in the world. According to the new strategy of the City one way to get there is to increase the participation of the citizens.

Service design in the strategy of the City

Although Helsinki is among the top cities in the world (3rd last year on the list of the best cities to live in), there is still a lot to do, since some of the city employees never thought how to make their clients to participate in developing the services. The new strategy gives a strong mandate to the employees to do that now. Service design is in the heart of the City strategy.

“Helsinki is primarily a place and a community, not a bureaucracy. I believe that the City cannot solve the big challenges – nor is it even sensible to do so – on its own, but instead we need strategic partnerships with everyone who is interested in developing Helsinki” – Mayor Jan Vapaavuori in the City news

Model for citizen participation

The designers discussed the topic “Creative means to increase participation” in a Helsinki Design Week event in Helsinki City Hall Design Lab in September 11th. Continue reading

Future of Service Design – does it exist?

Ever thought about this? Is service design just one ism, which comes like a wave: First small, getting strong and then fading away. When reaching the end of its existing curve, the ism is so worn out that no-one even wants to hear the words “service design”.

PaneeliAalto University Executive Education arranged on the 1st of June 2017, on International Service Design Day, networking event around this very interesting theme. Speakers and panelists who game from different backgrounds looked at the topic in a versatile and detailed way. They represented front line service design expertise: Peter Barkman, Managing Director from Palmu Helsinki, Laura Franck, Client Service Director from Hellon, Ulla Jones, Business Designer from OP Financial Group and Pekka Toivonen, CEO of Muotohiomo. Next I will raise some points from the discussion to give some thoughts to this important heading.

Transformation is the point

Service design have to grow from project oriented way of doing to be way of thinking that leads to cultural change and transformation in organization. “Human” and “experience” should be taken as a part of business plan in the organization. The experts see that service design as a concepts and the term might disappear. The content itself becomes an everyday part of organizational approaches and practices. Whatever the term that is used, important is to make measurable changes with goal of creating better experiences and focus on customer. Continue reading

Gamification: A Quick Introduction

Games have been always known for their immersive and engaging experiences. These experiences normally challenge players to spend huge amount of time and efforts playing games, in return of gaining that sense of pleasure, mastery and progression that games generate in the player mind.

Building on the strength of games, the term gamifiaciton have been coined where businesses have started applying game thinking, design and tools in non-game contexts for the sake of achieving certain business objectives.

The business objectives from gamifiaciton can vary from increasing customer engagement, building relationships with customers, creating more joyful brand experiences and last but not least influencing and changing customer behaviors.

At its core, gamifiaciton is the same when it comes to the thinking, tools and methods with the difference is why it’s applied and where it’s applied, when comparing it to games.

The aim of this post is to walk you through a brief introduction on gamifiaciton and how it can be used as way to design engaging experiences. The knowledge provided here is based on the material provided in an online Massive Online Open Course (MOOC), which was provided by Coursera on the topic.

Continue reading