Designing as playing games of make-believe

Design Science 6:e10 (2020)
  Copy   BIBTEX

Abstract

Designing complex products involves working with uncertainties as the product, the requirements and the environment in which it is used co-evolve, and designers and external stakeholders make decisions that affect the evolving design. Rather than being held back by uncertainty, designers work, cooperate and communicate with each other notwithstanding these uncertainties by making assumptions to carry out their own tasks. To explain this, the paper proposes an adaptation of Kendall Walton’s make-believe theory to conceptualise designing as playing games of make-believe by inferring what is required and imagining what is possible given the current set of assumptions and decisions, while knowing these are subject to change. What one is allowed and encouraged to imagine, conclude or propose is governed by socially agreed rules and constraints. The paper uses jet engine component design as an example to illustrate how different design teams make assumptions at the beginning of design activities and negotiate what can and cannot be done with the design. This often involves iteration – repeating activities under revised sets of assumptions. As assumptions are collectively revised, they become part of a new game of make-believe in the sense that there is social agreement that the decisions constitute part of the constraints that govern what can legitimately be inferred about the design or added to it.

Links

PhilArchive



    Upload a copy of this work     Papers currently archived: 91,386

External links

  • This entry has no external links. Add one.
Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

Similar books and articles

Certain Uncertainties and the Design of Design Education.Johan Redström - 2020 - She Ji: The Journal of Design, Economics, and Innovation 6 (1):83-100.
The banality of simulated evil: Designing ethical gameplay. [REVIEW]Miguel Sicart - 2009 - Ethics and Information Technology 11 (3):191-202.
The what and the how of metaphorical imagining, Part One.David Hills - 2017 - Philosophical Studies 174 (1):13--31.
Designing games to teach ethics.Peter Lloyd & Ibo van de Poel - 2008 - Science and Engineering Ethics 14 (3):433-447.
Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2016 - Proceedings of 1st International Joint Conference of DiGRA and FDG.
Sum, quorum, tether.Sanjay Chandrasekharan & Mark Tovey - 2012 - Pragmatics and Cognition 20 (3):447-482.
Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2017 - Transactions of the Digital Games Research Association 2 (3):143-173.

Analytics

Added to PP
2021-05-08

Downloads
0

6 months
0

Historical graph of downloads

Sorry, there are not enough data points to plot this chart.
How can I increase my downloads?

Author Profiles

Rafaela Hillerbrand
Universität Karlsruhe
Michael Poznic
Universität Karlsruhe

Citations of this work

No citations found.

Add more citations

References found in this work

No references found.

Add more references