User Satisfaction with Organizational Learning Time-Efficiency in Topaasia Cards

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10825)


This paper discusses the ways in which design games are used as scaffolds for knowledge creation. Using players’ reports on time-efficiency in deployments of Topaasia Cards, it demonstrates that play appears to foster creative dialogue and meaningful interaction that lead to user experiences of positive organizational knowledge creation.


Design games Knowledge creation Organizational learning User experience research 


Ethical Statement and Funding

The authors have no connection to Gälliwashere excluding this particular research project.

Parts of this research were supported by grant 10-5514 from Liikesivistysrahasto.


  1. 1.
    Apter, M.J.: A structural phenomenology of play. In: Kerr, J.H., Apter, M.J. (eds.) Adult Play: A Reversal Theory Approach, pp. 13–29. Swets & Zeitlinger, Amsterdam (1991)Google Scholar
  2. 2.
    Brandt, E., Messeter, J., Binder, T.: Formatting design dialogues – games and participation. CoDesign 4, 51–64 (2008)CrossRefGoogle Scholar
  3. 3.
    Engeström, Y.: Learning by Expanding: An Activity-theoretical Approach to Developmental Research. Orienta-Konsultit, Helsinki (1987)Google Scholar
  4. 4.
    Engestrom, Y.: Innovative learning in work teams: analyzing cycles of knowledge creation in practice. In: Engeström, Y., Miettinen, R., Punamäki, R.-L. (eds.) Perspectives on Activity Theory, pp. 377–404. Cambridge University Press, Cambridge (1999)CrossRefGoogle Scholar
  5. 5.
    Eriksen, M.A., Brandt, E., Mattelmäki, T., Vaajakallio, K.: Taking design games seriously: re-connecting situated power relations of people and materials. In: Proceedings of the 13th Participatory Design Conference, pp. 101–110. ACM, Windhoek (2014)Google Scholar
  6. 6.
    Gherardi, S.: Organizational learning: the sociology of practice. In: Easterby-Smith, M., Lyles, M.A. (eds.) The Blackwell Handbook of Organizational Learning and Knowledge Management, pp. 43–65. Wiley, Hoboken (2011)Google Scholar
  7. 7.
    Hannula, O., Harviainen, J.T.: Efficiently inefficient: service design games as innovation tools. In: Morelli, N., de Götzen, A., Grani, F. (eds.) Service Design Geographies, pp. 241–252. Linköping University Electronic Press, Linköping (2016)Google Scholar
  8. 8.
    Hannula, O., Irrmann, O.: Played into collaborating: design games as scaffolding for service co-design project planning. Simul. Gaming 47, 599–627 (2016)CrossRefGoogle Scholar
  9. 9.
    Harviainen, J.T., Vaajakallio, K., Sproedt, H.: Service design games as innovation tools, knowledge creators, and simulation/games. Simul. Gaming 47, 559–565 (2016)CrossRefGoogle Scholar
  10. 10.
    Kaario, P., Vaajakallio, K., Lehtinen, V., Kantola, V., Kuikkaniemi, K.: Someone else’s shoes-using role-playing games in user-centered service design. In: ServDes 2009 (2009)Google Scholar
  11. 11.
    Klapztein, S., Cipolla, C.: From game design to service design: a framework to gamify services. Simul. Gaming 47, 566–598 (2016)CrossRefGoogle Scholar
  12. 12.
    Landers, R.N., Landers, A.K.: An empirical test of the theory of gamified learning: the effect of leaderboards on time-on-task and academic performance. Simul. Gaming 45, 769–785 (2014)CrossRefGoogle Scholar
  13. 13.
    Mainemelis, C., Ronson, S.: Ideas are born in fields of play: towards a theory of play and creativity in organizational settings. Res. Organ. Behav. 27, 81–131 (2006)CrossRefGoogle Scholar
  14. 14.
    Tsoukas, H.: A dialogical approach to the creation of new knowledge in organizations. Organ. Sci. 20, 941–957 (2009)CrossRefGoogle Scholar
  15. 15.
    Vaajakallio, K.: Design Games as a Tool, a Mindset and a Structure. Aalto University, Helsinki (2012)Google Scholar
  16. 16.
    Vaajakallio, K., Mattelmäki, T.: Design games in codesign: as a tool, a mindset and a structure. CoDesign 10, 63–77 (2014)CrossRefGoogle Scholar
  17. 17.
    Vesa, M., Hamari, J., Harviainen, J.T., Warmelink, H.: Computer games and organization studies. Organ. Stud. 38, 273–284 (2017)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  1. 1.Aalto UniversityEspooFinland
  2. 2.Hanken School of EconomicsHelsinkiFinland

Personalised recommendations