Leapfroglog design, cities, physical & social interaction, play

Summary of My Playful IAs Argument

I thought I’d post a short summary of the argument I made in my Euro IA Summit 2007 talk, for those who weren’t there and/or are too lazy to actually go through the notes in the slides. The presentation is basically broken up into three parts:

  1. Future web environments are becoming so complex, they start to show emergent properties. In this context a lot of traditional IA practice doesn’t make sense anymore. Instead of directly designing an information space, you’re better off designing the rules that underly the generative construction of such spaces. In other words, IA is becoming a second order design problem.
  2. IAs tend to argue for the value of their designs based solely on how well they support users in achieving their end goals. I propose supporting experience goals is just as important. From there I try to make the case that any powerful experience is a playful one, where the user’s fun follows from the feeling that he or she is learning new stuff, is kicking ass, is in flow.
  3. Game design is not black magic (anymore). In recent years a lot has become understood about how games work. They are built up out of game mechanics that each follow a pattern of action, simulation, feedback and modelling. Designing playful IAs means taking care that you encourage discovery, support exploration and provide feedback on mastery.

Get the the slides, and a list of sources for the talk in this earlier post.

Related posts:

  1. Mashing Up the Real-Time City and Urban Games
  2. Work Now So You Can Play Later


6 Comments

links from Technoratithe Euro IA Summit 2007 and includes an approximate transcript of my talk. I hope to get an audio/video recording of most of it in the near future as well. When I do I’ll update this page. Update: I’ve posteda short summary of the central argument of my talk. Download a version including an approximate transcript (14,5 MB). I had some great reactions to this talk and I want to thank all the people who engaged with me in discussions afterwards. It’s given me a good picture of what areas I should

Posted by Leapfroglog on 25 September 2007 @ 12pm

links from TechnoratiSummary of my Playful IAs argument (Leapfroglog)

Posted by Tom Hume on 7 October 2007 @ 12am

links from TechnoratiSummary of my Playful IAs argument (Leapfroglog)

Posted by blog.systempreset.com on 4 October 2007 @ 1pm

[...] Update: I’ve posted a short summary of the central argument of my talk here. [...]

Posted by Playful IAs — slides for my Euro IA Summit 2007 talk (Leapfroglog) on 26 September 2007 @ 2pm

[...] Summary of my Playful IAs argument (Leapfroglog) IA is becoming a second order design problem. (tags: design games interface play videogames) [...]

Posted by links for 2007-09-30 on 30 September 2007 @ 2pm

[...] Summary of my Playful IAs argument (Leapfroglog) “Designing playful IAs means taking care that you encourage discovery, support exploration and provide feedback on mastery.” Kars’ whole talk is great, really. (tags: games play interface ui interaction design ia experience discovery) [...]

Posted by Infovore » links for 2007-10-02 on 3 October 2007 @ 1am

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