desirable move in playful design.
F2: Embodied non-verbal communication led to shared
insights. In both studies, we saw that the tool’s subtle, embodied,
ambiguous, and non-verbal communication mechanism could
balance negative power structures that emerge as people talk;
create a safe space where no one feels the urge to commit to ideas;
and dilute the sense of personal ownership to the benefit of
collective insights. Such conversation form might also disrupt
notions of expertise, e.g. mitigating people’s fear of being
perceived as stupid by others.
F3: The board’s contents and structure helped scaffold
conversations. The board’s contents helped to structure the
sessions and focus conversations, e.g. incorporating relevant
design concepts. For example, in the second study, we built on an
existing framework for playful wearables [8] to ask questions such
as: “How does the wearable help you to communicate: through
your body, using verbs, or symbols?”. That helped us to scaffold
the discussion and navigate between abstract and concrete ideas.
Future iterations of the tool might benefit from including different
boards that focus and scaffold different parts of the conversation.
F4: A diversity of personas and narratives seemed desirable.
In both studies we realized that while the original Ouija narrative
was compelling for some, it made others skeptical. A more flexible,
less mystical narrative might better accommodate a more diverse
set of participants, contexts, and design goals. We decided that
future iterations of the tool should also include realistic personas
in order to appeal to those who might feel uncomfortable with the
Ouija’s mysticism. We also determined that a clear explanation of
the rationale behind the board, its inspirational use, and the
facilitator’s role should be offered to participants.
F5: Role-playing personas encouraged multi-stakeholder
empathy. Summoning external figures created a shared lens for
discussion and enabled role-playing other people’s ideas. For
example, in the second study, pretending to be communicating
with Curie’s spirit affected our questions and subsequent
interpretation of “her answers”, e.g. assuming that she was a
straightforward and ironic woman, when the , and emojis
were highlighted, we concluded the session assuming Curie was
“hungry” and left riding her “horse”. Role-playing external
personas might help people empathize with the perspectives of
stakeholders who are not present, human and beyond. To better
encourage multi-stakeholder empathy, we decided that future
versions of the tool would use role-playing of non-present
personas as a central part of the activity.
3 The Work-in-Progress MESMER Tool
MESMER, the next iteration of our tool, extends the Otherworld
Framework by focusing conversations specifically on play and
playfulness. Building on the pilot trials findings, we kept the core
interaction mechanics behind OF (F1&2) but reframed the activity
to include non-spiritual themes (F4) and allow participants to role-
play any relevant stakeholder (F5). We also added structure to the
activity (F3) through a set of boards targeting diverse themes, e.g.
to focus directly on playfulness, one of the boards features play
design concepts. Below we describe the work-in-progress version
of MESMER.
Let us imagine that a design researcher decides to use MESMER to
facilitate a multi-stakeholder conversation about the potential of
technology to playfully augment the public spaces of a city. The
conversation begins as one of the participants, the owner of a
popular coffee shop, pulls a card from a deck which assigns a
persona to her: a homeless person. Importantly, the cards feature
different personas, curated to be relevant to the targeted design
scenario. They include both humans, other living things (e.g. a
bird, or a tree), spirits of relevant historical characters (e.g. a
former mayor), and inanimate things (e.g. a light pole, or a
playground). Once the participant is assigned her new identity,
which will be visible to everyone, the other participants can start
interviewing her.
In the current version of the tool, conversations involve 4 phases,
each with its dedicated answer board—these phases can be seen in
the hypothetical MESMER session illustrated in Figure 4. The
conversation begins with a board featuring general prompts (e.g.
yes, no, maybe…) and letters; participants can ask questions to
familiarize themselves with the role-played persona (in this case, a
homeless person). Following, they move on to a mood board with
photos of city landscapes conveying diverse emotions; they can
use it to investigate the persona’s own experiences in, and ideas
about, the city. Next, participants use a board that includes a list of
playful experiences inspired by [4] and [5]; they can use it to
discuss the persona’s playful desires. The interview concludes with
a fourth board that is completely blank; participants can draw and
write on it to improvise custom questions and answers.