I thought I’d post a short summary of the argument I made in my Euro IA Summit 2007 talk, for those who weren’t there and/or are too lazy to actually go through the notes in the slides. The presentation is basically broken up into three parts:
Future web environments are becoming so complex, they start to show emergent properties. In this context a lot of traditional IA practice doesn’t make sense anymore. Instead of directly designing an information space, you’re better off designing the rules that underly the generative construction of such spaces.
IAs tend to argue for the value of their designs based solely on how well they support users in achieving their end goals. I propose supporting experience goals is just as important. From there I try to make the case that any powerful experience is a playful one, where the user’s fun follows from the feeling that he or she is learning new stuff, is kicking ass, is in flow.
Game design is not black magic (anymore). In recent years a lot has become understood about how games work. They are built up out of game mechanics that each follow a pattern of action, simulation, feedback and modelling. Designing playful IAs means taking care that you encourage discovery, support exploration and provide feedback on mastery.
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.
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:
Rules of Play by Katie Salen and Eric Zimmerman — Possibly the best book on game design out there. Big and meaty — not at all what you would expect from a games-related book perhaps.
If that doesn’t keep you busy for a while, you could always have a dig through my del.icio.us links. There’s plenty of good stuff there. Of course of you ever find anything you think would be of interest to me, do let me know. Just tag it for:kaeru.
Today I sent in the slides of my Euro IA Summit presentation for the proceedings. The rough outline of my talk is done, the most important thing now is to find the proper examples to illustrate all the fuzzy theoretical thinking. That means (at least for me) doing a lot of Flickr photo searches. This time I’ll also be experimenting with using some short video-clips. Games are better seen in motion after all (and best experienced through play of course). Chronicling my thinking on the subject of playful IAs on this blog has been very helpful in organising my thoughts by the way, I’ll definitely try it again the next time I need to do a talk.
On mental models
One idea I managed to squeeze into the presentation in addition to the stuff I’ve been blogging about so far is about mental models. I think it was Ben Cerveny who mentioned in his Reboot 7.0 talk (MP3) that some of the pleasure of playing games is derived from the gradual mental model building a player goes through. The player uses the visual layer of a game to learn about the underlying structures. When a player masters a game, the visual layer more or less fades away and becomes a symbolic landscape through which he manipulates a far richer model of the game in his mind.
From a UX perspective because usually when designing web sites and apps we try to adhere to existing mental models as much as possible to prevent confusion and frustration. This is a very valid approach of course. However, regardless of how well done the UX design, there will always be some mental modelling on the user’s part. Best make this as engaging as possible I guess. This, again, is where games come in.
Will Wright acknowledges the fact that players build models of a game but he proposes to take it one step further. In an old(ish) talk at Accelerating Change 2004 he proposed the idea that a game can construct a model of the player as well. Parallels with online recommendation engines are apparent here. As Wright points out, in games (as in web environments) everything can be measured. This way, the experience can be tailored to a player/user. He’s applying this principle in the upcoming Spore, where game content (created by other players) is dynamically included based on inferred player preferences.
It can be argued that certain web professionals are way ahead of the games industry in this field. Perhaps there are some interesting opportunities for collaboration or career moves here?
Less than a week from now I’ll exchange the lovely Netherlands for the equally lovely Denmark. I’m taking what you could call a working sabbatical. I’ll be freelancing from Copenhagen and have (pretty exciting) work lined up for the first three months. If you have a gig in social software, mobile or gaming and want to work with me from October onwards, get in touch.
Besides Copenhagen, you might be able to grab a hold of me in Brighton, where I’ll be attending dConstruct 2007 or Barcelona, where I’ll be speaking for the 3rd Euro IA Summit. Perhaps I’ll see you on the road?