Playing with emergence is like gardening

It’s been a while since I finished reading Steven Berlin Johnson’s Emergence. I picked up the book because ever since I started thinking about what IxDs can learn from game design, the concept of emergence kept popping up.

Johnson’s book is a pleasant read, an easy-going introduction to the subject. I started and finished it over the course of a weekend. There were a few passages I marked as I went a long, and I’d like to quote them here and comment on them. In order, they are about:

  1. Principles that are required for emergence to happen
  2. How learning can be unconscious
  3. Unique skills of game players
  4. Gardening as a metaphor for using (and making) emergent systems

A cheat sheet

Let’s start with the principles.1

“If you’re building a system designed to learn from the ground level, a system where macrointelligence and adaptability derive from local knowledge, there are five fundamental principles you need to follow.”

These principles together form a useful crib sheet for designers working on social software, MMOGs, etc. I’ll summarise each of Johnson’s principles here.

“More is different.”

You need to have a sizeable amount of low-level elements interacting to get patterns emerging. Also, there is a difference between the behaviour you will observe on the microlevel, and on the macrolevel. You need to be aware of both.

“Ignorance is useful.”

The simple elements don’t have to be aware of the higher-level order. In fact, it’s best if they aren’t. Otherwise nasty feedback-loops might come into being.

“Encourage random encounters.”

You need chance happenings for the system to be able to learn and adapt.2

“Look for patterns in the signs.”

Simply put, the basic elements can have a simple vocabulary, but should be able to recognise patterns. So although you might be working with only one signal, things such as frequency and intensity should be used to make a range of meanings.

“Pay attention to your neighbours.”

There must be as much interaction between the components as possible. They should be made constantly aware of each other.

Now with these principles in mind look at systems that successfully leverage collective intelligence. Look at Flickr for instance. They are all present.

Chicken pox

I liked the following passage because it seems to offer a nice metaphor for what I think is the unique kind of learning that happens while playing. In a way, games and toys are like chicken pox.3

“[…] learning is not always contingent on consciousness. […] Most of us have developed immunity to the varicella-zoster virus—also known as chicken pox—based on our exposure to it early in childhood. The immunity is a learning process: the antibodies of our immune system learn to neutralize the antigens of the virus, and they remember those neutralization strategies for the rest of our lives. […] Those antibodies function as a “recognition system,” in Gerald Edelman’s phrase, successfully attacking the virus and storing the information about it, then recalling that information the next time the virus comes across the radar. […] the recognition unfolds purely on a cellular level: we are not aware of the varicella-zoster virus in any sense of the word, […] The body learns without consciousness, and so do cities, because learning is not just about being aware of information; it’s also about storing information and knowing where to find it. […] It’s about altering a system’s behaviour in response to those patterns in ways that make the system more successful at whatever goal it’s pursuing. The system need not be conscious to be capable of that kind of learning.

Emphasis on the last sentence mine, by the way.

Patience

Johnson writes about his impression of children playing video games:4

“[…] they are more tolerant of being out of control, more tolerant of that exploratory phase where the rules don’t all make sense, and where few goals have been clearly defined.”

This attitude is very valuable in today’s increasingly complex world. It should be fostered and leveraged in areas besides gaming too, IMHO. This point was at the core of my Playing With Complexity talk.

Gardening

“Interacting with emergent software is already more like growing a garden than driving a car or reading a book.”5

Yet, we still tend to approach the design of systems like this from a tradition of making tools (cars) or media (books). I not only believe that the use of systems like this is like gardening, but also their creation. Perhaps they lie in each other’s extension, are part of one never-ending cycle? In any case, when designing complex systems, you need to work with it “live”. Plant some seeds, observe, prune, weed, plant some more, etc.

I am going to keep a garden (on my balcony). I’m pretty sure that will teach me more about interaction design than building cars or writing books.

  1. The following quotes are taken from pages 77-79. []
  2. This reminds me of Nassim Nicholas Taleb’s The Black Swan, wherein he writes about maximising your chance of having serendipitous encounters. []
  3. Taken from pages 103-104. []
  4. Page 177. []
  5. Page 207. []

Playing With Complexity — slides and notes for my NLGD Festival of Games talk

When the NLGD Foundation invited me to speak at their anual Festival of Games I asked them what they would like me to discuss. “Anything you like,” was what they said, essentially. I decided to submit an abstract dealing with data visualization. I had been paying more and more attention to this field, but was unsuccessful in relating it the other themes running through my work, most notably play. So I thought I’d force myself to tackle this issue by promising to speak about it. Often a good strategy, I’ve found. If it worked out this time I leave for you to judge.

In brief, in the presentation I argue two things: one — that the more sophisticated applications of interactive data visualization resemble games and toys in many ways, and two — that game design can contribute to the solutions to several design issues I have detected in the field of data visualization.

Below are the notes for the talk, slightly edited, and with references included. The full deck of slides, which includes credits for all the images used, is up on SlideShare.

Hello everyone, my name is Kars Alfrink. I am a Dutch interaction designer and I work freelance. At the moment I work in Copenhagen, but pretty soon I will be back here in Utrecht, my lovely hometown.

In my work I focus on three areas: mobility, social interactions, and play. Here is an example of my work: These are storyboards that explore possible applications of multitouch technology in a gated community. Using these technologies I tried to compensate for the negative effects a gated community has on the build-up of social capital. I also tried to balance ‘being-in-the-screen’ with ‘being-in-the-world’ — multitouch technologies tend to be very attention-absorbing, but in built environments this is often not desirable.1

I am not going to talk about multitouch though. Today’s topic is data visualization and what opportunities there are for game designers in that field. My talk is roughly divided in three parts. First, I will briefly describe what I think data visualization is. Next, I will look at some applications beyond the very obvious. Third and last, I will discuss some design issues involved with data visualization. For each of these issues, I will show how game design can contribute.

Right, let’s get started.

Continue reading Playing With Complexity — slides and notes for my NLGD Festival of Games talk

  1. For more background on this project please see this older blog post. More examples of my recent work can be found in my portfolio. []

Zona Incerta and using ARGs for activism

(Following some recent overly long posts, here’s an attempt to stay under 500 words.)

For a while now, I have been lurking on the mailing list of the Alternate Reality Games IGDA SIG. ARGs are games that use the real world as their platform. They usually revolve around a mystery to be unraveled. I find ARGs interesting for the way they clash with the game design notion of the magic circle. The magic circle can be defined as the time and space within which a game is played. With traditional games, players are aware of the magic circle and enter it willingly. Not so with ARGs, as the following example I found on the list shows:1

The producers of Zona Incerta, a Brazilian ARG, published a video on YouTube. In it the ‘senior marketing director’ of Arkhos Biotechnology asks viewers to help them buy the Amazon rainforest and reminds them “the Amazon belongs to no country, it belongs to the world”:

The video was mistaken by many as real–including two senators and one governor. On the list, André Sirangelo, the game’s writer, says:

“It wasn’t long until some journalists connected the dots and found out the company didn’t exist. That’s when it really exploded – after all, there are lots of companies that actually do want to buy the rainforest, but it’s not every day a powerful senator makes a speech about one that doesn’t really exist.”

Because the game was sponsored, they had to come out and offer a public apology. Some people took it in a good way, others were less amused:

“They wanted to sue and maybe even arrest us for making a video that was against the nation’s sovereignty and all that. It was all BS though, because there wasn’t really a crime. We never published fake news, we just put the video on YouTube and some people tought it was real. Not our fault! :)”

Clearly, the ambiguous nature of ARGs is key to what makes them fun. Knowing that people might mistake things for real is thrilling to ARG developers. Players are challenged to recognize the content that is part of an ARG—rewarding them with the feeling that they are part of a secret society.

So far, the genre remains a niche.2 But what if ARGs take off in a big way? What if the mediascape is flooded by ARG content?

Will we, similar to what is now being proposed for ubicomp, need recognizable iconography that tells people: “warning, alternate reality content”?

Proposed icon for objects that have invisible qualities by the Touch research project

I wonder what would make a good image. Perhaps the March Hare?

Illustration of the March Hare by John Tenniel

Zona Incerta‘s aim was to entertain. Despite this, they raised awareness for the Amazon’s plight. Would the format of ARGs be useful to people with another agenda? What if activists start using them to make the future they want to avert—or desire to bring about—tangible to the public?

Image credits: Icon by Touch research project, March Hare by John Tenniel taken from WikiFur.

Updated with a YouTube embed that validates.

  1. For more about ARGs and the magic circle also see my Reboot 9.0 presentation Mobile Social Play. []
  2. Here are statistics of some prominent past ARGs. []

Tools for having fun

ZoneTag Photo Friday 11:40 am 4/18/08 Copenhagen, Hovedstaden

One of the nicer things about GDC was the huge stack of free magazines I took home with me. Among those was an issue of Edge, the glossy games magazine designed to look good on a coffee table next to the likes of Vogue (or whatever). I was briefly subscribed to Edge, but ended up not renewing because I could read reviews online and the articles weren’t all that good.

The january 2008 issue I brought home did have some nice bits in it—in particular an interview with Yoshinori Ono, the producer of Street Fighter IV. This latest incarnation of the game aims to go back to what made Street Fighter II great. What I liked about the interview was Ono’s clear dedication to players, not force feeding them what the designers think would be cool. Something often lacking in game design.

“”First of all, the most important thing about SFIV is ‘fair rules’, and by that I mean fair and clear rules that can be understood by everyone very easily.” A lesson learned from the birth of modern videogaming: ‘Avoid missing ball for high score’.”

This of course is a reference to PONG. Allan Alcorn (the designer of the arcade coin operated version of PONG) famously refused to include instructions with the game because he believed if a game needed written instructions, it was crap.

Later on in the same article, Ono says:

“[…] what the game is — a tool for having fun. A tool to give the players a virtual fighting stage — an imaginary arena, if you like.”

(Emphasis mine.) I like the fact that he sees the game as something to be used, as opposed to something to be consumed. Admittedly, it is easier to think of a fighting game this way than for instance an adventure game—which has much more embedded narrative—but in any case I think it is a more productive view.

While we’re on the topic of magazines. A while back I read an enjoyable little piece in my favorite free magazine Vice about the alleged clash between ‘hardcore’ and ‘casual’ gamers:

“Casual games are taking off like never before, with half of today’s games being little fun quizzes or about playing tennis or golf by waving your arms around. The Hardcore crowd are shitting themselves that there might not be a Halo 4 if girls and old people carry on buying simple games where everyone’s a winner and all you have to do is wave a magic wand around and press a button every few times.”

Only half serious, to be sure, but could it be at least partly true? I wouldn’t mind it to be so. I appreciate the rise of the casual game mainly for the way it brings focus back to player centred game design. Similar to Yoshinori Ono’s attitude in redesigning Street Fighter.

Notes on play, exploration, challenge and learning

(My reading notes are piling up so here’s an attempt to clear out at least a few of them.)

Part of the play experience of many digital games is figuring out how the damn thing works in the first place. In Rules of Play on page 210:

“[…] as the player plays with FLUID, interaction and observation reveals the underlying principles of the system. In this case the hidden information gradually revealed through play is the rules of the simulation itself. Part of the play of FLUID is the discovery of the game rules as information.”

(Sadly, I could not find a link to the game mentioned.)

I did not give Donald Norman all the credit he was due in my earlier post. He doesn’t have a blind spot for games. Quite the contrary. For instance, he explains how to make systems easier to learn and points to games in the process. On page 183 of The Design of Everyday Things:

“One important method of making systems easier to learn and to use is to make them explorable, to encourage the user to experiment and learn the possibilities through active exploration.”

The way to do this is through direct manipulation, writes Norman. He also reminds us that it’s not necessary to make any system explorable.1 But (on page 184):

“[…] if the job is critical, novel, or ill-specified, or if you do not yet know exactly what is to be done, then you need direct, first-person interaction.”

So much written after DOET seems to have added little to the conversation. I’m surprised how useful this classic still is.

I’m reminded of a section of Matt Jones’s Interaction 08 talk—which I watched yesterday. He went through a number of information visualisations and said he’d like to add more stuff like that into Dopplr, to allow people to play with their data. He even compared this act of play to Will Wright’s concept of possibility space.2 He also briefly mentioned that easily accessible tools for creating information visualisations might become a valuable tool for designers working with complex sets of data.

Norman actually points to games for inspiration, by the way. On page 184 just before the previous quote:

“Some computer systems offer direct manipulation, first-person interactions, good examples being the driving, flying, and sports games that are commonplace in arcades and on home machines. In these games, the feeling of direct control over the actions is an essential part of the task.”

And so on.

One of the most useful parts of Dan Saffer’s book on interaction design is where he explains the differences between customisation, personalisation, adaptation and hacking. He notes that an adaptive system can be designed to induce flow—balancing challenge with the skill of the user. In games, there is something called dynamic difficulty adjustment (DDA) which has very similar aims.

Salen and Zimmerman have their doubts about DDA though. In Rules of Play on page 223 they write:

“Playing a game becomes less like learning an expressive language and more like being the sole audience member for a participatory, improvisational performance, where the performers adjust their actions to how you interact with them. Are you then playing the game, or is it playing you?”

Perhaps, but it all depends on what DDA actually adjusts. The technique might be objectionable in a game (where a large part of the point is overcoming challenge) but in other systems many of these objections do not apply.

“With a successful adaptive design, the product fits the user’s life and environment as though it were custom made.”

(Designing for Interaction, page 162.)

Adaptive systems explicitly anticipate transformative play. They allow themselves to be changed through a person’s interactions with it.3

A characteristic of good interaction design is playfulness, writes Mr. Saffer in his book on page 67:

“Through serious play, we seek out new products, services and features and then try them to see how they work. How many times have you pushed a button just to see what it did?”

The funny thing is, the conditions for play according to Saffer are very similar to some of the basic guidelines Norman offers: Make users feel comfortable, reduce the chance for errors and if errors do occur, make sure the consequences are small—by allowing users to undo, for instance.

Mr. Norman writes that in games “designers deliberately flout the laws of understandability and usability” (p.205). Although even in games: “[the] rules [of usability] must be applied intelligently, for ease of use or difficulty of use” (p.208).

By now, it should be clear making interactions playful is very different from making them game-like.

  1. Apparently, “explorable” isn’t a proper English word, but if it’s good enough for Mr. Norman it’s good enough for me. []
  2. I blogged about possibility space before here. []
  3. Yes, I know I blogged about adaptive design before. Also about flow and adaptation, it seems. []

Metagames as viral loops

MtG: My Pride-n-Joys by AuE on Flickr

‘Metagames’Richard Garfield’s presentation for the 2000 Game Developers Conferenceis in today’s links, but I think it deserves a bit more attention than that. Here are some quotes from the document that stood out for me.1

What a metagame is:

“My definition of metagame is broad. It is how a game interfaces with life.”

In other words, metagame design is contextual. It forces you to think about when, where, how and by who your game will be played.

Why metagame design has not been getting as much attention as game design itself:

“…the majority of a game’s metagame is probably unalterable by game designer or publisher.”

So, metagame design is a second order design problem. Designers can only indirectly influence how metagames play out. They facilitate it, but do not direct it.

Garfield divides metagames in four broad categories:

  • What you bring to a game
  • What you take away from a game
  • What happens between games
  • What happens during a game

Where “game” should be understood as a single play session of a game.

Garfield has interesting things to say about all these categories, and I recommend reading the article in full, but I’d like to zoom in on one bit mentioned under “from”:

“It is worth noting that many things listed have a ‘circular’ value to the player.”

Getting something from a game that you can bring with you again to a game makes you care more and more about the game itself. One clear example of how metagames are a helpful concept for making a game more self-sustaining.

Better yet, the ‘stuff’ that players get from a game play session can be shared or passed on to others. In this manner, the metagame becomes a viral loop.2

  1. Richard Garfield is the designer of the CCG Magic: The Gathering. []
  2. Via Matt Webb. []

A Game Developers Conference 2008 postmortem

The 2008 Game Developers Conference was a bit of a confusing experience for me. To begin with, I felt out of place. Anytime I introduced myself to someone—“I’m an interaction designer, I work freelance”—I would usually get a blank stare. (Not many independents making a living in the games industry it seems.) At a lot of the talks, I was struck by the huge gap between the practice of UX designers native to the web, and designers working in the games industry. I’m generalizing here, but I’ll give some examples:

  • Game designers still don’t strive to understand their audience and the experience they’d like to have.
  • Game designers still don’t understand the significance of the web. They very rarely embrace the web way of doing things.
  • Game designers quite often aren’t able to think on different levels of abstraction about their medium, art form or whatever you want to call it.

If that doesn’t get me flamed, I don’t know what will.

GDC 2008 was huge. By far the largest conference I have ever been to. I heard someone mention the number of 16.000 but I could be completely off. The program committee obviously went for quantity over quality—I attended some really great talks, but also some really bad ones. In addition it was hell to figure out where to go. In hindsight I missed out on some great sessions. Apparently everything was recorded, but they need to be paid forCMP apparently think they’re doing the games industry a service like this. I think not.

GDC Mobile in particular was a weird, depressing affair. The mobile game industry seems to have defined itself in such a way that there is no way for it to actually succeed. The majority are still trying to deliver a console-like experience on a small screen, completely missing the potential of the medium. Sigh.

Some themes I spotted:

  • Techniques for enhancing creativity: Annakaisa Kultima, a (game)researcher at the university of Tampere in Finland presented game-like techniques for idea generation. I’d particularly love to play around with her NVA cards. Sam Coates and Graeme Ankers of SCEE showed how they’ve improved innovation and concept creation using a whole range of techniques including lateral thinking.
  • The web way: There were some happy exceptions to the general ignorance of the power of the web. Justin Hall demoed PMOG—an exciting concept using the web as a gaming platform. Hopefully this will start a whole wave of “datagames”. Raph Koster blew me away with his very techy antemortem of Metaplace—a complete reinvention of MMOGs built from the ground up both with and as web technologies.
  • Story, drama, narrative, blah: “The audience are not your mom. They don’t care about your stupid story,” said Ken Levine, writer and designer of the critically acclaimed BioShock. I’m still not sure BioShock is actually as revolutionary as people make it out to be. But Levine’s approach to story in games—having multiple levels of detail that can be consumed as the player sees fit and telling the story through the environment—makes sense to me. I enjoyed Peter Molyneux’s demo of Fable 2 mostly because of his criticism of American prudishness. “If this were Germany I’d be naked on stage right this moment.” Molyneux attempts to create drama through simulation. Offering freedom of choice, but choice with consequences. I wonder if this is a road leading nowhere…
  • Mobile: Some people attempt to play to mobile’s strengths, with great success. DC of Pikkle in Japan showed a lot of crazy-ass Flash Lite games that are delivered over mobile web. These mobile social games completely circumvent the carriers and consequently disrupt the whole mobile market over there. Shades of Playyoo here—although Pikkle has the benefit of 90% Flash Lite player penetration, whereas in Europe we’re apparently on 20%. Equally true to mobile’s nature but offering a completely different experience is location based gaming. Jeremy Irish talked about the origins of Geocaching and showed wonderful work he is doing at Groundspeak. Location based games are full of emergent complexity. I enjoyed hearing that Irish tries to have players be in the world in stead of the screen when playing.
  • Miscellaneous: Sulka Haro‘s talk about Habbo was surprisingly thoughtful. Lots of good stuff on identity play and how Habbo’s lack of explicit support for it is not holding players back—on the contrary, less features seems to create more space for play. Takao Sawano of Nintendo delighted me with an in depth look at the evolution of the Wii Fit controller. Secret of the big N’s success is clearly the close collaboration between its hard- and software divisions. Rod Humble unveiled The Sims Carnival, EA’s contribution to the continuing democratization of creative tools (again reminiscent of Playyoo). Humble proved to be a very knowledgeable not to mention funny speaker. Seeing Ralph Baer and Allan Alcorn play PONG on the Brown Box was awesome.

There was more—I’d love to go over all the wonderful indie games I saw at the IGF and elsewhere for instance—but these were by far the most enjoyable sessions for me. If you’re looking for in-depth reports you could do worse than to start at Gamasutra. For me the real challenge begins now—digesting this and making it applicable for interaction designers on the web. I have a huge backlog of smaller posts lying around that I want to get out there first though (and this one has grown far too large already). So I’ll end here.

Designing a mobile social gaming experience for Gen-C

Update 21-03-2008: I’ve added some images of slides to allow for some more context when reading the text.

This is a rough transcript of my lecture at GDC Mobile 2008. In short: I first briefly introduce the concept of experience design and systems and then show how this influences my views of mobile casual games. From there I discuss the relation of casual games with the trend Generation C. Wrapping up, I give an overview of some social design frameworks for the web that are equally applicable to mobile social gaming. As a bonus I give some thoughts on mobile game systems mobile metagames. The talk is illustrated throughout with a case study of Playyoo—a mobile games community I helped design.

  • I’ve included a slightly adjusted version of the original slides—several screenshot sequences of Playyoo have been taken out for file size reasons.
  • If you absolutely must have audio, I’m told you will be able to purchase (!) a recording from GDC Radio sometime soon.
  • I’d like to thank everyone who came up to me afterwards for conversation. I appreciate the feedback I got from you.
  • Several aspects of Playyoo that I use as examples (such as the game stream) were already in place before I was contracted. Credits for many design aspects of Playyoo go to David Mantripp, Playyoo’s chief architect.
  • And finally, the views expressed here are in many ways an amalgamation of work by others. Where possible I’ve given credit in the talk and otherwise linked to related resources.

That’s all the notes and disclaimers out of the way, read on for the juice (but be warned, this is pretty long).

Continue reading Designing a mobile social gaming experience for Gen-C

Space to play

Tree by Pocketmonsterd on Flickr

The languages you’ve mastered shape your thinking. Nouns, verbs, adjectives…if you think of your day-to-day interactions on the web it’s clear the language you’re using is (very) limited. Does that limit your range of thoughts, and the things you’re able to express? Certainly, I’d say.

A quote from an old Ben Cerveny bio found in the Doors of Perception museum:

‘Cerveny is interested in harnessing the computational power of platforms like Playstation2 to create simulations with basic rule-sets that allow complexities to emerge, forming patterns of behaviour and interaction that people instinctively parse. He believes that this essential human ability to find patterns in complex systems remains untapped by current “click on the smiley face to buy our product” interfaces. “There is a certain algorithmic lightness to a basic ruleset, like that of the game Go,” he argues. “Especially as it replaces a top-down specification for human-computer interactions.”‘

That was in 2001. Game-like interactions have the potential for expanding your thinking. Stamen—where I’m told Cerveny is spending part of his time—is doing this with datasets.

Recently, I’ve been asked by several people to come up with concrete examples for my “playful” shtick. I’m worried that people expect stuff that makes a typical UI more playful. Like a sauce. That’s never been my intention.

The examples I’m considering (which I intend to describe as patterns) are of a more structural kind. When I point to emergent behaviour in games, I’m not kidding—the idea here is to allow for surprising results. Results that you as a designer have not foreseen. Space to play. That’s what sets the typical web interaction apart from something like Digg Labs.

“Play is free movement within a more rigid structure”. There is (almost) no free movement in your typical web app. That’s why I would not call it playful. These apps are designed to fit predefined user scenarios and evaluated based on how well they support them. No surprise they turn out boring in stead of fun.

However: Not every web app has to be playful, because not every web app is trying to teach you something.

In DOET Norman writes on p.124:

“What are not everyday activities? Those with wide and deep structures, the ones that require considerable conscious planning and thought, deliberate trial and error: trying first this approach, then that—backtracking. Unusual tasks include […] intellectual games: bridge, chess, poker, crossword puzzles, and so on.”1

So that’s why I believe much of the foundations of human-centered design are not applicable to playful experiences—the teachings of Norman are aimed at everyday activities. The activities that are not aimed at making you smarter, at giving you new insights.

On the web (and in computing in general) we’ve moved beyond utility. If we keep designing stuff using methods derived from Donald Norman’s2 (and other’s) work, we’ll never get to playful experiences.

  1. Norman has a blind spot for digital games, although he does include a NES as an example in his book. About this he admits he made “a few attempts to master the game” (p.138). []
  2. I’ll be speaking at a conference that has Mr. Norman as keynote speaker. I mean no disrespect. []

Adaptive design and transformative play

2006APR201648 by bootload on Flickr

Allowing people to change parts of your product is playful. It has also always ‘just’ seemed like a good thing to do to me. You see this with with people who become passionate about a thing they use often: They want to take it apart, see how it works, put it back together again, maybe add some stuff, replace something else… I’ve always liked the idea of passionate people wanting to change something about a thing I designed. And it’s always been a disappointment when I’d find out that they did not, or worse—wanted to but weren’t able to.

Apparently this is what people call adaptive design. But if you Google that, you won’t find much. In fact, there’s remarkably little written about it. I was put on the term’s trail by Matt Webb and from there found my way to Dan Hill’s site. There’s a lot on the topic there, but if I can recommend one piece it’s the interview he did for Dan Saffer’s book on interaction design. Read it. It’s full of wonderful ideas articulated 100 times better than I’ll ever be able to.

So why is adaptive design conducive to the playfulness of a user experience? I’m not sure. One aspect of it might be the fact that as a designer you explicitly relinquish some control over the final experience people have with your…stuff.1 As Matt Webb noted in an end-of-the-year post, in stead of saying to people: “Here’s something I made. Go on—play with it.” You say: “Here’s something I made—let’s play with it together.”

This makes a lot of sense if you don’t think of the thing under design as something that’ll be consumed but something that will be used to create. It sounds easy but again is surprisingly hard. It’s like we have been infected with this hard-to-kill idea that makes us think we can only consume whereas we are actually all very much creative beings.2 I think that’s what Generation C is really about.

A sidetrack: In digital games, for a long time developments have been towards games as media that can be consumed. The real changes in digital games are: One—there’s a renewed interest in games as activities (particularly in the form of casual games). And two—there’s an increase in games that allow themselves to be changed in meaningful ways. These developments make the term “replay value” seem ready for extinction. How can you even call something that isn’t interesting to replay a game?3

In Rules of Play, Salen and Zimmerman describe the phenomenon of transformative play—where the “free movement within a more rigid structure” changes the mentioned structure itself (be it intended or not). They hold it as one of the most powerful forms of play. Think of a simple house rule you made up the last time you played a game with some friends. The fact that on the web the rules that make up the structures we designed are codified in software should not be an excuse to disallow people to change them.

That’s true literacy: When you can both read and write in a medium (as Alan Kay would have it). I’d like to enable people to do that. It might be hopelessly naive, but I don’t care—it’s a very interesting challenge.

  1. That’s a comfortable idea to all of the—cough—web 2.0 savvy folk out there. But it certainly still is an uncomfortable thought to many. And I think it’d surprise you to find out how many people who claim to be “hip to the game” will still refuse to let go. []
  2. Note I’m not saying we can all be designers, but I do think people can all create meaningful things for themselves and others. []
  3. Yes, I am a ludologist. So shoot me. []