Playful IAs — slides for my Euro IA Summit 2007 talk

After a considerable amount of fiddling with SlideShare I’ve finally managed to upload a version of the slides that go with my Playful IAs presentation. This more or less as I presented it at the 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 posted a 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 develop further in future subsequent talks. I’m also pleasantly surprised to see that contrary to what some people think, the IA community (the European one at least) is very much open to new ideas. That’s really nice to experience firsthand.

A lot of people asked for a list of books and other good sources on the topics I covered. Here’s an incomplete list of stuff I’ve used at some stage to inform my thinking:

If that doesn’t keep you busy for a while, you could always have a dig through my links. There’s plenty of good stuff there. Of course of if you ever find anything you think would be of interest to me, do let me know. Just tag it for:kaeru.

Possibility spaces and algorithmic architectures

A screenshot of Sim City.

One of the concepts I plan on exploring in my talk at the Euro IA Summit in Barcelona is ‘possibility spaces’. It’s a term used by Will Wright to describe his view of what a game can be – a space that offers multiple routes and outcomes to its explorer. That idea maps nicely with one definition of play that Zimmerman and Salen offer in Rules of Play: ‘free movement within a rigid structure’. Some examples of possibility spaces created by Wright are the well-known games Sim City and The Sims.

I think the idea of possibility spaces can help IAs to get a firmer grip on ways to realize information spaces that are multi-dimensional and (to use a term put forward by Jesse James Garrett) algorithmic. Algorithmic architectures according to Garrett are created ‘on the fly’ based on a set of rules (algorithms) that get their input (ideally) from user behaviour. The example he uses to explain this concept is Amazon.

I’ve found myself in several projects recently that would have benefited from an algorithmic approach. The hard thing is to explain its charms to clients and to get a unified vision of what it means across to the design team. I believe games might be a useful analogy. What do you think?