Efficiently inefficient: Service design games as innovation tools

Otso Hannula, J. Tuomas Harviainen

Forskningsoutput: Kapitel i bok/rapport/konferenshandlingKonferensbidragVetenskapligPeer review

Sammanfattning

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.
OriginalspråkEngelska
Titel på gästpublikationService Design Geographies : Proceedings of the ServDes2016 Conference
Antal sidor12
FörlagLinköping University Electronic Press
Utgivningsdatum17.05.2016
Sidor241-252
ISBN (elektroniskt)978-91-7685-738-0
StatusPublicerad - 17.05.2016
MoE-publikationstypA4 Artikel i en konferenspublikation
EvenemangService Design and Service Innovation Conference ServDes 2016 - Copenhagen, Danmark
Varaktighet: 24.05.201626.05.2016

Publikationsserier

NamnLinköping Electronic Conference Proceedings
FörlagLinköping University Electronic Press, Linköpings universitet
Nummer125
ISSN (tryckt)1650-2686
ISSN (elektroniskt)1650-3740

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