Buildings and Brains at the Nijmegen Design Platform (NOP)

It’s been a few weeks since I pre­sent­ed at the Nijmegen Design Plat­form (NOP), but I thought it would still be use­ful to post a sum­ma­ry of what I talked about here. 

Update: it took me a while, but the slides that accom­pa­nied this talk are now up at SlideShare. 

A lit­tle con­text: The NOP run fre­quent events for design­ers in the region. These design­ers most­ly work in more tra­di­tion­al domains such as graph­ic, fash­ion and indus­tri­al design. NOP asked Jeroen van Mas­trigt — a friend and occa­sion­al col­league of mine — to talk about games at one of their events. Jeroen in turn asked me to play Robin to his Bat­man, I would fol­low up his epic romp through game design the­o­ry with a brief look at per­va­sive games. This of course was an offer I could not refuse. The event was held at a love­ly loca­tion (the huge art-house cin­e­ma LUX) and was attend­ed by a healthy-sized crowd. Kudos to the NOP for orga­niz­ing it and many thanks to them (and Jeroen) for invit­ing me.

So, what I tried to do in the talk was to first give a sense of what per­va­sive games are, what char­ac­ter­izes them. I drew from the Hide & Seek web­site for the list of char­ac­ter­is­tics and used The Soho Project as a run­ning exam­ple through­out this part. I also tied the char­ac­ter­is­tics to some the­o­ry I found interesting:

  • Mix­ing dig­i­tal tech­nol­o­gy with real world play — I empha­sized that ulti­mate­ly, tech­nol­o­gy is but a means to an end. At Inter­ac­tion ‘09 Robert Fab­ri­cant said the medi­um of inter­ac­tion design is human behav­ior. I think the same holds true for the design of per­va­sive games.
  • Social inter­ac­tionRaph Koster once said sin­gle play­er games are a his­tor­i­cal aber­ra­tion. It is clear much of the fun in per­va­sive games is social. In a way I think they bridge the gap between the “old” board games and con­tem­po­rary video games.
  • Using the city as a play­ground — Here I could not resist bring­ing in Jane Jacob’s notions of the city as an enti­ty that is organ­ised from the bot­tom up and Kevin Lynch’s work on the men­tal maps we cre­ate of cities as we move through them. Cities play a vital role in facil­i­tat­ing the play of per­va­sive games. At best they are the main pro­tag­o­nist of them.
  • Trans­form­ing pub­lic spaces into the­atri­cal stage­sets — This is relat­ed to the pre­vi­ous one, but here I made a side­step into the embod­ied nature of play­er inter­ac­tions in per­va­sive games and how embod­i­ment facil­i­tates read­ing at a dis­tance of such actions. In a sense, the social fun of embod­ied play is due to its per­for­ma­tive quality.

After this, I tried to show why design­ers out­side the domain of games should care about per­va­sive games. This I did by talk­ing about ways they can be used for pur­pos­es oth­er than ‘mere’ enter­tain­ment. These were:

  • Enlarg­ing per­ceived real­i­ty; you can cre­ate games that play with the way we cus­tom­ar­i­ly per­ceive real­i­ty. This was inspired by the talk Kevin Slavin of Area/Code deliv­ered at MIND08. Exam­ples I used were Cross­roads and The Com­fort of Strangers.
  • Chang­ing human behav­ior for the bet­ter; think of the Toy­ota Prius dash­board­’s effect on people’s dri­ving behav­ior. Exam­ples of games that use feed­back loops to steer us towards desir­able goals are Cryp­to­Zoo and FourSquare.
  • Crowd­sourc­ing solu­tions; games can sim­u­late pos­si­ble futures and chal­lenge play­ers to respond to their prob­lems. Here I used Jane McGo­ni­gal’s ideas around col­lec­tive intel­li­gence gam­ing. The exam­ple game I talked about was World With­out Oil.
  • Con­vey­ing argu­ments pro­ce­du­ral­ly; Ian Bogost’s con­cept of pro­ce­dur­al rhetoric isn’t spe­cif­ic to per­va­sive games, but I think the way they get mixed up with every­day life make them par­tic­u­lar­ly effec­tive chan­nels for com­mu­ni­cat­ing ideas. I used The Go Game, Cru­el 2B Kind and Join the Line1 as examples. 

By talk­ing about these things I hoped to pro­vide a link to the audience’s own design prac­tice. They may not deal with games, but they sure­ly deal with com­mu­ni­cat­ing ideas and chang­ing people’s behav­ior. Come to think of it though, I was doing a very old media style pre­sen­ta­tion in attempt to achieve the same… Oh well.

  1. Join the Line is a game stu­dents con­cep­tu­al­ized dur­ing a work­shop I ran. []

Playing With Complexity — slides and notes for my NLGD Festival of Games talk

When the NLGD Foun­da­tion invit­ed me to speak at their anu­al Fes­ti­val of Games I asked them what they would like me to dis­cuss. “Any­thing you like,” was what they said, essen­tial­ly. I decid­ed to sub­mit an abstract deal­ing with data visu­al­iza­tion. I had been pay­ing more and more atten­tion to this field, but was unsuc­cess­ful in relat­ing it the oth­er themes run­ning through my work, most notably play. So I thought I’d force myself to tack­le this issue by promis­ing to speak about it. Often a good strat­e­gy, I’ve found. If it worked out this time I leave for you to judge.

In brief, in the pre­sen­ta­tion I argue two things: one — that the more sophis­ti­cat­ed appli­ca­tions of inter­ac­tive data visu­al­iza­tion resem­ble games and toys in many ways, and two — that game design can con­tribute to the solu­tions to sev­er­al design issues I have detect­ed in the field of data visualization.

Below are the notes for the talk, slight­ly edit­ed, and with ref­er­ences includ­ed. The full deck of slides, which includes cred­its for all the images used, is up on SlideShare.

Hel­lo every­one, my name is Kars Alfrink. I am a Dutch inter­ac­tion design­er and I work free­lance. At the moment I work in Copen­hagen, but pret­ty soon I will be back here in Utrecht, my love­ly hometown. 

In my work I focus on three areas: mobil­i­ty, social inter­ac­tions, and play. Here is an exam­ple of my work: These are sto­ry­boards that explore pos­si­ble appli­ca­tions of mul­ti­touch tech­nol­o­gy in a gat­ed com­mu­ni­ty. Using these tech­nolo­gies I tried to com­pen­sate for the neg­a­tive effects a gat­ed com­mu­ni­ty has on the build-up of social cap­i­tal. I also tried to bal­ance ‘being-in-the-screen’ with ‘being-in-the-world’ — mul­ti­touch tech­nolo­gies tend to be very atten­tion-absorb­ing, but in built envi­ron­ments this is often not desir­able.1

I am not going to talk about mul­ti­touch though. Today’s top­ic is data visu­al­iza­tion and what oppor­tu­ni­ties there are for game design­ers in that field. My talk is rough­ly divid­ed in three parts. First, I will briefly describe what I think data visu­al­iza­tion is. Next, I will look at some appli­ca­tions beyond the very obvi­ous. Third and last, I will dis­cuss some design issues involved with data visu­al­iza­tion. For each of these issues, I will show how game design can contribute.

Right, let’s get started.

Con­tin­ue read­ing Play­ing With Com­plex­i­ty — slides and notes for my NLGD Fes­ti­val of Games talk

  1. For more back­ground on this project please see this old­er blog post. More exam­ples of my recent work can be found in my port­fo­lio. []