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

Spectra of learnability

They gave us Don­ald Nor­man’s The Design of Every­day Things1 to read in inter­ac­tion design school. I remem­ber read­ing it and—being young an cocky—finding it all very com­mon sense and “Why do they ask us to read this stuff?” And so on.2

I am reread­ing it now, in the hopes of sharp­en­ing my argu­ment for play­ful user experiences. 

(There are a lot of things I want to blog about actu­al­ly, such as how Hill and Webb’s adap­tive design reminds me of Salen & Zim­mer­man’s trans­for­ma­tive play, why Cook rejects MDA while Saf­fer embraces it and more.)

Any­way, my new copy of DOET has a nice intro­duc­tion by Nor­man in which he sum­ma­rizes a few core con­cepts form the book. On page xi—writing on con­cep­tu­al models—he writes: 

[G]ood design is … an act of com­mu­ni­ca­tion between the design­er and the user, … all the com­mu­ni­ca­tion has to come about by the appear­ance of the device itself.” 

In oth­er words, if you can’t fig­ure “it” out by just look­ing at it, it’s not well designed. Where “fig­ure it out” basi­cal­ly means under­stand how to oper­ate “it” suc­cess­ful­ly. Of course this is an impor­tant con­cept, but I think some­thing’s missing. 

In games, it’s not enough just to be able to fig­ure out how to make Mario jump—for instance—you want to learn how to jump well.

It’s about skill and mas­tery in oth­er words. A “Nor­man Door” (a door that is dif­fi­cult to open) can be fixed so that peo­ple can open the door eas­i­ly. But a door has a nar­row spec­trum of learn­abil­i­ty. Or as Koster would prob­a­bly say: The pat­tern to “grok” is real­ly simple. 

Figure 1: A door’s spectrum of learnability

And any­way, why would you want to become a mas­ter at open­ing doors, right?

But a lot of the things I’m work­ing on (for instance cre­ative tools, but also toy-like envi­ron­ments) have more com­plex pat­terns and there­fore (wether I like it or not) have a wider spec­trum of learn­abil­i­ty. And that’s where usabil­i­ty alone is not enough. That’s where in test­ing, I’d need to make sure peo­ple don’t just under­stand how to do stuff by look­ing at it. (That’s the start, for sure.) But I also want to be able to tell if peo­ple can get bet­ter at doing stuff. Because if they get bet­ter at it, that’s when they’ll be hav­ing fun.

Figure 2: A toy’s spectrum of learnability

  1. Or The Psy­chol­o­gy of Every­day Things as it was then titled. []
  2. I still con­sid­er myself young, only slight­ly less cocky. []

Slides for my Oslo UXnet meetup talk

Last night I pre­sent­ed at the Jan­u­ary UXnet meet­up in Oslo. When Are invit­ed me to come over I thought I’d be talk­ing to maybe 60 user expe­ri­ence peo­ple. 200 showed up—talk about kick­ing off the year with a bang. I think the crew at Netlife Research may just have writ­ten UXnet his­to­ry. I’m not sure. (Don’t believe me? Check out the RSVPs on the even­t’s page at Meetup.com)

The talk went OK. I had 20 min­utes, which is pret­ty short. I fin­ished on time, but I had to leave out a lot of exam­ples. The orig­i­nal talk on which this was based is a 2 hour lec­ture I deliv­er at UX com­pa­nies. (I did this last year for instance at InUse.)

The lack of exam­ples was the biggest point of crit­i­cism I got after­wards. I’ll try to make up for that a bit in a lat­er post, list­ing some exam­ples of web sites and apps that I would call in some way play­ful. Stay tuned.

For now, here are the slides (no notes I’m afraid, so it’ll be hard to make any sense of them if you weren’t there). Thanks to Are Hal­land for invit­ing me. And greet­ings to all my friends in Oslo. You’ve got a beau­ti­ful UX thing going on there.

Speaking, lots and lots of speaking

First, the bad news: I won’t be able to make it to Inter­ac­tion 08. Which sucks, because it looks like it’s going to be a won­der­ful con­fer­ence with a smart crowd attend­ing. I would have loved to meet up with friends there. And of course I was look­ing for­ward to shar­ing my ideas on play­ful products.

There’s plen­ty of oth­er events in the pipeline for me though, both big and small. Here’s a rundown:

Next week on Tues­day 16 Jan­u­ary I’ll be fly­ing to Oslo on invi­ta­tion of Are Hal­land at Netlife Research. I’ll do a short pre­sen­ta­tion at the UXnet meet­up, focused on the appli­ca­tion of game design to UX for the web.

Short­ly after that, I’ll be par­tic­i­pat­ing in Bar­Cam­p­Copen­hagen. I’ll prob­a­bly do a ses­sion about my thoughts in mobile social gam­ing. Oth­er than that I’m look­ing for­ward to just hang­ing out with the Dan­ish geek crowd.

In Feb­ru­ary it’s time to cross the Atlantic to San Fran­cis­co for the Game Devel­op­ers Con­fer­ence. I’m speak­ing at GDC Mobile about design­ing casu­al gam­ing expe­ri­ences for Gen­er­a­tion C. I’m going to make good use of my com­pli­men­ta­ry all access pass. You’ll most like­ly find me play­ing weird stuff at the Inde­pen­dent Games Fes­ti­val.

One final engage­ment tak­ing place in June that I can already announce is From Busi­ness To But­tons, organ­ised by my friends at InUse. Here I’ll get a chance to talk about the stuff that I had planned for Inter­ac­tion 08: play, sto­ry­telling and com­plex sys­tems. Look­ing for­ward to it.

If you’re read­ing this, and hap­pen to be attend­ing any of these events. Do drop by and say hi. I’d love to meet and chat!

Helping users retell experiences

A frame from a Second Life machinima

I talked about the dif­fer­ence between emer­gent and embed­ded nar­ra­tive in games a while ago. I also intro­duced my Inter­ac­tion 08 talk in a pre­vi­ous post. I’d like to now fol­low up with some thoughts on the sto­ry­telling that hap­pens out­side of a user’s direct inter­ac­tion with a prod­uct or ser­vice — the sto­ry­telling she engages in when recount­ing the expe­ri­ence of use to oth­er people.

Obvi­ous­ly, sup­port­ing the retelling of expe­ri­ences is impor­tant. After all if you’re offer­ing a cool prod­uct or ser­vice, you want oth­ers to know about it. A pas­sion­ate user is prob­a­bly your best advo­cate. It only makes sense for you to cre­ate easy ways for her to share her expe­ri­ences with oth­ers. It can also deep­en a user’s own expe­ri­ence — mak­ing the prod­uct or ser­vice part of a sto­ry where­in she is kick­ing ass can cre­ate a pos­i­tive feed­back loop.

Games have picked up on this, of course. They’ve employed numer­ous ways for users to retell their play-ses­sions. In Rules of Play, Salen and Zim­mer­man list a num­ber of them:

  1. The replay — found in rac­ing games for instance — lit­er­al­ly replays the actions of the play­er after she com­pletes a track, stage or lev­el. Some­times this is done in ways that would­n’t be prac­ti­cal in the game itself1 in all cas­es it is done in a way that fits the feel of the game, the expe­ri­ence the game aims for.
  2. Oth­er games take this one step fur­ther and allow play­ers to con­trol the view of the replay them­selves. They’ll also allow users to redis­trib­ute the record­ing of their actions. Doom did this, it was called the recam.
  3. A log­i­cal pro­gres­sion is found in the machin­i­ma phe­nom­e­non, where the play of a game takes a back-seat to the retelling of play, effec­tive­ly mak­ing the game a tool for per­son­al cre­ative expres­sion. A famous exam­ple are the many soap opera episodes pro­duced by play­ers of The Sims.
  4. Final­ly, with the advent of more embod­ied inter­ac­tions in gam­ing there’s an upsurge of online videos of game-play. Hav­ing an embod­ied inter­face makes it much eas­i­er for bystanders to ‘read’ what’s going on, effec­tive­ly open­ing the way for play to become like per­for­mance2.

How does this trans­late to the design of user expe­ri­ences in dig­i­tal and phys­i­cal prod­ucts? I think there are a few things that are impor­tant in the retelling of experiences:

  • The pro­tag­o­nist is the user, not your prod­uct. Your prod­uct or ser­vice is the enabler for the user to look cool in a story.
  • The way in which you enable retelling should be well-inte­grat­ed with the expe­ri­ence you’re aim­ing for. The recam made sense for Doom because it allowed play­ers to boast about their achievements.
  • You don’t have to cre­ate all the sto­ry­telling tools your­self. You should try to play nice with the stuff that’s already out there, such as pod-cast­ing ser­vices, video-blog­ging tools, sketch-cast­ing, pho­to-shar­ing etc.

Have good exam­ples of prod­ucts and ser­vices that help their users tell sto­ries about their expe­ri­ences? Let me know in the comments!

  1. For instance using dif­fer­ent cam­era angles, lens­es or fil­ters for a more dra­mat­ic look. []
  2. My favorite exam­ple being this video of a cou­ple of guys play­ing Gui­tar Hero. []

More than useful — outline of my Interaction 08 talk

Illustration from children's book

A while back I was hap­py to hear that my sub­mis­sion for Inter­ac­tion 08 is accept­ed. This will be the first con­fer­ence organ­ised by the IxDA. Obvi­ous­ly I’m proud to be part of that. I’ll prob­a­bly be build­ing my talk a post at a time on this blog, more or less like I did with the one for the Euro IA Sum­mit of this year. If you’re won­der­ing wether it’ll be worth fol­low­ing along, let me out­line the argu­ment I made in my submission:

There’s a gen­er­a­tion of ‘users’ expect­ing their dig­i­tal and phys­i­cal prod­ucts to be cus­tomiz­able, per­son­al­ize-able and re-com­bin­able. These users explore the poten­tial of these 3C prod­ucts through play. This is why I think it’s worth­while for inter­ac­tion design­er to get a bet­ter under­stand­ing of how to design for open-end­ed play. Obvi­ous­ly, it makes sense to do some shop­ping around in the the­o­ries of our col­leagues in game design. Why should design­ers both­er? Play­ful prod­ucts have deeply engaged users that can’t stop telling sto­ries about their expe­ri­ences with them. 

The focus of this talk is firm­ly on design­ing sto­ries that emerge through play and enabling the retelling of those play experiences.

Like I said, I’ll dive deep­er into these top­ics in the com­ing peri­od. If you have any views of your own on this — or use­ful resources that you think I should check out — do let me know.

Update: Today the full con­fer­ence pro­gram was announced and my name is actu­al­ly on there. The pro­gram looks real­ly cool, and I’m real­ly hap­py to see some talks relat­ed to mine in there as well. See you in Savan­nah!

Work with me in Copenhagen (or where-ever)

Panorama of Copenhagen harbour

Now that I’m over three months into my stay in Copen­hagen I thought it would be good to post a short update. Here are the facts, bul­let-wise (with apolo­gies to Mr. Tufte):

  • I have been in Copen­hagen, Den­mark since July 1st 2007
  • Until now I have most­ly been work­ing on Playy­oo, doing inter­ac­tion and game design
  • I also pre­sent­ed on Play­ful IAs at the Euro IA Sum­mit in Barcelona
  • No lat­er than July 1st 2008, I will return to Utrecht, the Netherlands
  • Yes, I intend to con­tin­ue free­lanc­ing when I get back (I offi­cial­ly left Info.nl on Octo­ber 1st 2007)
  • I am avail­able for free­lance inter­ac­tion design gigs that involve social media, mobile tech­nol­o­gy and/or gaming
  • You can also invite me to speak at your event or com­pa­ny, par­tic­u­lar­ly on the top­ic of apply­ing game design prin­ci­ples to the user expe­ri­ence of prod­ucts and services

Oh and of course, if you hap­pen to be in Copen­hagen, don’t hes­i­tate to drop me a line when you feel like going out for some drinks!

Play, story and recombination

A bunch of Lego bricks

Dom­i­nant mod­els in IA: space + sto­ry” was one of the notes I took while at this year’s Euro IA Sum­mit. I’ll get into space some oth­er time. Con­cern­ing sto­ry: Basi­cal­ly it strikes me that for a dis­ci­pline involved with an inter­ac­tive medi­um, so often design­ing is likened to sto­ry­telling. I’m not sure this is always the most pro­duc­tive way to approach design, I actu­al­ly think it is very lim­it­ing. If you approach design not as embed­ding your sto­ry in the envi­ron­ment, but as cre­at­ing an envi­ron­ment where­in users can cre­ate their own sto­ries, then I’d say you’re on the right track. An exam­ple I tend to use is a game of pok­er: The design of the game pok­er was cer­tain­ly not an act of sto­ry­telling, but a play ses­sion of pok­er is expe­ri­enced as (and can be retold as) a sto­ry. Fur­ther­more, the com­po­nents of the game can be recom­bined to cre­ate dif­fer­ent vari­a­tions of the basic game, each cre­at­ing dif­fer­ent poten­tials for sto­ries to arise. I’d like to see more design­ers approach inter­ac­tive media (dig­i­tal, phys­i­cal or what­ev­er) like this: Don’t tell a sto­ry to your user, enable them to cre­ate their own.1 Real­ize users will want to recom­bine your stuff with oth­er stuff you might not know about (the notion of seam­ful design comes into play here). When you’ve done a prop­er job, you’ll find them retelling those sto­ries to oth­ers, which I would say is the biggest com­pli­ment you can get.

1. Or to put this in Marc LeBlanc’s terms: Don’t embed nar­ra­tive, let it emerge through 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.

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 del.icio.us 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.