Second order design and play in A Pattern Language

According to Molly, architects hate Christopher Alexander’s guts. Along with a lot of other interaction designers I happen to think his book A Pattern Language is a wonderful resource. It has some interesting things to say about designing for emergence—or second order design—and also contains some patterns related to play. So following the example of Michal Migurski (and many others after him) I’ll blog some dog eared pages.

In the introduction Alexander encourages readers to trace their own path through the book. The idea is to pick a pattern that most closely fits the project you have in mind, and from there move through the book to other ‘smaller’ patterns. It won’t surprise frequent readers of this blog that my eye was immediately caught by the pattern ‘Adventure Playground’ (pattern number 73). Let’s look at the problem statement, on p.368:

“A castle, made of carton, rocks and old branches, by a group of children for themselves, is worth a thousand perfectly detailed, exactly finished castles, made for them in a factory.”

And on the following two pages (p.369-370), the proposed solution:

“Set up a playground for the children in each neighborhood. Not a highly finished playground, with asfalt and swings, but a place with raw materials of all kinds—nets, boxes, barrels, trees, ropes, simple tools, frames, grass, and water—where children can create and re-create playgrounds of their own.”

In the sections enclosed by these two quotes Alexander briefly explains how vital play is to the development of children. He states that neatly designed playgrounds limit children’s imagination. In the countryside, there is plenty of space for these adventure playgrounds to emerge without intervention, but in cities, they must be created.

I’m reminded of the rich range of playful activities teenagers engage in on Habbo Hotel, despite the lack of explicit support for them. At GDC 2008 Sulka Haro showed one example in particular that has stuck with me: Teens enacted a manege by having some of them dress up in brown outfits (the horses), and other standing next to them (the caretakers).

What would the online equivalent of an adventure playground look like? What are the “kinds of junk” we can provide for play (not only by children but by anyone who cares to play). In the physical world, what happens when connected junk enters the playground? Food for thought.

Adventure playground is a pattern “of that part of the language which defines a town or a community.” (p.3)

What I like the most about A Pattern Language is its almost fractal nature. Small patterns can be implemented by one individual or a group of individuals. These smaller ones flow into ever larger ones, etc. Alexander does not believe large scale patterns can be brought into existence through central planning (p.3):

“We believe that the patterns in this section [the largest scale patterns of towns] can be implemented best by piecemeal processes, where each project built or each planning decision made is sanctioned by the community according as it does or does not help to form certain large-scale patterns. We do not believe that these large patterns, which give so much structure to a town or of a neighborhood, can be created by centralized authority, or by laws, or by master plans. We believe instead that they can emerge gradually and organically, almost of their own accord, if every act of building, large or small, takes on the responsibility for gradually shaping its small corner of the world to make these larger patterns appear there.”

So to build an adventure playground, you’ll need smaller-scale patterns, such as ‘bike paths and racks’ and ‘child caves’. Adventure playground itself is encapsulated by patterns such as ‘connected play’. It is all beautifully interconnected. On page xiii:

“In short, no pattern is an isolated entity. Each pattern can exist in the world, only to the extent that is supported by other patterns: the larger patterns in which it is embedded, the patterns of the same size that surround it, and the smaller patterns which are embedded in it. This is a fundamental view of the world. It says that when you build a thing you cannot merely build that thing in isolation, but must repair the world around it, and within it, so that the larger world at the one place becomes more coherent, and more whole; and the thing which you make takes its place in the web of nature, as you make it.”

Wonderful. A solid description of second order design and another piece of the Playful IAs puzzle. The only way to know if something “does or does not help to form certain large-scale patterns” is by having a language like Alexander’s. The online equivalent of the largest scale patterns would be encompass more than just single sites, they would describe huge chunks of the internet.

In social software, in playful spaces, the large scale patterns cannot be designed directly, but you must be able to describe them accurately, and know how they connect to smaller scale patterns that you can design and build directly. Finally, you need to be aware of even larger scale patterns, that make up the online ecosystem, and play nicely with them (or if your agenda is to change them, consciously create productive friction).

A great book. I would recommend anyone with a passion for emergent design to buy it. As Adaptive Path say:

“This 1977 book is one of the best pieces of information design we’ve come across. The book’s presentation — the layout of each item of the language, the nodal navigation from item to item, the mix of text and image — is as inspiring as the topic itself.”

Spectra of learnability

They gave us Donald Norman’s The Design of Everyday Things1 to read in interaction design school. I remember reading it and—being young an cocky—finding it all very common sense and “Why do they ask us to read this stuff?” And so on.2

I am rereading it now, in the hopes of sharpening my argument for playful user experiences.

(There are a lot of things I want to blog about actually, such as how Hill and Webb‘s adaptive design reminds me of Salen & Zimmerman‘s transformative play, why Cook rejects MDA while Saffer embraces it and more.)

Anyway, my new copy of DOET has a nice introduction by Norman in which he summarizes a few core concepts form the book. On page xi—writing on conceptual models—he writes:

“[G]ood design is … an act of communication between the designer and the user, … all the communication has to come about by the appearance of the device itself.”

In other words, if you can’t figure “it” out by just looking at it, it’s not well designed. Where “figure it out” basically means understand how to operate “it” successfully. Of course this is an important concept, but I think something’s missing.

In games, it’s not enough just to be able to figure out how to make Mario jump—for instance—you want to learn how to jump well.

It’s about skill and mastery in other words. A “Norman Door” (a door that is difficult to open) can be fixed so that people can open the door easily. But a door has a narrow spectrum of learnability. Or as Koster would probably say: The pattern to “grok” is really simple.

Figure 1: A door’s spectrum of learnability

And anyway, why would you want to become a master at opening doors, right?

But a lot of the things I’m working on (for instance creative tools, but also toy-like environments) have more complex patterns and therefore (wether I like it or not) have a wider spectrum of learnability. And that’s where usability alone is not enough. That’s where in testing, I’d need to make sure people don’t just understand how to do stuff by looking at it. (That’s the start, for sure.) But I also want to be able to tell if people can get better at doing stuff. Because if they get better at it, that’s when they’ll be having fun.

Figure 2: A toy’s spectrum of learnability
  1. Or The Psychology of Everyday Things as it was then titled. []
  2. I still consider myself young, only slightly less cocky. []

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.

UX designers should get into everyware

I’ve been reading Adam Greenfield’s Everyware on and off and one of the things that it has me wondering the most lately is: are UX professionals making the move to design for ubiquitous computing?

There’re several places in the book where he explicitly mentions UX in relation to everyware. Let’s have a look at the ones I managed to retrieve using the book’s trusty index…

On page 14 Greenfield writes that with the emergence of ubicomp at the dawn of the new millennium, the user experience community took up the challenge with “varying degrees of enthusiasm, scepticism and critical distance”, trying to find a “language of interaction suited to a world where information processing would be everywhere in the human environment.”

So of course the UX community has already started considering what it means to design for ubicomp. This stuff is quite different to internet appliances and web sites though, as Greenfield points out in thesis 09 (pp.37-39):

“Consistently eliciting good user experiences means accounting for the physical design of the human interface, the flow of interaction between user and device, and the larger context in which that interaction is embedded. In not a single one of these dimensions is the experience of everyware anything like that of personal computing.” (p.37)

That’s a clear statement, on which he elaborates further on, mentioning that traditional interactions are usually of a “call-and-response rhythm: user actions followed by system events.” Whereas everyware interactions “can’t meaningfully be constructed as ‘task-driven.’ Nor does anything in the interplay between user and system […] correspond with […] information seeking.” (p.38)

So, UX designers moving into everyware have their work cut out for them. This is virgin territory:

“[…] it is […] a radically new situation that will require the development over time of a doctrine and a body of standards and conventions […]” (p.39)

Now, UX in traditional projects has been prone to what Greenfield calls ‘value engineering’. Commercial projects can only be two of these three things: fast, good and cheap. UX would support the second, but sadly it is often sacrificed for the sake of the other two. Not always though, but this is usually dependent on who is involved with the project:

“[…] it often takes an unusually dedicated, persistent, and powerful advocate […] to see a high-quality design project through to completion with everything that makes it excellent intact. […] the painstakingly detailed work of ensuring a good user experience is frequently hard to justify on a short-term ROI basis, and this is why it is often one of the first things to get value-engineered out of an extended development process. […] we’ve seen that getting everyware right will be orders of magnitude more complicated than achieving acceptable quality in a Web site, […] This is not the place for value engineers,” (p.166)

So if traditional projects need UX advocates on board with considerable influence, comparable to Steve Jobs’s role at Apple, to ensure a descent user experience will it even be possible to create ubiquitous experiences that are enjoyable to use? If these projects are so complex, can they be even gotten ‘right’ in a commercial context? I’m sorry to say I think not…

Designers (used broadly) will be at the forefront of deciding what everyware looks like. If you don’t think they will, at least I’m sure they should. They’re not the only ones to determine its shape though, Greenfield points out that both regulators and markets have important parts to play too (pp.172-173):

“[…] the interlocking influences of designer, regulator, and market will be most likely to result in beneficial outcomes if these parties all treat everyware as a present reality, and if the decision makers concerned act accordingly.” (p.173)

Now there’s an interesting notion. Having just come back from a premier venue for the UX community to talk about this topic, the IA Summit, I’m afraid to say that I didn’t get the impression IAs are taking everyware seriously (yet.) There were no talks really concerned with tangible, pervasive, ubiquitous or ambient technologies. Some basic fare on mobile web stuff, that’s all. Worrying, because as Greenfield points out:

“[UX designers] will best be able to intervene effectively if they develop appropriate insights, tools, and methodologies ahead of the actual deployment of ubiquitous systems.” (pp.173-174)

This stuff is real, and it is here. Greenfield points to the existence of systems such as Octopus in Hong Kong and E-ZPass in the US. Honestly, if you think beyond the tools and methods we’ve been using to communicate our designs, IxDs and IAs are well-equipped to handle everyware. No, you won’t be required to draw wireframes or sitemaps; but you’ll damn well need to put in a lot of the thinking designers do. And you’ll still need to be able to communicate those designs. It’s time to get our hands dirty:

“What fully operational systems such as Octopus and E-ZPass tell us is that privacy concerns, social implications, ethical questions, and practical details of the user experience are no longer matters for conjecture or supposition. With ubiquitous systems available for empirical enquiry, these things we need to focus on today.” (p.217)

So, to reiterate the question I started with: are there any UX designers out there that have made the switch from web-work to ubicomp? Anyone considering it? I’d love to hear about your experiences.

Dan

Please people. Lay off the Dan Brown. I can’t commute without seeing at least one person reading a book of his. If you’re interested in crackpot theories about templars, Jesus and Sangreal – just pick up Holy Blood, Holy Grail (Brown stole borrowed all his Da Vinci Code ‘revelations’ from that book anyway). If you’re really interested in what conspiracy theories can do to a person, read Foucalt’s Pendulum – a much, much better way to spend your time reading.

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