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.

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Kars Alfrink

Kars is a designer, researcher and educator focused on emerging technologies, social progress and the built environment.

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