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Sweet sweet wallpapers. Can’t I just get a random one of these on my desktop everyday? Via the ever tasteful Bart.
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“The map not only presents a narrative of how a designer “gets things done with the help of all her smart things” but at a higher level also seems to hint at how we may deal with mass amounts of information in the future.”
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“My Location is a new beta technology from Google that uses cell tower identification to provide you with approximate location information, so it will work on phones without GPS.” The video that goes with this is freaking awesome!
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Leisa tries to convince BarCamp techies that user research *is* the cool thing to do (no matter what 37signals say). Nice brief presentation on guerilla user research.
Month: November 2007
My GDC Mobile 2008 proposal: accepted!
It doesn’t say so on the site yet, but I am on the program for next year’s GDC Mobile.1 Yesterday I got the email that my talk — titled Designing a Casual Social Gaming Experience for Generation C — has been accepted. To be honest I was quite surprised. I work in the blurry overlap of the interaction design and game design fields, have no actual game titles under my belt and proposed a weird subject to boot. Who in their right mind would invite me to speak? Of course I am also really excited about this. GDC is the professional event for the games industry so I’m honored to be part of it.2
My talk will be closely related to the things I’ve been working on for Playyoo. I’ll discuss how short-session mobile games and a web based meta-game can interconnect to create a social game experience that allows different levels of player engagement. I’ll look at the ways you can align your game design with the expectations of Generation C: customization & personalization, recombination and connectedness. I might post the extended abstract sometime in the future, for now I’m just wondering: Who else is going to GDC? What would you like to see me discuss?
Update: The conference site has been updated, here’s the description of my session.
links for 2007-11-28
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Poole is giving his book on video game culture away on his blog. Never read it, not sure it’s any good, but still noteworthy I’d say.
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Stamen republishes the source code to the nice little software sketch that simulates throwing paint on a canvas.
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Oliver starts sinking his teeth in indie iPhone game dev and likes what he sees on first sight. Will be paying close attention to any stuff that might come out of this.
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A list of posts written during Bogost’s run on Kotaku.
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Cook continues to publish kick ass stuff on how games work and how to improve game design. This is his presentation for Project Horseshoe. The best part is the actual graph of a player burning out on Tetris.
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A list of good board games, amongst which some nice two player options. Via Matt B and Tom A.
links for 2007-11-27
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Hilarious sketch about the Danish language. I agree, they really do need help.
links for 2007-11-23
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“dawdlr is a global community of friends and strangers answering one simple question: what are you doing, you know, more generally?”
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Sketches by attendees left at the event. Sort of a slow moving back-channel.
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Pretty visualization method useful for email threads and related stuff.
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A *wealth* of Gmail IMAP and Mail.app / iPhone related info. Very useful. Now if I can just get Mail.app to stop crashing.
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A service design shop not only in NL but in my home town? Well what do you know. Think I’ll look these guys up next time I’m home.
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114 slides of thoughts from Lamantia on the DIY future. Heady stuff!
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As far as I’m concerned, Kindle-like devices are most interesting for content that does not start life as a book. If Amazon opens up this device just a little bit more (and perhaps includes a color display) I’m in the market for one.
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Jones on the iPhone: “…although development in sensors and other enablers continues, and efforts such as the interactive gestures wiki are inspiring — it’s likely that we’re locked into pursuing very conscious, very gorgeous, deliberate touch interf
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Some bits about the need for standards in touch based interactions.
Game player needs and designing architectures of participation
How do you create a corporate environment in which people share knowledge out of free will?1 This is a question my good friends of Wemind2 are working to answer for their clients on a daily basis.3 We’ve recently decided to collaboratively develop methods useful for the design of a participatory context in the workplace. Our idea is that since knowledge sharing is essentially about people interacting in a context, we’ll apply interaction design methods to the problem. Of course, some methods will be more suited to the problem than others, and all will need to be made specific for them to really work. That’s the challenge.
Naturally I will be looking for inspiration in game design theory. This gives me a good reason to blog about the PENS model. I read about this in an excellent Gamasutra article titled Rethinking Carrots: A New Method For Measuring What Players Find Most Rewarding and Motivating About Your Game. The creators of this model4 wanted to better understand what fundamentally motivates game players as well as come up with a practical play testing model. What they’ve come up with is intriguing: They’ve demonstrated that to offer a fun experience, a game has to satisfy certain basic human psychological needs: competence, autonomy and relatedness.5
I urge anyone interested in what makes games work their magic to read this article. It’s really enlightening. The cool thing about this model is that it provides a deeper vocabulary for talking about games.6 In the article’s conclusion the authors note the same, and point out that by using this vocabulary we can move beyond creating games that are ‘mere’ entertainment. They mention serious games as an obvious area of application, I can think of many more (3C products for instance). But I plan on applying this understanding of game player needs to the design of architectures of participation. Wish me luck.
- Traditionally, sharing knowledge in large organisations is explicitly rewarded in some way. Arguably true knowledge can only be shared voluntarily. [↩]
- Who have been so kind to offer me some free office space, Wi-Fi and coffee since my arrival in Copenhagen. [↩]
- They are particularly focused on the value of social software in this equation. [↩]
- Scott Rigby and Richard Ryan of Immersyve [↩]
- To nuance this, the amount to which a player expects each need to be satisfied varies from game genre to genre. [↩]
- Similar to the work of Koster and of Salen & Zimmerman. [↩]
links for 2007-11-19
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Good stuff from Lessig. Particularly enjoyed the parts about new literacy and democratization of tools of creativity.
links for 2007-11-18
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“I’m betting on open. The Internet was designed around redundant, self-healing networks that could route around the catastrophic damage of thermonuclear war. I’m feeling pretty good about its ability to outlast the latest hotshot startup from Palo Alt
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Ideas on how to include mastery tracking into scenario based software design methodologies.
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(Am bookmarking some stuff that was sitting around in Yojimbo.) About how Bungie have gone about evaluating the playability of Halo 3 using instrumented game levels and so on.
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Vanderwal on what’s needed to move tagging forward, thoughts on monitoring and analysis and enterprise use.
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Lamantia on tagging’s future: “…tagging will follow two paths to varying degrees. The first path leads tagging to become commercialized as a recognized part of the technology ecosystem … The second path leads tagging to open source legitimacy”
links for 2007-11-17
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Gamma 256 competition entry by my pal Hessel. An experimental shmup where the background and explosions behave as a cellular automaton/game of life/reactive grid.
links for 2007-11-16
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This morning I played this open source rhythm action game on Jacob’s iPhone. Needs a little work on the visual feedback side, but great proof of concept.
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Boyd starts blogging for Blyk. The Shift 6 blog is a corporate blog done right. I totally agree that “we need to develop applications that allow for social interaction at a mobile level” and wonder what she thinks of the Playyoo approach.