Playful IAs — slides for my Euro IA Summit 2007 talk

After a con­sid­er­able amount of fid­dling with SlideShare I’ve final­ly man­aged to upload a ver­sion of the slides that go with my Play­ful IAs pre­sen­ta­tion. This more or less as I pre­sent­ed it at the Euro IA Sum­mit 2007 and includes an approx­i­mate tran­script of my talk. I hope to get an audio/video record­ing of most of it in the near future as well. When I do I’ll update this page.

Update: I’ve post­ed a short sum­ma­ry of the cen­tral argu­ment of my talk.

Down­load a ver­sion includ­ing an approx­i­mate tran­script (14,5 MB).

I had some great reac­tions to this talk and I want to thank all the peo­ple who engaged with me in dis­cus­sions after­wards. It’s giv­en me a good pic­ture of what areas I should devel­op fur­ther in future sub­se­quent talks. I’m also pleas­ant­ly sur­prised to see that con­trary to what some peo­ple think, the IA com­mu­ni­ty (the Euro­pean one at least) is very much open to new ideas. That’s real­ly nice to expe­ri­ence first­hand.

A lot of peo­ple asked for a list of books and oth­er good sources on the top­ics I cov­ered. Here’s an incom­plete list of stuff I’ve used at some stage to inform my think­ing:

If that doesn’t keep you busy for a while, you could always have a dig through my links. There’s plen­ty of good stuff there. Of course of if you ever find any­thing you think would be of inter­est to me, do let me know. Just tag it for:kaeru.

The experience of playful IAs

Solving a Rubik's Cube

It’s time for a short update on my think­ing about Play­ful IAs (the top­ic of my Euro IA Sum­mit talk). One of the under-served aspects so far is the actu­al user expe­ri­ence of an archi­tec­ture that is play­ful.

Bri­an Sut­ton-Smith describes a mod­el describ­ing the ways in which games are expe­ri­enced in his book Toys as Cul­ture. I first came across this book in (not sur­pris­ing­ly) Rules of Play. He lists five aspects:

  1. Visu­al scan­ning
  2. Audi­to­ry dis­crim­i­na­tion
  3. Motor respons­es
  4. Con­cen­tra­tion
  5. Per­cep­tu­al pat­terns of learn­ing

Of most impor­tance to my sub­ject is the 5th one.

Game design, like the design of emer­gent IAs is a 2nd order design prob­lem. You can only shape the user’s expe­ri­ence indi­rect­ly. One of the most impor­tant sources of plea­sure for the user is the way you offer feed­back on the ways he or she has explored and dis­cov­ered the infor­ma­tion space.

Obvi­ous­ly, I’m not say­ing you should make the use of your ser­vice delib­er­ate­ly hard. How­ev­er, what I am say­ing is that if you’re inter­est­ed in offer­ing a play­ful expe­ri­ence on the lev­el of IA, then Sutton-Smith’s per­cep­tu­al pat­terns of learn­ing is the best suit­ed expe­ri­en­tial dimen­sion.

Learning about emergence from games

A game of Go

I’m still try­ing to get a grip on why I think games are such a good ref­er­ence point for IAs and IxDs. I’ll try to take anoth­er stab at it in this post. Pre­vi­ous­ly I wrote about how games might be a good way to ‘sell’ algo­rith­mic archi­tec­tures to your client. Even if you’re not active­ly push­ing your clients to adopt ideas such as on-the-fly cre­ation of site nav­i­ga­tion, soon­er or lat­er I’m con­vinced you’ll find your­self con­front­ed with a project where you’re not asked to devel­op a defin­i­tive infor­ma­tion archi­tec­ture. Instead you’ll be charged with the task to come up with mech­a­nisms to gen­er­ate these pro­ce­du­ral­ly. When this is this case, you’re tru­ly fac­ing a sec­ond-order design prob­lem. How can games help here?

One of the defin­ing char­ac­ter­is­tics of games are their com­plex­i­ty. A few years ago Ben Cer­ve­ny gave a bril­liant talk on play (MP3) at Reboot 7.0 and men­tioned this specif­i­cal­ly — that much of the plea­sure derived from game-play is the result of the play­er com­ing to terms with com­plex pat­terns. This com­plex­i­ty is some­thing dif­fer­ent from pure ran­dom­ness and most cer­tain­ly dif­fer­ent from a ‘mere’ state machine. In oth­er words, games show emer­gence.

There are many exam­ples of emer­gent sys­tems. The Game of Life springs to mind. This sys­tem isn’t real­ly a game but shows a remark­able rich­ness in pat­terns, despite (or maybe because of) the fact that it is based on a set of decep­tive­ly sim­ple rules (which appar­ent­ly took its cre­ator, John Con­way, over 2 years to per­fect!) The thing is though, The Game of Life is not inter­ac­tive.

A won­der­ful exam­ple of a com­plex emer­gent sys­tem that is inter­ac­tive is the real game Go. It has a set of very sim­ple rules, but play­ing it well takes a huge amount of prac­tice. The joy of play­ing Go for me (an absolute begin­ner) is large­ly due to dis­cov­er­ing the many dif­fer­ent per­mu­ta­tions play can go through.

So get­ting back to my ear­li­er remark: If you’re con­vinced you’ll need to get a bet­ter han­dle on solv­ing the sec­ond-order design prob­lems pre­sent­ed by the design of com­plex emer­gent sys­tems, games are an excel­lent place to start learn­ing. They are emer­gent first and inter­ac­tive sec­ond, the per­fect twin to the web envi­ron­ments we’ll be shap­ing in the future.