links for 2007-09-28

links for 2007-09-27

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.

links for 2007-09-20

Notables in the overlapping area of interaction and game design

With the Euro IA Summit soon approaching and my presentation more or less done, I think it might be a good time to post a list of people I’ve found inspiring while working on it. These are all persons who one way or the other are working in the overlapping area of interaction and game design (at least as far as I’m concerned.)

Katie Salen and Eric Zimmerman are the authors of the excellent book Rules of Play. This is arguably the foundational text on game design theory. It is so good even that much of it is readily applicable to the broader domain of interactive media.

Daniel Cook has written some thought-provoking pieces on his blog regarding the application of game design to interaction design. I admire the way he combines an analytical mind with considerable skill in visual arts, allowing him to communicate his ideas in a very engaging way.

Raph Koster is the author of A Theory of Fun for Game Design, a book I have yet to read. He’s the designer of the early MMOG Ultima Online and has since gone on to found his own company that is apparently focussed on delivering games everywhere. He’s recently presented some worthwhile talks on the area where the games and internet industry meet.

There are more, but I’d just like to highlight these three because they’ve all provided their own framework for thinking about games in such a way that it can be understood and used by relative outsiders like me. Take a look at their work, and let me know what you think.