Efficiently inefficient: Service design games as innovation tools

Otso Hannula, J. Tuomas Harviainen

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Abstract

This paper analyses the effectiveness of service design games (SDGs) based on their ability to trigger participant reflection. The paper draws upon game studies to present how SDGs appear as ineffective innovation tools, and combines it with organizational knowledge creation to show how the “gameness” of SDGs actually drives their effectiveness. The paper contributes to the understanding of SDGs by offering a theoretical explanation for their effectiveness, and presents a framework for analysing design games as productive dialogues. ATLAS, a board game for service co-design project planning, is presented as an example of embedding reflection into the design of a SDG.
Original languageEnglish
Title of host publicationService Design Geographies : Proceedings of the ServDes2016 Conference
Number of pages12
PublisherLinköping University Electronic Press
Publication date17.05.2016
Pages241-252
ISBN (Electronic)978-91-7685-738-0
Publication statusPublished - 17.05.2016
MoE publication typeA4 Article in conference proceedings
EventService Design and Service Innovation Conference ServDes 2016 - Copenhagen, Denmark
Duration: 24.05.201626.05.2016

Publication series

NameLinköping Electronic Conference Proceedings
PublisherLinköping University Electronic Press, Linköpings universitet
Number125
ISSN (Print)1650-2686
ISSN (Electronic)1650-3740

Keywords

  • 512 Business and Management
  • Service design
  • Knowledge creation
  • Organizational learning
  • Games
  • Co-creation

Fingerprint

Dive into the research topics of 'Efficiently inefficient: Service design games as innovation tools'. Together they form a unique fingerprint.

Cite this