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Design Games: Draft Summary

Tag line: Come Play


Characters: Imago, Ggis, Hera, and people from each location

Imago pops up in Design Games all over. She becomes a leader and good and bad ensue through her often
terrible, sometimes good, but always funny leadership. Ggis and Hera are usually with her.

Imago, Ggis and Hera follow a participatory Design process: the 5 steps of Organizing, Fact Finding,
Generating Ideas, Creating a Design, and Building it.

How Imago arrives: She pops up through holes, behind rocks, in a dream, in a book, in art, on a show,
through a crack in the sidewalk. She takes a pivotal role and becomes an organizer.

How Imago leaves: She slips away, sometimes in the middle of the game, without people noticing and
they dont remember her. They continue the game without her.

When a place reaches a certain size and when a certain number of kids come to events, Corporate
Vultures appear. Imago battles them, takes their money and gives it to the kids robin hood style, kids get
exploited, then Imago battles the corporate vultures some more. When Imago is playing the game at the
same time as a Corporate Vulture, Imagos a wild card, and shes totally inconsistent. Corporate Vultures
are consistent.

In Church vs. State game play you receive no tax revenue from the Church, and the Church wants to use
the public places your people build for fundamentalist religion uses. The Church is interchangeable with
the Mosque and the Synagogue.

Chapter 1. Garden and skate spot in Brooklyn (our front steps, our street, the dead end)
Chapter 2. Artist workshop in Haiti
Chapter 3. Greenhouse in Harlem
Chapter 4. Bioremediation of a park in the Lower East Side
Chapter 5. Skate park and storm water ponds in Manhattan
Chapter 6. Housing in Mexico City after the earthquake
Chapter 7. Playground in Queens, NYC
Chapter 8. Food garden in Staten Island.
Chapter 9. Composting in Micronesia
Chapter 10. Squat in the Lower East Side.
Chapter 11. Farm in Vermont
Chapter 12: Microgrid Energy in India
Chapter 13: Biogas Digester in New York State

Each chapter is a self contained story and is set in a real place. People from the place play the design
games with Imago. A base map of the place and templates representing the design options come with
each chapter.

Design Game: Skatepark and Stormwater ponds in a contaminated lot in the Lower East Side
In this design game you will use information from a real place to create design ideas.

Goal: You will design a bioremediation plan for a park. The soil is contaminated with oil. Cars and
buildings surround it. The park will be open to the public for active play, art, growing organic food,
experiments, events, composting, and to be with nature. The park design may include lights and
electricity for pumps, lights, and heat, and it may include water and sinks. Energy and electricity can
come from the school building next door, from solar, biogas, wind power, or other sources. When your
design is finished you'll take a digital photo of it, or draw it. Youll show it to other teams and make
changes to your design based on their response.
Rules: Everyone plays the design game together equally. Everyone moves pieces at the same time.

This game follows a 5 step Participatory Design Process:
1) Organizing 2) Fact Finding 3) Generating Design Ideas 4) Creating a Design 5) Building the Place.

1. Organizing
Imagine your design team has already been elected by members of your community to design the park.
You've organized your plan, and you've set up your scheduled times to meet.

2. Fact Finding:
Your team has learned the following information from surveys, interviews, and studies of the land and
neighborhood. The land is shaped like a square 200 long by 200 wide. Apartment buildings, schools, a
mosque, a church, restaurants, dry cleaners, and stores surround it. The school is 70 high and the other
buildings are 50 high. The wind blows across the center. For 10 years the land has been abandoned, and
its covered with plants and soil which all are permeable (allow rain through the soil). Oil tanks were
buried in all four corners, so these areas have contaminated soil. The center has clean soil. Dust settles
around the edges from trucks and cars driving by. The new park will be cared for by the community, and
will be used for all-ages events, gardening, very active recreation, and environmental sessions. It will be
used after school, summer and weekends, year round, in all weather. In surveys about the garden Kids
and Teens said they would love to have a place to get warm in the winter, make art, sit and eat, raise
plants, and have beautiful clean areas. They'd also love to have a place to climb trees and equipment,
swing, play basketball, skateboard and ride bikes. They'd like to raise food plants after school and
summer to sell, and for the community. Community Groups and Schools want a place where they can
take kids for very active play as well as intensive environmental programs, a place to have events and
performances, garden beds, and a place where educational projects can take place. Neighbors would like
to have access every day, to have many different kinds of areas to play and hold events, to have a place
where people can go to get peace and quiet to read a book, and a place to grow plants, socialize, and be
alone with nature.

3. Generating Design Ideas: You are Here:
Today you will generate design ideas that represent all the ideas gathered from surveys, interviews, and
neighborhood studies. Have everyone on the team move pieces around on the model.

4. Creating a Design:
The design on the model will keep changing until you all decide the design meets the needs of all the
groups. If one group is still not having its needs met in your design, work on your design until it works for
everyone. If you disagree keep going back to the land & people information to make your point.

5. Building the Place
When your design meets all of the groups needs you have won the game. Imagine your team will now
build this beautiful place for your community.
Design Game: Seward Campus Rooftop, 350 Grand Street, Manhattan
In this design game you will use information from a real place to create design ideas.

Goal: You will design an imaginary park. This place will grow food that can be served in the school
cafeteria and in SummerMeals in the neighborhood, while meeting the needs of teenagers and
teachers, during the school year, after school, and summer. You'll work as a team to create a design.
When your design is finished you'll take a digital photo of it, or draw it. Youll show it to other teams and
make changes to your design based on their response.
Rules: Everyone plays the design game together equally. Everyone moves pieces at the same time.

This game follows a 5 step Participatory Design Process:
1) Organizing 2) Fact Finding 3) Generating Design Ideas 4) Creating a Design 5) Building the Place.

1. Organizing
Imagine your design team has already been elected by members of your community to design food
gardens on the rooftop at the Seward Campus. You've organized your plan, and you've set up your
scheduled times to meet.

2. Fact Finding:
Your team has learned the following information from surveys, interviews, and studies of the roof and
neighborhood: The roof is shaped like an E, with North at the top of the E. The long part of the E is 285
long by 60 wide, and each of the shorter parts are 60 by 100. The area has full sun all day. The wind
blows from south to north west across the site. There are drains, but some are blocked and puddles form
in the northern part of the roof. The roof is used by all 5 schools in the building for student events,
gardening, physical education, and classes. Its used after school, summer and weekends for events. The
school sits right on the border of Chinatown and the Lower East Side and is culturally diverse. Nearby are
food stores, small businesses, parks and hundreds of neighbors. In surveys about the
roof Teenagers said they would love to have art, seating, plants, and beautiful clean areas. They'd also
love to have a place to play a variety of sports. They'd like to raise food plants after school and summer
to sell, and for the cafeteria. Teachers want a place where they can take students for classes, a place to
have performances, garden beds, and a place where educational projects can take place. Neighbors
would like to have access at times to the roof, to have a place where people can go to get peace and quiet
to read a book, a place to grow plants, and lie on grass. Look at a map from www.oasisnyc.org to learn
additional information about this site.

3. Generating Design Ideas: You are Here:
Today you will generate design ideas that represent all the ideas gathered from surveys, interviews, and
neighborhood studies. Have everyone on the team move pieces around on the model.

4. Creating a Design:
The design on the model will keep changing until you all decide the design meets the needs of all the
groups. If one group is still not having its needs met in your design, work on your design until it works for
everyone. If you argue or disagree, stay respectful, and keep going back to the site & people information
to make your point.

5. Building the Place
When your design meets all of the group's needs you have won this game. Imagine your team will now
build this beautiful place for your community.

copyright 2000 Participatory Design by Paula Hewitt

Design Game: Greenhouse in Harlem
In this design game you will use information from a real place to create design ideas.

Goal: You will design a greenhouse inside of a garden. The greenhouse will be used for play and
classroom space, experiments and work space, presentations (projector/screen, white board, chalk
board), hydroponic growing systems, composting, and a plant nursery. The greenhouse design may
include lights and electricity for pumps, lights, and heat, and it may include water and sinks. Electricity
can come from the Bro/Sis building, from solar, and from wind power. When your design is finished
you'll take a digital photo of it, or draw it. Youll show it to other teams and make changes to your design
based on their response.
Rules: Everyone plays the design game together equally. Everyone moves pieces at the same time.

This game follows a 5 step Participatory Design Process:
1) Organizing 2) Fact Finding 3) Generating Design Ideas 4) Creating a Design 5) Building the Place.

1. Organizing
Imagine your design team has already been elected by members of your community to design the
greenhouse. You've organized your plan, and you've set up your scheduled times to meet.

2. Fact Finding:
Your team has learned the following information from surveys, interviews, and studies of the garden and
neighborhood: The garden is shaped like a rectangle 100 long by 60 wide. Tall buildings surround the
garden, blocking a lot of the sun. The wind blows across the center of the garden. There are pathways and
structures, otherwise the garden has grass, woodchip, plants, and soil which all are permeable (allow rain
through the soil). The garden is cared for by the community and by member of Bro Sis, and is used for
youth events, gardening, very active recreation, and environmental sessions. Its used after school,
summer and weekends, year round, in all weather. The garden is in Harlem, and nearby are food stores,
small businesses, and hundreds of neighbors. In surveys about the garden Teenagers said they would
love to have a place to get warm in the winter, make art, sit and eat, raise plants, and have beautiful clean
areas. They'd also love to have a place to play a variety of group building games. They'd like to raise food
plants after school and summer to sell, and for the community. Bro Sis staff want a place where they can
take kids for very active play as well as intensive environmental programs, a place to have events and
performances, garden beds, and a place where educational projects can take place. Neighbors would like
to continue to have access every day to the garden, to have a place where people can go to get peace and
quiet to read a book, a place to grow plants, and socialize. Look at a map from www.oasisnyc.org to learn
additional information about this site.

3. Generating Design Ideas: You are Here:
Today you will generate design ideas that represent all the ideas gathered from surveys, interviews, and
neighborhood studies. Have everyone on the team move pieces around on the model.

4. Creating a Design:
The design on the model will keep changing until you all decide the design meets the needs of all the
groups. If one group is still not having its needs met in your design, work on your design until it works for
everyone. If you argue or disagree, stay respectful, and keep going back to the site & people information
to make your point.

5. Building the Place
When your design meets all of the group's needs you have won this game. Imagine your team will now
build this beautiful place for your community.

Design Game: A greenhouse in Harlem
Pictures of community built greenhouses
http://issuu.com/openroad/docs/greenhouse_design___build
This Base Map is the Playing Board. Youll Move around the Game Pieces on the Base Map.




Game Pieces. Cut these out and put them on the Base Map.





Model Game

Goal: Each team will design an imaginary park. This place will meet the needs of teens, kids,
teachers, and neighbors of all ages. You'll work as a team to create a design. When your design is
finished you'll present it to the other teams and show how it meets the needs of each group of people.
Rules: Teenagers, kids, and adults play together equally. Everyone moves pieces at the same time.

This game follows a 5 step Participatory Design Process:
1) Organizing 2) Fact Finding 3) Generating Design Ideas 4) Creating a Design 5) Building the Place.

1. Organizing
Imagine your design team has already been elected by members of your community, you've chosen a
site, you've organized your plan, and you've set up your scheduled times to meet.

2. Fact Finding:
Your team has learned the following information from surveys, interviews, and studies of your lot and
neighborhood: Your vacant lot is 160ft by 128ft with nothing on it but weeds. The area has full sun all
day. The wind blows from south to north west across the site. There are no drains and puddles form in
the center. No one uses this lot now. Next to this lot are a high school, a mosque, a church, small
businesses, day care centers, drug dealing and gangs, youth groups, and hundreds of
neighbors. Teenagers said they would love to have an area where they can chill outside with friends,
but in shady areas. They'd also love to have a place to play real sports, because their school does not
have a gym. They'd like to raise and sell plants to make some money, and see wildlife.Teachers want a
place where they can take kids for recess, have a class in session, a place to have
performances, garden beds, and a place where educational projects can take place. Neighbors want a
place for young kids & teens to play, and a place where people can go to get peace and quiet to read a
book, a place to grow plants, and lie on grass. Children want to play in water, sand, dirt, and also like
running and rolling on grass, but there's no grass in the neighborhood. They'd also like to climb, jump,
and swing.

Look at a map from www.oasisnyc.org or www.mapquest.com. Find the streets and parks nearby.

3. Generating Design Ideas: You are Here:
Today you will generate design ideas that represent all the ideas you gathered from surveys, interviews,
and neighborhood studies. Have everyone on the team move pieces around on the model.

4. Creating a Design:
The design on the model will keep changing until you all decide the design meets the needs of all the
groups. If one group is still not having its needs met in your design, work on your design until it works
for everyone. If you argue or disagree, stay respectful, and keep going back to the site & people
information to make your point.

5. Building the Place
When your design meets all of the group's needs you have won this game. Imagine your team will now
build this beautiful place for your community.


Design Game: Microgrid Energy in India
Microgrid installation may be easy, but that is often where the simplicity ends. Some high-caste farmers
demand that lines be rerouted because they can't bear to have electricity flowing from the house of the
low-caste cobbler next door. Some Hindu neighborhoods don't want to be on the same grid as Muslims.
One resident who breaks the rules and takes too much power, for a ceiling fan or television, can make the
whole grid crash

































Character Background Information
Imago
Ggis
Hera
Corporate Vultures

Character Playing Options

Corporate Vultures
Two playing options.
1) You can pit one corporation against the other, one wins.
2) You can be anti corporate.

Examples
Nike and Adidas

Knight is now the chairman of the board at Nike (NKE). That one goal at the Bernabu started with a
Nike cleat on the right foot of Cristiano Ronaldo, who fed Coentro with a threaded pass from
midfield. Im at the stadium because Nike offered me tickets. And Im in Spain because after several
requests to speak to executives in Oregon, Nike insisted I meet them here in Madrid.

Nike has rented out the 380-year-old Saln de Reinos, the slightly shabby remains of a palace built by
Philip IV. For two days, Nike has parked generators outside and installed stage sets inside. In 2013,
Ronaldo won the Ballon dOr, the golden ball. This makes him the best player in the world. Nike
invited 250 journalists from around the globe to Madrid because it wants us to see Ronaldos new
shoes.

Nike is now the largest sportswear company in the world, with $25 billion in revenue and a 17 percent
market share. The second-largest, Germany-based Adidas, has $20 billion in revenue and 12 percent
of the market. These share numbers soar for soccer gear, where together the two comprise 70 percent
of the market. According to FIFA, the organization that governs international soccer, 300 million
people play the game and a billion watch it. The sport is expanding in Asia and is the rare product for
which the U.S. is still a growing market. Smaller American sportswear providers such as Under
Armour (UA) and Warrior Sports have begun sponsoring teams in the U.K.s Barclays Premier
League, recognizing that a company without a cleat on this turf cannot aspire to be global.

Nike says it brought in $1.9 billion in soccer revenue in 2013. Adidas declined to share its number, but
according to Peter Rohlmann, a sports marketing consultant based in Rheine, last year the company
had $2.4 billion in soccer revenue. That this is even a contest is a problem for Adidas. Nike didnt do
soccer until 1994, when the World Cup came to the U.S. And even when Adidas lost its advantage in
other sports, it held on to it in soccer. Herbert Hainer, the companys CEO, likes to say that the game
is part of our DNA. Adidas relies more on the European market, where soccer is the only sport that
matters. Nike wants soccer. Adidas needs it.

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