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

dc.contributorAalto-yliopistofi
dc.contributorAalto Universityen
dc.contributor.authorHannula, Otsoen_US
dc.contributor.authorHarviainen, J. Tuomasen_US
dc.contributor.departmentDepartment of Industrial Engineering and Managementen
dc.contributor.editorMeroni, Annaen_US
dc.contributor.editorOspina Medina, Ana Maríaen_US
dc.contributor.editorVillari, Beatriceen_US
dc.date.accessioned2019-02-25T08:51:03Z
dc.date.available2019-02-25T08:51:03Z
dc.date.issued2018-07-05en_US
dc.description.abstractDesign 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.en
dc.description.versionPeer revieweden
dc.format.extent13
dc.format.mimetypeapplication/pdfen_US
dc.identifier.citationHannula, O & Harviainen, J T 2018, User perceptions of design games as settings for organizational learning : Case Topaasia. in A Meroni, A M Ospina Medina & B Villari (eds), Proceedings of the ServDes2018 Conference., 034, Linköping Electronic Conference Proceedings, no. 150, Linköping University Electronic Press, pp. 417-439, Service Design and Service Innovation Conference, Milan, Italy, 18/06/2018. < http://www.ep.liu.se/ecp/article.asp?article=034&issue=150&volume= >en
dc.identifier.isbn978-91-7685-237-8
dc.identifier.issn1650-3686
dc.identifier.issn1650-3740
dc.identifier.otherPURE UUID: a38d6956-57ac-4bc6-99d8-fe751f667ce0en_US
dc.identifier.otherPURE ITEMURL: https://research.aalto.fi/en/publications/a38d6956-57ac-4bc6-99d8-fe751f667ce0en_US
dc.identifier.otherPURE LINK: http://www.ep.liu.se/ecp/article.asp?article=034&issue=150&volume=
dc.identifier.otherPURE FILEURL: https://research.aalto.fi/files/31662783/ecp18150034.pdfen_US
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/36846
dc.identifier.urnURN:NBN:fi:aalto-201902252003
dc.language.isoenen
dc.relation.ispartofService Design and Service Innovation Conferenceen
dc.relation.ispartofseriesProceedings of the ServDes2018 Conferenceen
dc.relation.ispartofseriespp. 417-439en
dc.relation.ispartofseriesLinköping Electronic Conference Proceedings ; 150en
dc.rightsopenAccessen
dc.subject.keyworddesign gamesen_US
dc.subject.keywordorganizational learningen_US
dc.subject.keywordinterventionsen_US
dc.subject.keywordexpansive learningen_US
dc.subject.keywordcreativityen_US
dc.subject.keywordplayfulnessen_US
dc.titleUser perceptions of design games as settings for organizational learning : Case Topaasiaen
dc.typeA4 Artikkeli konferenssijulkaisussafi
dc.type.versionpublishedVersion

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