I conducted exploratory studies of co-design research sessions with 4 members of a family. The research consisted of 4 sessions (one per week). The main goal of this research was to experiment with methods of creating different kinds of “scaffolds” for co-designers (the family) to create their own system, in this case, a game board. This exploratory research will later inform my own thesis work.
Session 1 was a warm up session to get the participants familiar with the facilitator through conversations and social interactions. We played 2 board games (Pandemic and Tsuro) and sketched out ideas about what they thought about an “enjoyable game”. As a continuation of session 1, in session 2 we played Dungeons & Dragons game board. Then we played the participant’s modified Dungeons & Dragons game board and discussed it.
In session 3, participants divided into 2 teams. In the first part, the two team worked side by side, but separately for 15 minutes. The second part was a group brainstorm and started the game development process.
Session 4 opened with reviewing what the participants did in the previous session. The goal of this session is to create a concrete game concept. The participants were able to refine and created a game concept by the end of the research sessions. It was still a rough game, but it painted a clear picture how to play the game.
I discovered the challenges and difficulty of co-designing a game from scratch, even if it’s a simple one. However, it was clear that certain parameters and rules that the moderator needs to adjust and be flexible during the co-design session in order to keep the scope of the game in check.