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User perceptions of design games as settings for organizational learning: Case Topaasia

Otso Hannula
Department of Industrial Engineering and Management, Aalto University School of Science, Finland

J. Tuomas Harviainen
Department of Industrial Engineering and Management, Aalto University School of Science, Finland

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Ingår i: ServDes2018. Service Design Proof of Concept, Proceedings of the ServDes.2018 Conference, 18-20 June, Milano, Italy

Linköping Electronic Conference Proceedings 150:34, s. 427-439

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Publicerad: 2018-07-05

ISBN: 978-91-7685-237-8

ISSN: 1650-3686 (tryckt), 1650-3740 (online)

Abstract

Design games are a co-design tool used in diverse environments including service design, improving organizational processes and creating strategies. In this paper, we expand the role of design games to include organizational learning and outline a theoretical framework for analysing how design games provide a creative space which supports processes of expansive learning (Engeström, 2001) within organizations. We illustrate the framework by presenting preliminary results about the use of Topaasia, a design game for supporting co-development of organizational practices. Based on the user perception of Topaasia, we argue that design games can support organizational learning even in the absence of a design project by providing a space for creative dialogue through which practices are transformed. Finally, we propose a research approach further study the effects of using design games as tools of organizational co-development.

Nyckelord

design games, organizational learning, interventions, expansive learning, creativity, playfulness

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