GDC and another interview

This Saturday I’ll be jumping on a plane to San Francisco. As mentioned earlier, I’ll be attending the Game Developers Conference. I have a session at the GDC Mobile sub-conference elegantly titled “Designing a Casual Social Gaming Experience for Generation C”. Read more about my session on the conference site. It’ll basically be 1/3 crash course on the social web, 1/3 rant on mobile gaming and 1/3 talk about enabling creative expression through games. We’ll see how it goes.

I’ll be in SF the full week (flying back the next weekend) so if you happen to be around, and feel like hanging out, do drop me a line. (Your best bet is an email to “kars” at this domain or d-ing me on Twitter.)

Finally, if that isn’t enough self-promotion for one post, (I’m risking a mass unsubscribe here) I was interviewed a second time for the Playyoo blog. Head over there for some talk about the Game Creator—a tool I designed for them that allows people to customise classic games and publish them to mobile:

“And then there are the games that are entirely personal. They make no sense to you or me, only to the person who created it and their friends. For example, I saw one variation of Lunar Lander where you need to land a crab on someone’s, let’s say Debbie’s, head. Now, I have no idea who Debbie is, but I can imagine Debbie is a friend or sister of the game’s creator. And it must have been a lot of fun for them to include the picture, and then have an easy way to distribute it to their friends.”

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Space to play

Tree by Pocketmonsterd on Flickr

The languages you’ve mastered shape your thinking. Nouns, verbs, adjectives…if you think of your day-to-day interactions on the web it’s clear the language you’re using is (very) limited. Does that limit your range of thoughts, and the things you’re able to express? Certainly, I’d say.

A quote from an old Ben Cerveny bio found in the Doors of Perception museum:

‘Cerveny is interested in harnessing the computational power of platforms like Playstation2 to create simulations with basic rule-sets that allow complexities to emerge, forming patterns of behaviour and interaction that people instinctively parse. He believes that this essential human ability to find patterns in complex systems remains untapped by current “click on the smiley face to buy our product” interfaces. “There is a certain algorithmic lightness to a basic ruleset, like that of the game Go,” he argues. “Especially as it replaces a top-down specification for human-computer interactions.”‘

That was in 2001. Game-like interactions have the potential for expanding your thinking. Stamen—where I’m told Cerveny is spending part of his time—is doing this with datasets.

Recently, I’ve been asked by several people to come up with concrete examples for my “playful” shtick. I’m worried that people expect stuff that makes a typical UI more playful. Like a sauce. That’s never been my intention.

The examples I’m considering (which I intend to describe as patterns) are of a more structural kind. When I point to emergent behaviour in games, I’m not kidding—the idea here is to allow for surprising results. Results that you as a designer have not foreseen. Space to play. That’s what sets the typical web interaction apart from something like Digg Labs.

“Play is free movement within a more rigid structure”. There is (almost) no free movement in your typical web app. That’s why I would not call it playful. These apps are designed to fit predefined user scenarios and evaluated based on how well they support them. No surprise they turn out boring in stead of fun.

However: Not every web app has to be playful, because not every web app is trying to teach you something.

In DOET Norman writes on p.124:

“What are not everyday activities? Those with wide and deep structures, the ones that require considerable conscious planning and thought, deliberate trial and error: trying first this approach, then that—backtracking. Unusual tasks include […] intellectual games: bridge, chess, poker, crossword puzzles, and so on.”1

So that’s why I believe much of the foundations of human-centered design are not applicable to playful experiences—the teachings of Norman are aimed at everyday activities. The activities that are not aimed at making you smarter, at giving you new insights.

On the web (and in computing in general) we’ve moved beyond utility. If we keep designing stuff using methods derived from Donald Norman’s2 (and other’s) work, we’ll never get to playful experiences.

  1. Norman has a blind spot for digital games, although he does include a NES as an example in his book. About this he admits he made “a few attempts to master the game” (p.138). []
  2. I’ll be speaking at a conference that has Mr. Norman as keynote speaker. I mean no disrespect. []

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