Moving, speaking

It’s final days for me. In Copenhagen, that is. July 1 I will exchange this lovely city for my home town of Utrecht, the Netherlands. The plan is to continue work as a freelance interaction designer. So if you’re interested, but physical distance has been putting you off so far, get in touch.

Between now and then, most of my time will be spent at conferences. Here’s the rundown:

  • First up is From Business to Buttons, June 12-13 in Malmö, Sweden. My talk is titled More Than Useful. I will attempt to show that for a certain class of products, playfulness is a vital characteristic. The idea is to introduce the IxD crowd to some game design concepts.
  • The week after that I will be at the Festival of Games, June 18-20 in Utrecht, Netherlands. My presentation is titled Playing With Complexity. I will introduce the game design audience to some interaction design thinking and suggest data visualization might be an interesting area to team up on.
  • Last but not least is good old Reboot, 26-27 June in Copenhagen. I have submitted a proposal titled Playful Activism in the Real-Time City, which I hope will be selected to be on the program.1

If you will be at any of these conferences, do drop me a line or say hello at the event itself.

  1. If you’d like to see it too, don’t hesitate to vote it up. [↩]

Sketching in code — Twitter, Processing, dataviz

Sketching is the defining activity of design writes Buxton and I tend to agree. The genius of his book is that he shows sketching can take on many forms. It is not limited to working with pencils and paper. You can sketch in 3D using wood or clay. You can sketch in time using video, etc. Buxton does not include many examples of sketching in code, though.1 Programming in any language tends to be a hard earned skill, he writes, and once you have achieved sufficient mastery in it, you tend to try and solve all problems with this one tool. Good designers can draw on a broad range of sketching techniques and pick the right one for a given situation. This might include programming, but then it would need to conform to Buxton’s defining characteristics of sketching: quick, inexpensive, disposable, plentiful, offer minimal detail, and suggest and explore rather than confirm.

I have been spending some time broadening my sketching repertoire as a designer. Before I started interaction design I was mostly into visual arts (drawing, painting, comics) so I am quite comfortable sketching in 2D, using storyboards, etc.2 Sketching in code though, has always been a weak spot. I have started to remedy this by looking into Processing.

As an exercise I took some data from Twitter — one data set was the 20 most recent tweets and the other my friends list — and decided to see how quick I could create a few different visualizations of that data. The end results were:

Today's start - timeline

one: a timeline that spatially plots the latest tweets from my friends — showing density at certain points in time; or how ‘noisy’ it is on my Twitter stream,

Neatly centred now

two: an ordering of friends based on the percentage of their tweets that take up my timeline — who’s the loudest of my friends?,

Bugfix – made a mistake in the tick mark labels

three: a graph of my friends list, with number of friends and followers on the axes and their total number of tweets mapped to the size of each point.

The aim was not to come up with groundbreaking solutions, or finished applications.3 The goal was to exercise this idea of sketching in code and use it to get a feel for a ‘complex’ data set, iterating on many different ways to show the data before committing to one solution. In a real-world project I could see myself as a designer do this and then collaborate with a ‘proper’ programmer to develop the final solution (which would most likely be interactive). I would choose different sketching techniques to design the interactive aspects of a data-visualization. For now I am content with Processing sketches that simply output a static image.

Tools & resources used were:

If as a designer you are confronted with a project that involves making a large amount of data understandable, sketching in code can help. You can use it to ‘talk’ to the data, and get a sense of its ‘shape’.

  1. There is one involving Phidgets and Max/MSP, a visual programming solution for physical computing. [↩]
  2. Some examples include a multi-touch project I did for InUse and a recent presentation at TWAB 2008. [↩]
  3. I don’t think any of these visualizations are very profound, they’re interesting at best. [↩]

Sketching the experience of toys

A frame from the Sketch-A-Move video

“Play is the highest form of research.”

—Albert Einstein1

That’s what I always say when I’m playing games, too.

I really liked Bill Buxton‘s book Sketching User Experiences. I like it because Buxton defends design as a legitimate profession separate from other disciplines—such as engineering—while at the same time showing that designers (no matter how brilliant) can only succeed in the right ecosystem. I also like the fact that he identifies sketching (in its many forms) as a defining activity of the design profession. The many examples he shows are very inspiring.

One in particular stood out for me, which is the project Sketch-A-Move by Anab Jain and Louise Klinker done in 2004 at the RCA in London. The image above is taken from the video they created to illustrate their concept. It’s about cars auto-magically driving along trajectories that you draw on their roof. You can watch the video over at the book’s companion website. It’s a very good example of visualizing an interactive product in a very compelling way without actually building it. This was all faked, if you want to find out how, buy the book.2

The great thing about the video is not only does it illustrate how the concept works, it also gives you a sense of what the experience of using it would be like. As Buxton writes:3

“You see, toys are not about toys. Toys are about play and the experience of fun that they help foster. And that is what this video really shows. That, and the power of video to go beyond simply documenting a concept to communicating something about experience in a very visceral way.”

Not only does it communicate the fun you would have playing with it, I think this way of sketching actually helped the designers get a sense themselves of wether what they had come up with was fun. You can tell they are actually playing, being surprised by unexpected outcomes, etc.

The role of play in design is discussed by Buxton as well, although he admits he needed to be prompted by a friend of his: Alex Manu, a teacher at OCAD in Toronto writes in an email to Buxton:4

“Without play imagination dies.”

“Challenges to imagination are the keys to creativity. The skill of retrieving imagination resides in the mastery of play. The ecology of play is the ecology of the possible. Possibility incubates creativity.”

Which Buxton rephrases in one of his own personal mantras:5

“These things are far too important to take seriously.”

All of which has made me realize that if I’m not having some sort of fun while designing, I’m doing something wrong. It might be worth considering switching from one sketching technique to another. It might help me get a different perspective on the problem, and yield new possible solutions. Buxton’s book is a treasure trove of sketching techniques. There is no excuse for being bored while designing anymore.

  1. Sketching User Experiences p.349 [↩]
  2. No, I’m not getting a commission to say that. [↩]
  3. Ibid. 1, at 325 [↩]
  4. Ibid., at 263 [↩]
  5. Ibid. [↩]

An assortment of weird things in public spaces

I’ve been researching street art and related topics lately, and have come across a range of interesting things people have placed in public spaces. I thought it would be fun (and perhaps enlightening) to collect them here. Each entry follows a similar format, listing what was left, by whom and with what intent, what it was made of, and what the reactions were.

Clearly, ‘playing’ in public spaces is not without risk. Reactions can vary widely and are dependent on such a huge range of things that you can essentially not predict what will happen. If you want to leave things with the aim of changing the public’s attitude, you’d best embrace this unpredictability, make use of it, and not be naive about it.

Photo of Banksy piece on Essex Road, London

Banksy (2008)

World famous street artist Banksy has created many interventions in public space. A recent one in London being a mural showing a girl raising a flag bearing the logo of Tesco’s while two children look on, hands on their harts. The piece is filmed for an hour and the result shows a huge amount of people stopping and looking at it. (Which is interesting in the context of to the next example.)

Photo credit: Ben Bell on Flickr.

Photo of Tuymans piece in Antwerp

Luc Tuymans (2008)

As an experiment, critically acclaimed contemporary painter Luc Tuymans paints a mural on the walls of a busy pedestrian street in Antwerp. Hardly anyone (less than 10%) pays the work any attention, as this video shows. What does this say about people, what does it say about contemporary art?

Photo credit: Pkeyn on Flickr.

The ATHF Mooninite LED display

ATHF Mooninite (2007)

LED displays showing a Mooninite, a character from the Aqua Teen Hunger Force animated show are attached to metal surfaces throughout 10 major cities in the USA. They are part of a guerilla marketing campaign to promote an upcoming ATHF film. After being up for a few weeks, Boston police are alerted to their presence and mistaken for possible bombs, launching a full-on scare. The artists responsible for putting them up (Peter Berdovsky, 27, and Sean Stevens, 28) are arrested but later released.

Photo credit: Emilgh on Flickr.

Mario Question Block placed in Santa Ana by Psticks

Super Mario Bros. Blocks (2006)

Street artist Poster Child publishes instructions for the creation of blocks faced with question marks taken from the game Super Mario Bros. online. Inside the blocks are the traditional power-ups from the game. His intention is to comment on the onslaught of advertising in public space. Many create the blocks and put them up in various public places, some as a statement, other for fun. One group of young women is arrested for doing the same, but are ultimately not charged.

Photo credit: Block by Psticks taken from Poster Child’s site.

Three officers inspecting one of the saucers

British UFOs (1967)

The RAE Rag Committee plants six small-sized saucers at equal distances on a straight line in the south of England. The saucers are made from fiberglass resin, contain electronics to make them bleep when tilted at certain angles and are filled with a mixture of flour and water boiled at high temperature to represent alien life. The resulting reaction is comparable to the War of the Worlds scare of 1938. The intention of the hoaxers: to raise funds for charity. They were not persecuted, although some authorities were less than amused.

Description based on an article by John Keeling in Fortean Times #228 from which the image is taken as well.

Can you think of any other weird things placed in public spaces? Do let me know.

Zona Incerta and using ARGs for activism

(Following some recent overly long posts, here’s an attempt to stay under 500 words.)

For a while now, I have been lurking on the mailing list of the Alternate Reality Games IGDA SIG. ARGs are games that use the real world as their platform. They usually revolve around a mystery to be unraveled. I find ARGs interesting for the way they clash with the game design notion of the magic circle. The magic circle can be defined as the time and space within which a game is played. With traditional games, players are aware of the magic circle and enter it willingly. Not so with ARGs, as the following example I found on the list shows:1

The producers of Zona Incerta, a Brazilian ARG, published a video on YouTube. In it the ‘senior marketing director’ of Arkhos Biotechnology asks viewers to help them buy the Amazon rainforest and reminds them “the Amazon belongs to no country, it belongs to the world”:

Video by the makers of the ARG Zona Incerta, originally on YouTube (qGpVgfrYlXU, no longer available there).

The video was mistaken by many as real–including two senators and one governor. On the list, André Sirangelo, the game’s writer, says:

“It wasn’t long until some journalists connected the dots and found out the company didn’t exist. That’s when it really exploded – after all, there are lots of companies that actually do want to buy the rainforest, but it’s not every day a powerful senator makes a speech about one that doesn’t really exist.”

Because the game was sponsored, they had to come out and offer a public apology. Some people took it in a good way, others were less amused:

“They wanted to sue and maybe even arrest us for making a video that was against the nation’s sovereignty and all that. It was all BS though, because there wasn’t really a crime. We never published fake news, we just put the video on YouTube and some people tought it was real. Not our fault! :)”

Clearly, the ambiguous nature of ARGs is key to what makes them fun. Knowing that people might mistake things for real is thrilling to ARG developers. Players are challenged to recognize the content that is part of an ARG—rewarding them with the feeling that they are part of a secret society.

So far, the genre remains a niche.2 But what if ARGs take off in a big way? What if the mediascape is flooded by ARG content?

Will we, similar to what is now being proposed for ubicomp, need recognizable iconography that tells people: “warning, alternate reality content”?

Proposed icon for objects that have invisible qualities by the Touch research project

I wonder what would make a good image. Perhaps the March Hare?

Illustration of the March Hare by John Tenniel

Zona Incerta‘s aim was to entertain. Despite this, they raised awareness for the Amazon’s plight. Would the format of ARGs be useful to people with another agenda? What if activists start using them to make the future they want to avert—or desire to bring about—tangible to the public?

Image credits: Icon by Touch research project, March Hare by John Tenniel taken from WikiFur.

Updated with a YouTube embed that validates.

  1. For more about ARGs and the magic circle also see my Reboot 9.0 presentation Mobile Social Play. [↩]
  2. Here are statistics of some prominent past ARGs. [↩]

Where social software should go next — Habitat’s lessons

MMOGs have not progressed since 1990. Neither has social software.

Well maybe a little, but not much. At least that’s what I’m lead to believe after reading another wonderful essay in The Game Design Reader—a book I like to dip into once in a while to read whatever catches my fancy.

In The Lessons of Lucasfilm’s Habitat1 Messrs Farmer and Morningstar share their experiences building possibly one of the first graphical MMOGs ever. The game’s front-end ran on a Commodore 64 and looked something like this:

Screenshot of Lucasfilm's Habitat

It’s striking how many of the lessons summed up by the authors have not been (fully) taken to heart by MMOG designers. Bitching aside, their article offers as much useful advice to game designers as to designers of any piece of social software. Since this post has grown unexpectedly long (again). I’ll sum them up here:

  • “The implementation platform is relatively unimportant.” — on loosely coupling a world’s conceptual model and its representation
  • “Detailed central planning is impossible; don’t even try.” — on relinquishing control as designers, co-design and evolutionary systems
  • “Work within the system.” — on facilitating world creation by players and moderation from within the world

Let’s look at each in more detail:

Loosely coupled

“The implementation platform is relatively unimportant.”

Meaning that how you describe the world and how you present it can or should be loosely coupled. The advantage of this is that with one world model you can serve clients with a wide range of (graphical) capabilities and scale into the future without having to change model. Their example is of a tree, which can be rendered to one user as a string of text: “There is a tree here.” And to another user as a rich high resolution 3D animated image accompanied by sound.

“And these two users might be looking at the same tree in the same place in the same world and talking to each other as they do so.”

When I read this I instantly thought of Raph Koster‘s Metaplace and wondered if the essay I was reading served as some sort of design guideline for it. What I understood from Raph’s GDC 2008 presentation2 was that they are trying to achieve exactly this, by applying the architectural model of the internet to the design of MMOGs.

Looking at social software in general, how many examples can you give of the current wave of social web apps that apply this principle? I’m reminded of Tom Coates’s Native to a Web of Data presentation—in which he argues that a service’s data should ideally be accessible through any number of channels.3

Similarly, web 2.0 poster child Dopplr is designed to be “a beautiful part of the web”, “a feature of a larger service, called the internet”.4 And they want to be everywhere, adding a little bit of value where it is most needed. Perhaps not exactly the same thing as what Farmer and Morningstar are alluding to, but based on similar principles.

As an aside, in MMOG land, there is one other major concern with this:

“Making the system fully distributed […] requires solving a number of difficult problems. The most significant of these is the prevention of cheating.”

Cheating might be of less concern to social software than to games (although there are exceptions, take Digg for example). For those interested in more about this, Raph Koster recently posted an elaborate examination of hacking and cheating in MMOGs.

Control, co-design, evolution

Cheating aside, there is more useful (albeit familiar) advice for social software designers in the piece. For instance on the need to hand over (part of) the control over the system’s design to its users:

“Again and again we found that activities based on often unconscious assumptions about player behaviour had completely unexpected outcomes (when they were not simply outright failures). “

They go on to say that they found it was more productive to work with the community:

“We could influence things, we could set up interesting situations, we could provide opportunities for things to happen, but we could not dictate the outcome. Social engineering is, at best, an inexact science […] we shifted into a style of operations in which we let the players themselves drive the direction of the design.”

Again, familiar advice perhaps, but they describe in some detail how they actually went about this, which makes for enlightening reading. That this practice of co-design goes against ‘common’ software development practices is not left unaddressed either:

“[…] the challenge posed by large systems are prompting some researchers to question the centralized, planning dominated attitude that we have criticized here, and to propose alternative approaches based on evolutionary and market principles. These principles appear applicable to complex systems of all types […]”

(Emphasis mine.) I am intrigued by this evolutionary model of web development. In the abstract for Movement, Matt Webb writes:

“the Web in 2008 has some entirely new qualities: more than ever it’s an ecology of separate but highly interconnected services. Its fiercely competitive, rapid development means differentiating innovations are quickly copied and spread. Attention from users is scarce. The fittest websites survive.“

(Again, emphasis mine.) I think the challenge that now lies before us is to not only as designers practice co-design with our users, but to go one step further, and encode rules for autonomous evolution into our systems. These are the adaptive systems I’ve been blogging about recently. An important note is that systems can adapt to individual users, but also—in the case of social software—to aggregate behaviour of user groups.5

This can be extended to a world’s governance. Here is one of the ideas I find most exciting in the context of social software, one I have seen very few examples of so far.

“[…] our view is that a virtual world need not be set up with a “default” government, but can instead evolve as needed.”

I cannot think of one MMOG that is designed to allow for a model of governance to emerge from player interactions. The best example I can think of from the world of social software is this article by Tom Coates at the Barbelith wiki. Barbelith is a somewhat ‘old school’ online community comprised of message boards (remember those?). In the piece (titled TriPolitica) he writes:

“Imagine a message board with three clear identities, colour-schemes and names. Each has a generic set of basic initial forums on a clearly defined range of subjects (say – Politics / Science / Entertainment). Each forum starts with a certain structure – one Monarchic, one Parliamentary Democracy and one Distributed Anarchy. All the rules that it takes to run each community have been sufficiently abstracted so that they can be turned on or off at will BY the community concerned. Moreover, the rules are self-reflexive – ie. the community can also create structures to govern how those rules are changed. This would operate by a bill-like structure where an individual can propose a new rule or a change to an existing rule that then may or may not require one or more forms of ratification. There would be the ability to create a rule governing who could propose a new bill, how often and what areas it might be able to change or influence.”

He goes on to give examples of how this would work—what user types you’d need and what actions would need to be available to those users. I’m pretty sure this was never implemented at Barbelith (which, by the way, is a fun community to browse through if you’re into counter cultural geekery). Actually, I’m pretty sure I know of no online space that has a system like this in place. Any interaction designers out there who are willing to take up the gauntlet?

Creativity, moderation

“Work within the system.”

This is the final lesson offered in the essay I’d like to look at, one that is multifaceted. On the one hand, Messrs Farmer and Morningstar propose that world building should be part of the system itself (and therefore accessible to regular players):

“One of the goals of a next generation Habitat-like system ought to be to permit far greater creative involvement by the participants without requiring them to ascend to full-fledged guru-hood to do so.”

And, further on:

“This requires finding ways to represent design and creation of regions and objects as part of the underlying fantasy.”

I do not think a MMOG has achieved this in any meaningful sense so far. Second Life may offer world creation tools to users, but they are far from accessible, and certainly not part of the “underlying fantasy”. In web based social software, suspension of disbelief is of less concern. It can be argued that Flickr for instance successfully offers world creation at an accessible level. Each Flickr user contributes to the photographic tapestry that is the Flickr ‘photoverse’. Wikipedia, too offers relatively simple tools for contribution, albeit text based. In the gaming sphere, there are examples such as SFZero, a Collaborative Production Game, in which players add tasks for others to complete, essentially collaboratively creating the game with the designers.

Like I said, the lesson “work within the system” applies to more than one aspect. The other being moderation. The authors share an amusing anecdote about players exploiting a loop hole introduced by new characters and objects (the players gained access to an unusually powerful weapon). The anecdote shows that it is always better to moderate disputes within the shared fantasy of the world, in stead of making use of external measures that break the player’s suspension of disbelief. Players will consider the latter cheating on the part of administrators:

“Operating within the participants’ world model produced a very satisfactory result. On the other hand, what seemed like the expedient course, which involved violating this model, provoked upset and dismay.”

Designers should play with users, not against them. This applies to social software on the web equally. It is this attitude that sets Flickr apart from many other online communities. Flickr‘s designers understand the principle of “operating within the participants’ world model”. For example, look at how they handled confusion and irritation around the last Talk Like A Pirate Day gag.6

Summary

In summary, dear reader, if you got this far, I would love to see examples of social software that:

  • Are accessible in a number of ‘representations’
  • Are co-designed with users, or better yet, apply evolutionary principles to its design
  • Allow users to develop their own model of governance
  • Allow users to easily add to the system, in an integrated way
  • Are moderated from within the system

If you—like me—can’t think of any, perhaps it’s time to build some?

Image credits: © 1986 LucasArts Entertainment Company.

  1. The essay can be read online over here. [↩]
  2. More about my GDC 2008 experiences. [↩]
  3. This principle is now being applied to the extreme in Yahoo!’s Fire Eagle. [↩]
  4. The former quote I first encountered in Matt Jones’s presentation RuleSpace, the latter is from this BBC article on Reboot 9.0. [↩]
  5. For more on aggregating user behaviour in social software also see Greater than the sum of its parts by Tom Coates (yes him again). [↩]
  6. Tom Armitage has some good thoughts on the Talk Like A Pirate Day debacle. [↩]

Tools for having fun

ZoneTag Photo Friday 11:40 am 4/18/08 Copenhagen, Hovedstaden

One of the nicer things about GDC was the huge stack of free magazines I took home with me. Among those was an issue of Edge, the glossy games magazine designed to look good on a coffee table next to the likes of Vogue (or whatever). I was briefly subscribed to Edge, but ended up not renewing because I could read reviews online and the articles weren’t all that good.

The january 2008 issue I brought home did have some nice bits in it—in particular an interview with Yoshinori Ono, the producer of Street Fighter IV. This latest incarnation of the game aims to go back to what made Street Fighter II great. What I liked about the interview was Ono’s clear dedication to players, not force feeding them what the designers think would be cool. Something often lacking in game design.

“”First of all, the most important thing about SFIV is ‘fair rules’, and by that I mean fair and clear rules that can be understood by everyone very easily.” A lesson learned from the birth of modern videogaming: ‘Avoid missing ball for high score’.”

This of course is a reference to PONG. Allan Alcorn (the designer of the arcade coin operated version of PONG) famously refused to include instructions with the game because he believed if a game needed written instructions, it was crap.

Later on in the same article, Ono says:

“[…] what the game is — a tool for having fun. A tool to give the players a virtual fighting stage — an imaginary arena, if you like.”

(Emphasis mine.) I like the fact that he sees the game as something to be used, as opposed to something to be consumed. Admittedly, it is easier to think of a fighting game this way than for instance an adventure game—which has much more embedded narrative—but in any case I think it is a more productive view.

While we’re on the topic of magazines. A while back I read an enjoyable little piece in my favorite free magazine Vice about the alleged clash between ‘hardcore’ and ‘casual’ gamers:

“Casual games are taking off like never before, with half of today’s games being little fun quizzes or about playing tennis or golf by waving your arms around. The Hardcore crowd are shitting themselves that there might not be a Halo 4 if girls and old people carry on buying simple games where everyone’s a winner and all you have to do is wave a magic wand around and press a button every few times.”

Only half serious, to be sure, but could it be at least partly true? I wouldn’t mind it to be so. I appreciate the rise of the casual game mainly for the way it brings focus back to player centred game design. Similar to Yoshinori Ono’s attitude in redesigning Street Fighter.

Notes on play, exploration, challenge and learning

(My reading notes are piling up so here’s an attempt to clear out at least a few of them.)

Part of the play experience of many digital games is figuring out how the damn thing works in the first place. In Rules of Play on page 210:

“[…] as the player plays with FLUID, interaction and observation reveals the underlying principles of the system. In this case the hidden information gradually revealed through play is the rules of the simulation itself. Part of the play of FLUID is the discovery of the game rules as information.”

(Sadly, I could not find a link to the game mentioned.)

I did not give Donald Norman all the credit he was due in my earlier post. He doesn’t have a blind spot for games. Quite the contrary. For instance, he explains how to make systems easier to learn and points to games in the process. On page 183 of The Design of Everyday Things:

“One important method of making systems easier to learn and to use is to make them explorable, to encourage the user to experiment and learn the possibilities through active exploration.”

The way to do this is through direct manipulation, writes Norman. He also reminds us that it’s not necessary to make any system explorable.1 But (on page 184):

“[…] if the job is critical, novel, or ill-specified, or if you do not yet know exactly what is to be done, then you need direct, first-person interaction.”

So much written after DOET seems to have added little to the conversation. I’m surprised how useful this classic still is.

I’m reminded of a section of Matt Jones’s Interaction 08 talk—which I watched yesterday. He went through a number of information visualisations and said he’d like to add more stuff like that into Dopplr, to allow people to play with their data. He even compared this act of play to Will Wright’s concept of possibility space.2 He also briefly mentioned that easily accessible tools for creating information visualisations might become a valuable tool for designers working with complex sets of data.

Norman actually points to games for inspiration, by the way. On page 184 just before the previous quote:

“Some computer systems offer direct manipulation, first-person interactions, good examples being the driving, flying, and sports games that are commonplace in arcades and on home machines. In these games, the feeling of direct control over the actions is an essential part of the task.”

And so on.

One of the most useful parts of Dan Saffer’s book on interaction design is where he explains the differences between customisation, personalisation, adaptation and hacking. He notes that an adaptive system can be designed to induce flow—balancing challenge with the skill of the user. In games, there is something called dynamic difficulty adjustment (DDA) which has very similar aims.

Salen and Zimmerman have their doubts about DDA though. In Rules of Play on page 223 they write:

“Playing a game becomes less like learning an expressive language and more like being the sole audience member for a participatory, improvisational performance, where the performers adjust their actions to how you interact with them. Are you then playing the game, or is it playing you?”

Perhaps, but it all depends on what DDA actually adjusts. The technique might be objectionable in a game (where a large part of the point is overcoming challenge) but in other systems many of these objections do not apply.

“With a successful adaptive design, the product fits the user’s life and environment as though it were custom made.”

(Designing for Interaction, page 162.)

Adaptive systems explicitly anticipate transformative play. They allow themselves to be changed through a person’s interactions with it.3

A characteristic of good interaction design is playfulness, writes Mr. Saffer in his book on page 67:

“Through serious play, we seek out new products, services and features and then try them to see how they work. How many times have you pushed a button just to see what it did?”

The funny thing is, the conditions for play according to Saffer are very similar to some of the basic guidelines Norman offers: Make users feel comfortable, reduce the chance for errors and if errors do occur, make sure the consequences are small—by allowing users to undo, for instance.

Mr. Norman writes that in games “designers deliberately flout the laws of understandability and usability” (p.205). Although even in games: “[the] rules [of usability] must be applied intelligently, for ease of use or difficulty of use” (p.208).

By now, it should be clear making interactions playful is very different from making them game-like.

  1. Apparently, “explorable” isn’t a proper English word, but if it’s good enough for Mr. Norman it’s good enough for me. [↩]
  2. I blogged about possibility space before here. [↩]
  3. Yes, I know I blogged about adaptive design before. Also about flow and adaptation, it seems. [↩]

Blank banners — see me speak at TWAB 2008

Provo protesting with blank banner

In 1966 Provo took to the streets of Amsterdam with blank protest banners.1 The use of rousing slogans had been outlawed by the city’s mayor. The ‘protesters’ were arrested. Provo achieved their goal of making the authorities look silly by playing at protesting.

They took existing rules and decided to play within them, to see how far they could push the limits of those rules. They were not allowed to use actual slogans, so they decided to use unwritten banners. They made use of the ambiguous nature of play: They were protesting, but at the same time not protesting. There were no forbidden slogans on their banners, but at the same time, the slogans were ever so present through their absence.

The police were not willing to take on Provo’s ludic attitude. They refused to step into their magic circle and play at opposing them. In stead they broke the rules, arrested them for real, and by doing so, lost—at least in the public’s eye.

This example—and hopefully a few others—I will discuss at The Web and Beyond 2008: Mobility. In 20 minutes or so, I hope to inspire designers to think about what the near future’s blank banners could be. My session is titled ‘Mobile components for playful cultural resistance’ (an unwieldy title in desperate need of improvement) and will probably be in Dutch.

The conference is organised by Chi Nederland and will take place May 22 in the beautiful Beurs van Berlage in Amsterdam. Keynote speakers include Ben Cerveny, Jyri Engeström and Adam Greenfield. It looks like this will be a very special conference indeed.

Image source: Gramschap.

  1. Provo was a Dutch counterculture movement in the mid-1960s that focused on provoking violent responses from authorities using non-violent bait. Read more about them at Wikipedia. [↩]

Jalan Jalan — 3 weeks of travel

Having successfully finished the last of my client work by the end of the week, it is now time to start packing. I’ll be vacationing in Asia for the next three weeks and will be back on April 7.

Those that follow me on Dopplr will already have an idea of my itinerary: Hong Kong, Java (Jakarta and Surabaya), Bali and probably Flores and Komodo. Kalimantan has sadly proven to be a bit too hard to get to on a budget.

This’ll be my third visit to Indonesia and as always I’m looking forward to it—what’s not to love about a country filled with friendly people, rich culture and awesome food?

I’m also planning to do quite a bit of this:

Pulau Bunaken

If you’d like to keep in touch, your best bets are my Twitter and Jaiku streams (and possibly Flickr for the occasional mobile snapshot).

Normal blogging service will resume when I return. See you on the other side!