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. []