Week 174

STT again

This week on Wednes­day I found myself in the love­ly KNAW build­ing to talk about the far future of applied game design. I was invit­ed to do so by STT, togeth­er with David Shaf­fer, Jeroen van Mas­trigt and Jeroen Elf­ferich. I talked about the inca­pac­i­ty of design as well as sci­ence fic­tion to effec­tive­ly imag­ine a future, how to deal with that as a design­er, and two areas that I see as tru­ly vir­gin ter­ri­to­ry for applied game design: the new type of city we’ve seen emerge in the East, and syn­thet­ic biol­o­gy. I got some nice respons­es and some chal­leng­ing ques­tions from the crowd, so I guess things went OK. The anno­tat­ed slides will find their way to the Hub­bub blog soon. 

Aside from this, I spent the week work­ing on PLAY Pilots — con­tin­u­ing work on the next pilot for Le Guess Who? togeth­er with Monoban­da. And at the HKU, work­ing with my stu­dents on the Pam­pus project. Final­ly, my interns have kicked off their third game at the Learn­ing Lab, this one run­ning on their inter­nal blog plat­form. It involves mon­keys and a blind drag­on. Look­ing for­ward to the write­up for that one.

Quite a few bits of con­tent found their way online too, by the way. In case you missed them the first time around, here they are:

Plus a video of the Boc­ce Drift ses­sion Hub­bub ran a while back:

5 things I’m thinking about

You have Alper to blame for this. Alice start­ed it, many fol­lowed (some well worth read­ing) and now the meme has crossed the pond it seems. I know, we’re a bit slow in NL. So, what am I think­ing about?

My upcom­ing hol­i­day, which will be the first break in over a year. I am plan­ning to com­plete­ly unplug, which I am both dread­ing and look­ing for­ward to. It seems the longer I am self-employed, the hard­er it gets to just leave work behind for an extend­ed peri­od of time. It seems crazy to be wor­ried about the con­ti­nu­ity of my busi­ness when I’m only away for a week on a freak­ing Wad­den island.

Today marks the last day of final exams at the HKU and I am lead to won­der about the future of design edu­ca­tion as it hap­pens there and at oth­er sim­i­lar insti­tutes around the world. It often seems too closed off from the out­side world, too insu­lar. I am look­ing for­ward to tan­gling with this sub­ject mat­ter more in an upcom­ing project with Riv­er Insti­tute.

Choos­ing has nev­er come easy to me. In the past I have found it painful to choose between dis­ci­plines, skills to devel­op, projects to work on. And at some point I sort of decid­ed to stop forc­ing choic­es and find ways to have them all mesh. I think that final­ly I am get­ting to a spot where I am com­fort­able in not choos­ing. So now I won­der why that is, what the val­ue of refus­ing to choose is and what that means for cre­ative disciplines.

I am essen­tial­ly pes­simistic about the future of this world. I have a very hard time con­ceiv­ing of any future, in fact. Recent­ly I found myself in a work­shop aimed at mak­ing plans for an event in 2015 and I was total­ly lost. Hav­ing learnt this about myself the next ques­tion is how to act — I don’t wan’t to “play dead” as Bruce Ster­ling would say — so what’s the alternative?

Since it is at the core of my busi­ness I am think­ing a lot about domains where games could go next. I am think­ing a lot about cit­i­zen engage­ment, par­tic­u­lar­ly when it comes to pub­lic pol­i­cy, but I am most­ly stumped about mak­ing inroads into that area locally.

There you have it.

Are games media or design objects?

In a recent post on the Edge blog — which, if you con­sid­er your­self a games design­er, you absolute­ly must read — Matt Jones asks:

Why should pock­et cal­cu­la­tors be put on a pedestal, and not Peggle?”

He writes about the need for games to be appre­ci­at­ed and cri­tiqued as design objects. He points out that the cre­ation of any suc­cess­ful game is “at least as com­plex and coor­di­nat­ed as that of a Jonathan Ive lap­top”. He also spec­u­lates that rea­sons for games to be ignored is that they might be seen pri­mar­i­ly as media, and that main­stream design crit­ics lack lit­er­a­cy in games, which makes them blind to their design qualities.

Read­ing this, I recalled a dis­cus­sion I had with Dave Mal­ouf on Twit­ter a while back. It was sparked by a tweet from Matt, which reads:

it’s the 3rd year in a row they’ve ignored my sub­mis­sion of a game… hmmph (L4D, fwiw) — should games be seen as design objects? or media?”

I prompt­ly replied:

@moleitau design objects, for sure. I’m with mr Lantz on the games aren’t media thing.”

For an idea of what I mean by “being with Mr. Lantz”, you could do worse that to read this inter­view with him at the Tale of Tales blog. 

At this point, Dave Mal­ouf joined the fray, post­ing:

@kaeru can a game be used to con­vey a mes­sage? We know the answer is yes, so does­n’t that make it a form of media? @moleitau”

I could not resist answer­ing that one, so I post­ed a series of four tweets:

@daveixd let me clar­i­fy: 1. some games are bits of con­tent that I con­sume, but not all are

@daveixd 2. ulti­mate­ly it is the play­er who cre­ates mean­ing, game design­ers cre­ate con­texts with­in which mean­ing emerges.

@daveixd 3. think­ing of games as media cre­ates a blind spot for all forms of pre-videogames era play”

@daveixd that’s about it real­ly, 3 rea­sons why I think of games more as tools than media. Some more thoughts: http://is.gd/5m5xa @moleitau”

To which Dave replied:

@kaeru re: #2 all mean­ing regard­less of medi­um or media are derived at the human level.”

@kaeru maybe this is seman­tics, but any chan­nel that has an ele­ment of com­mu­ni­cat­ing a mes­sage, IMHO is media. Tag & tic-tac-toe also.”

@kaeru wait, are you equat­ing games to play to fun? But I’m lim­it­ing myself to games. I.e. role play­ing is play, but not always a game.”

At this point, I got frus­trat­ed by Twitter’s lack of sup­port for a dis­cus­sion of this kind. So I wrote:

@daveixd Twit­ter is not the best place for this kind of dis­cus­sion. I’ll try to get back to your points via my blog as soon as I can.”

And here we are. I’ll wrap up by address­ing each of Dave’s points. 

  1. Although I guess Dave’s right about all mean­ing being derived at the human lev­el, what I think makes games dif­fer­ent from, say, a book or a film is that the thing itself is a con­text with­in which this mean­ing mak­ing takes place. It is, in a sense, a tool for mak­ing meaning.
  2. Games can car­ry a mes­sage, and some­times are con­scious­ly employed to do so. One inter­est­ing thing about this is on what lev­el the mes­sage is car­ried — is it told through bits of lin­ear media embed­ded in the game, or does it emerge from a player’s inter­ac­tion with the game’s rules? How­ev­er, I don’t think all games are made to con­vey a mes­sage, nor are they all played to receive one. Tic-Tac-Toe may be a very rough sim­u­la­tion of ter­ri­to­r­i­al war­fare, and you could argue that it tells us some­thing about the futil­i­ty of such pur­suits, but I don’t think it was cre­at­ed for this rea­son, nor is it com­mon­ly played to explore these themes.
  3. I wasn’t equat­ing games to play (those two con­cepts have a tricky rela­tion­ship, one can con­tain the oth­er, and vice-ver­sa) but I do feel that think­ing of games as media is a prod­uct of the recent video game era. By think­ing of games as media, we risk for­get­ting about what came before video games, and what we can learn from these toys and games, which are some­times noth­ing more than a set of social­ly nego­ti­at­ed rules and impro­vised attrib­ut­es (Kick the can, any­one?)

I think I’ll leave it at that.

What the hubbub is

There’s some move­ment over at the web­site for my new ven­ture. I men­tioned Hub­bub before: it is a design stu­dio I am set­ting up for phys­i­cal, social games that are played in pub­lic places. We hope to address social issues and the like using these games.

Recent­ly…

Today's harvest

Also, we’ll be doing some­thing play­ful and run­ning a work­shop at the upcom­ing Game in the City con­fer­ence in Amersfoort. 

To stay post­ed on Hub­bub devel­op­ments, fol­low us on Twit­ter or sign up for our newslet­ter. There’s good old RSS as well, of course.

Work now so you can play later

There’s a lot going on at the Leapfrog stu­dio, which explains at least in part why things have gone qui­et around here. How­ev­er, I want­ed to take the time to alert you to some upcom­ing events that might be of interest.

An urban game in the Rotterdam city center

On Sun­day Sep­tem­ber 27 around 50 young peo­ple will play an urban game I designed for Your World — Rot­ter­dam Euro­pean Youth Cap­i­tal 2009.1 It is part of a two-day event called Change Your World, which enables groups of youth to set up a new ‘move­ment’ with finan­cial sup­port and advice from pro­fes­sion­als. You might want to hang around the Rot­ter­dam city cen­ter dur­ing the day, to wit­ness what is sure to be an inter­est­ing spec­ta­cle. More info should show up soon enough at the Your World web­site.

A pervasive game in the Hoograven neighborhood of Utrecht

Around the same time, from Sep­tem­ber 18 to Octo­ber 11, you’ll be able to play Kop­pelkiek in the Hoograven area of Utrecht. This is a game I’ve cre­at­ed for the Dutch Design Dou­ble pro­gram.2 To play, you take pho­tos of your­self with oth­ers in a range of sit­u­a­tions and upload them to the game’s web­site. It’s designed to sub­tly per­me­ate your dai­ly life. With the help of our play­ers we’re hop­ing to cre­ate a col­lec­tion of pho­tos that pro­vide a unique look into life in the neigh­bor­hood. Do join in if you’re in the area. Also, we’ll have a playtest on Sep­tem­ber 16. If you’re inter­est­ed in play­ing a round or two, drop me a line.3

Data visualizations of silence

I’m wrap­ping up some data visu­al­iza­tion work I’ve done for the artist Sarah van Sons­beeck.4 Sarah’s work revolves (amongst oth­er things) around the con­cept of silence. Alper and I took a dataset she gen­er­at­ed dur­ing a few of her ‘silence walks’ using a GPS track­er and a sound lev­el meter and cre­at­ed a num­ber of sta­t­ic visu­al­iza­tions in Pro­cess­ing. Some of the out­put can be seen at the exhi­bi­tion Een Dijk van een Kust. More will prob­a­bly be on dis­play at anoth­er occa­sion. Also, I’ve learnt some new tricks that I intend to share here soon.

What else, what else…

  • I’m still mean­ing to write some­thing up about the work that went into Mega Mon­ster Bat­tle Are­na™ but it will have to wait. I attend­ed two of the three shows and enjoyed both through­ly. There’s some pho­tos up at the opera’s web­site.
  • We’re in the process of fin­ish­ing up the This hap­pened – Utrecht #3 videos. Once they’re all done we’ll add them to the event’s page on the .org site along with the slides. Plan­ning for our fourth event has already start­ed. Mark your cal­en­dar for Octo­ber 26 and sub­scribe to our newslet­ter so you won’t miss the reg­is­tra­tion’s opening.
  • And final­ly, I’m slow­ly but sure­ly giv­ing shape to a new ven­ture which will focus on the use of play in pub­lic space to effect social change. Its name is Hub­bub. The crazy design­ers at BUROPONY are devel­op­ing a sweet brand iden­ti­ty and a first place­hold­er site is up. Stay tuned for more news on that.

That’s about it for now, thanks for your atten­tion. I promise to pro­vide con­tent with more meat and less self-pro­mo­tion in upcom­ing posts. 

  1. Karel Mil­lenaar, game design­er extra­or­di­naire at Fource­Labs and a fel­low res­i­dent of the Dutch Game Gar­den, has helped me out on this one. []
  2. I’ve asked Tij­men Schep of Pinep­ple­Jazz, NetNiet.org and the new Utrecht medi­al­ab to be my part­ner on this one. []
  3. Around the same time a lot of oth­er inter­est­ing stuff relat­ed to design and soci­ety will be going on, such as the third edi­tion of Utrecht Man­i­fest, the bien­ni­al for social design. []
  4. I was turned on to this gig by the ubiq­ui­tous Alper Çuğun. []

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. []

A Playful Stance — my Game Design London 2008 talk

A while ago I was inter­viewed by Sam War­naars. He’s research­ing people’s con­fer­ence expe­ri­ences; he asked me what my most favourite and least favourite con­fer­ence of the past year was. I wish he’d asked me after my trip to Play­ful ’08, because it has been by far the best con­fer­ence expe­ri­ence to date. Why? Because it was like Toby, Richard and the rest of the event’s pro­duc­ers had tak­en a peek inside my brain and came up with a pro­gram encom­pass­ing (almost) all my fas­ci­na­tions — games, inter­ac­tion design, play, social­i­ty, the web, prod­ucts, phys­i­cal inter­faces, etc. Almost every speak­er brought some­thing inter­est­ing to the table. The audi­ence was com­posed of peo­ple from many dif­fer­ent back­grounds, and all seemed to, well, like each oth­er. The venue was love­ly and atmos­pher­ic (albeit a bit chilly). They had good tea. Drinks after­wards were tasty and fun, the tapas lat­er on even more so. And the whiskey after that, well let’s just say I was glad to have a late flight the next day. Many thanks to my friends at Pix­el-Lab for invit­ing me, and to Mr. Davies for the referral. 

Below is a tran­script plus slides of my con­tri­bu­tion to the day. The slides are also on SlideShare. I have been told all talks have been record­ed and will be pub­lished to the event’s Vimeo group.

Per­haps 1874 words is a bit too much for you? In that case, let me give you an exec­u­tive sum­ma­ry of sorts: 

  1. The role of design in rich forms of play, such as skate­board­ing, is facil­i­ta­to­ry. Design­ers pro­vide tools for peo­ple to play with.
  2. It is hard to pre­dict what peo­ple will do exact­ly with your tools. This is OK. In fact it is best to leave room for unex­pect­ed uses. 
  3. Under­spec­i­fied, play­ful tools can be used for learn­ing. Peo­ple can use them to explore com­plex con­cepts on their own terms.

As always, I am inter­est­ed in receiv­ing con­struc­tive crit­i­cism, as well as good exam­ples of the things I’ve discussed. 

Con­tin­ue read­ing A Play­ful Stance — my Game Design Lon­don 2008 talk

Chris Crawford on design suggestions

I have a con­sid­er­able amount of books with dog-eared pages lying around the office. One such book is The Game Design Read­er, which con­tains a large and var­ied col­lec­tion of essays on (yes) game design. This book prob­a­bly has the largest num­ber of dog-ears. Part­ly because it is quite thick, but also because it is filled to the brim with good stuff.

One essay is writ­ten by Chris Craw­ford. He is with­out a doubt one of the best known game design­ers out there, a real vet­er­an of the indus­try. He is also a con­tro­ver­sial char­ac­ter, often voic­ing unpop­u­lar opin­ions. I guess you could call him an iconoclast.

This icon­o­clasm shines through in his essay for TGDR. Craw­ford shares the sto­ry behind the design of East­ern Front (1941) his “first big hit”. Towards the end, he devotes some atten­tion to game tun­ing, and has this to say about how you as a design­er should approach sug­ges­tions from oth­ers:1

Your job is to build a great design, not grat­i­fy your co-workers.”

Accord­ing to him, a good design­er has thought the sys­tem through so thor­ough­ly, that the vast major­i­ty of sug­ges­tions have already passed through his mind. There­fore, these can all be reject­ed with­out much thought. If you are swamped with sug­ges­tions you have not thought of before, this is an indi­ca­tion you have not prop­er­ly done your job.

I can only agree, but I think the real chal­lenge is in reject­ing these ideas in a per­sua­sive man­ner. It is hard to make appar­ent the fact that you have thought all these things through.

One strat­e­gy I am pur­su­ing is to be rad­i­cal­ly trans­par­ent in my process. I try to doc­u­ment every sin­gle con­sid­er­a­tion using quick and dirty sketch­es, and share all of these. This way, I hope to make appar­ent the think­ing that has gone into the design.

What Chris Craw­ford makes clear is that design isn’t a pop­u­lar­i­ty con­test:2

This isn’t noble; it’s stu­pid. Seri­ous­ly con­sid­er­ing every idea that drifts by isn’t a sign of open mind­ed­ness; it’s an indi­ca­tor of inde­ci­sive­ness. […] Be cour­te­ous, but con­cen­trate on doing your job.” 

Some time ago, Craw­ford more or less turned his back on the games indus­try and focussed his atten­tion on the thorny prob­lem of inter­ac­tive sto­ry­telling. The out­comes of this are final­ly see­ing the light of day in the shape of Sto­ry­tron; a com­pa­ny that offers a free author­ing tool as well as ready-to-play ‘sto­ry­worlds’.

I wasn’t too impressed with the inter­ac­tion design of the author­ing tool, but the con­cept remains intrigu­ing. We’ll see where it goes.

If this has piqued your curios­i­ty; Chris Craw­ford will be speak­ing at IDEA 2008 in Chica­go, 7–8 Octo­ber. Rea­son enough to attend, in my hum­ble opinion.

  1. Page 723 []
  2. Ibid. []

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. []