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. []

Slides and summary for ‘More Than Useful’

Update: The video and slides are now avail­able on the con­fer­ence site.

The con­fer­ence From Busi­ness to But­tons 2008 aimed to bring togeth­er the worlds of busi­ness and inter­ac­tion design. I was there to share my thoughts on the applic­a­bil­i­ty of game design con­cepts to inter­ac­tion design. You’ll find my slides and a sum­ma­ry of my argu­ment below. 

I real­ly enjoyed attend­ing this con­fer­ence. I met a bunch of new and inter­est­ing peo­ple and got to hang out with some ‘old’ friends. Many thanks to InUse for invit­ing me.

Diagram summarizing my FBTB 2008 talk

The top­ic is pret­ty broad so I decid­ed to nar­row things down to a class of prod­uct that is oth­er-than-every­day — mean­ing both wide and deep in scope. Using Norman’s The Design of Every­day Things as a start­ing point, I want­ed to show that these prod­ucts require a high lev­el of explorabil­i­ty that is remark­ably sim­i­lar to play. After briefly exam­in­ing the phe­nom­e­non of play itself I moved on to show appli­ca­tions of this under­stand­ing to two types of prod­uct: cus­tomiz­able & per­son­al­iz­able ones, and adap­tive ones. 

For the for­mer, I dis­cussed how game design frame­works such as MDA can help with sculpt­ing the para­me­ter space, using ‘expe­ri­ence’ as the start­ing point. I also looked at how games sup­port play­ers in shar­ing sto­ries and spec­u­lat­ed about ways this can be trans­lat­ed to both dig­i­tal and phys­i­cal products. 

For the lat­ter — adap­tive prod­ucts — I focussed on the ways in which they induce flow and how they can rec­om­mend stuff to peo­ple. With adap­ta­tion, design­ers need to for­mu­late rules. This can be done using tech­niques from game design, such as Daniel Cook’s skill chains. Suc­cess­ful rules-based design can only hap­pen in an iter­a­tive envi­ron­ment using lots of sketching. 

The pre­sen­ta­tion was framed by a slight­ly philo­soph­i­cal look at how cer­tain games sub­lim­i­nal­ly acti­vate cog­ni­tive process­es and could thus be used to allow for new insights. I used Break­out and Por­tal as exam­ples of this. I am con­vinced there is an emerg­ing field of play­ful prod­ucts that inter­ac­tion design­ers should get involved with.

Sources ref­er­enced in this pre­sen­ta­tion:1

As usu­al, many thanks to all the Flickr pho­tog­ra­phers who’ve shared their images under a CC license. I’ve linked to the orig­i­nals from the slides. Any image not linked to is prob­a­bly mine.

  1. Most of these are offline books or papers, those that aren’t have been hyper­linked to their source. []

Urban procedural rhetorics — transcript of my TWAB 2008 talk

This is a tran­script of my pre­sen­ta­tion at The Web and Beyond 2008: Mobil­i­ty in Ams­ter­dam on 22 May. Since the major­i­ty of pay­ing atten­dees were local I pre­sent­ed in Dutch. How­ev­er, Eng­lish appears to be the lin­gua fran­ca of the inter­net, so here I offer a trans­la­tion. I have uploaded the slides to SlideShare and hope to be able to share a video record­ing of the whole thing soon.

Update: I have uploaded a video of the pre­sen­ta­tion to Vimeo. Many thanks to Almar van der Krogt for record­ing this.

In 1966 a num­ber of mem­bers of Pro­vo took to the streets of Ams­ter­dam car­ry­ing blank ban­ners. Pro­vo was a non­vi­o­lent anar­chist move­ment. They pri­mar­i­ly occu­pied them­selves with pro­vok­ing the author­i­ties in a “ludic” man­ner. Noth­ing was writ­ten on their ban­ners because the may­or of Ams­ter­dam had banned the slo­gans “free­dom of speech”, “democ­ra­cy” and “right to demon­strate”. Regard­less, the mem­bers were arrest­ed by police, show­ing that the author­i­ties did not respect their right to demon­strate.1

Good after­noon every­one, my name is Kars Alfrink, I’m a free­lance inter­ac­tion design­er. Today I’d like to talk about play in pub­lic space. I believe that with the arrival of ubiq­ui­tous com­put­ing in the city new forms of play will be made pos­si­ble. The tech­nolo­gies we shape will be used for play wether we want to or not. As William Gib­son writes in Burn­ing Chrome:

…the street finds its own uses for things”

For exam­ple: Skate­board­ing as we now know it — with its empha­sis on aer­i­al acro­bat­ics — start­ed in emp­ty pools like this one. That was done with­out per­mis­sion, of course…

Only lat­er half-pipes, ramps, verts (which by the way is derived from ‘ver­ti­cal’) and skateparks arrived — areas where skate­board­ing is tol­er­at­ed. Skate­board­ing would not be what it is today with­out those first few emp­ty pools.2

Con­tin­ue read­ing Urban pro­ce­dur­al rhetorics — tran­script of my TWAB 2008 talk

  1. The web­site of Gram­schap con­tains a chronol­o­gy of the Pro­vo move­ment in Dutch. []
  2. For a vivid account of the emer­gence of the ver­ti­cal style of skate­board­ing see the doc­u­men­tary film Dog­town and Z‑Boys. []

Where social software should go next — Habitat’s lessons

MMOGs have not pro­gressed since 1990. Nei­ther has social software.

Well maybe a lit­tle, but not much. At least that’s what I’m lead to believe after read­ing anoth­er won­der­ful essay in The Game Design Read­er—a book I like to dip into once in a while to read what­ev­er catch­es my fancy.

In The Lessons of Lucas­film’s Habi­tat1 Messrs Farmer and Morn­ingstar share their expe­ri­ences build­ing pos­si­bly one of the first graph­i­cal MMOGs ever. The game’s front-end ran on a Com­modore 64 and looked some­thing like this:

Screenshot of Lucasfilm's Habitat

It’s strik­ing how many of the lessons summed up by the authors have not been (ful­ly) tak­en to heart by MMOG design­ers. Bitch­ing aside, their arti­cle offers as much use­ful advice to game design­ers as to design­ers of any piece of social soft­ware. Since this post has grown unex­pect­ed­ly long (again). I’ll sum them up here:

  • The imple­men­ta­tion plat­form is rel­a­tive­ly unim­por­tant.” — on loose­ly cou­pling a world’s con­cep­tu­al mod­el and its representation
  • Detailed cen­tral plan­ning is impos­si­ble; don’t even try.” — on relin­quish­ing con­trol as design­ers, co-design and evo­lu­tion­ary systems
  • Work with­in the sys­tem.” — on facil­i­tat­ing world cre­ation by play­ers and mod­er­a­tion from with­in the world

Let’s look at each in more detail:

Loosely coupled

The imple­men­ta­tion plat­form is rel­a­tive­ly unimportant.”

Mean­ing that how you describe the world and how you present it can or should be loose­ly cou­pled. The advan­tage of this is that with one world mod­el you can serve clients with a wide range of (graph­i­cal) capa­bil­i­ties and scale into the future with­out hav­ing to change mod­el. Their exam­ple is of a tree, which can be ren­dered to one user as a string of text: “There is a tree here.” And to anoth­er user as a rich high res­o­lu­tion 3D ani­mat­ed image accom­pa­nied by sound.

And these two users might be look­ing at the same tree in the same place in the same world and talk­ing to each oth­er as they do so.”

When I read this I instant­ly thought of Raph Koster’s Meta­place and won­dered if the essay I was read­ing served as some sort of design guide­line for it. What I under­stood from Raph’s GDC 2008 pre­sen­ta­tion2 was that they are try­ing to achieve exact­ly this, by apply­ing the archi­tec­tur­al mod­el of the inter­net to the design of MMOGs.

Look­ing at social soft­ware in gen­er­al, how many exam­ples can you give of the cur­rent wave of social web apps that apply this prin­ci­ple? I’m remind­ed of Tom Coates’s Native to a Web of Data pre­sen­ta­tion—in which he argues that a ser­vice’s data should ide­al­ly be acces­si­ble through any num­ber of chan­nels.3

Sim­i­lar­ly, web 2.0 poster child Dopplr is designed to be “a beau­ti­ful part of the web”, “a fea­ture of a larg­er ser­vice, called the inter­net”.4 And they want to be every­where, adding a lit­tle bit of val­ue where it is most need­ed. Per­haps not exact­ly the same thing as what Farmer and Morn­ingstar are allud­ing to, but based on sim­i­lar principles.

As an aside, in MMOG land, there is one oth­er major con­cern with this:

Mak­ing the sys­tem ful­ly dis­trib­uted […] requires solv­ing a num­ber of dif­fi­cult prob­lems. The most sig­nif­i­cant of these is the pre­ven­tion of cheating.”

Cheat­ing might be of less con­cern to social soft­ware than to games (although there are excep­tions, take Digg for exam­ple). For those inter­est­ed in more about this, Raph Koster recent­ly post­ed an elab­o­rate exam­i­na­tion of hack­ing and cheat­ing in MMOGs.

Control, co-design, evolution

Cheat­ing aside, there is more use­ful (albeit famil­iar) advice for social soft­ware design­ers in the piece. For instance on the need to hand over (part of) the con­trol over the sys­tem’s design to its users:

Again and again we found that activ­i­ties based on often uncon­scious assump­tions about play­er behav­iour had com­plete­ly unex­pect­ed out­comes (when they were not sim­ply out­right failures). ”

They go on to say that they found it was more pro­duc­tive to work with the community:

We could influ­ence things, we could set up inter­est­ing sit­u­a­tions, we could pro­vide oppor­tu­ni­ties for things to hap­pen, but we could not dic­tate the out­come. Social engi­neer­ing is, at best, an inex­act sci­ence […] we shift­ed into a style of oper­a­tions in which we let the play­ers them­selves dri­ve the direc­tion of the design.”

Again, famil­iar advice per­haps, but they describe in some detail how they actu­al­ly went about this, which makes for enlight­en­ing read­ing. That this prac­tice of co-design goes against ‘com­mon’ soft­ware devel­op­ment prac­tices is not left unad­dressed either:

[…] the chal­lenge posed by large sys­tems are prompt­ing some researchers to ques­tion the cen­tral­ized, plan­ning dom­i­nat­ed atti­tude that we have crit­i­cized here, and to pro­pose alter­na­tive approach­es based on evo­lu­tion­ary and mar­ket prin­ci­ples. These prin­ci­ples appear applic­a­ble to com­plex sys­tems of all types […]”

(Empha­sis mine.) I am intrigued by this evo­lu­tion­ary mod­el of web devel­op­ment. In the abstract for Move­ment, Matt Webb writes:

the Web in 2008 has some entire­ly new qual­i­ties: more than ever it’s an ecol­o­gy of sep­a­rate but high­ly inter­con­nect­ed ser­vices. Its fierce­ly com­pet­i­tive, rapid devel­op­ment means dif­fer­en­ti­at­ing inno­va­tions are quick­ly copied and spread. Atten­tion from users is scarce. The fittest web­sites sur­vive.

(Again, empha­sis mine.) I think the chal­lenge that now lies before us is to not only as design­ers prac­tice co-design with our users, but to go one step fur­ther, and encode rules for autonomous evo­lu­tion into our sys­tems. These are the adap­tive sys­tems I’ve been blog­ging about recent­ly. An impor­tant note is that sys­tems can adapt to indi­vid­ual users, but also—in the case of social software—to aggre­gate behav­iour of user groups.5

This can be extend­ed to a world’s gov­er­nance. Here is one of the ideas I find most excit­ing in the con­text of social soft­ware, one I have seen very few exam­ples of so far. 

[…] our view is that a vir­tu­al world need not be set up with a “default” gov­ern­ment, but can instead evolve as needed.”

I can­not think of one MMOG that is designed to allow for a mod­el of gov­er­nance to emerge from play­er inter­ac­tions. The best exam­ple I can think of from the world of social soft­ware is this arti­cle by Tom Coates at the Bar­be­lith wiki. Bar­be­lith is a some­what ‘old school’ online com­mu­ni­ty com­prised of mes­sage boards (remem­ber those?). In the piece (titled TriPo­lit­i­ca) he writes:

Imag­ine a mes­sage board with three clear iden­ti­ties, colour-schemes and names. Each has a gener­ic set of basic ini­tial forums on a clear­ly defined range of sub­jects (say — Pol­i­tics / Sci­ence / Enter­tain­ment). Each forum starts with a cer­tain struc­ture — one Monar­chic, one Par­lia­men­tary Democ­ra­cy and one Dis­trib­uted Anar­chy. All the rules that it takes to run each com­mu­ni­ty have been suf­fi­cient­ly abstract­ed so that they can be turned on or off at will BY the com­mu­ni­ty con­cerned. More­over, the rules are self-reflex­ive — ie. the com­mu­ni­ty can also cre­ate struc­tures to gov­ern how those rules are changed. This would oper­ate by a bill-like struc­ture where an indi­vid­ual can pro­pose a new rule or a change to an exist­ing rule that then may or may not require one or more forms of rat­i­fi­ca­tion. There would be the abil­i­ty to cre­ate a rule gov­ern­ing who could pro­pose a new bill, how often and what areas it might be able to change or influence.”

He goes on to give exam­ples of how this would work—what user types you’d need and what actions would need to be avail­able to those users. I’m pret­ty sure this was nev­er imple­ment­ed at Bar­be­lith (which, by the way, is a fun com­mu­ni­ty to browse through if you’re into counter cul­tur­al geek­ery). Actu­al­ly, I’m pret­ty sure I know of no online space that has a sys­tem like this in place. Any inter­ac­tion design­ers out there who are will­ing to take up the gauntlet?

Creativity, moderation

Work with­in the system.”

This is the final les­son offered in the essay I’d like to look at, one that is mul­ti­fac­eted. On the one hand, Messrs Farmer and Morn­ingstar pro­pose that world build­ing should be part of the sys­tem itself (and there­fore acces­si­ble to reg­u­lar players):

One of the goals of a next gen­er­a­tion Habi­tat-like sys­tem ought to be to per­mit far greater cre­ative involve­ment by the par­tic­i­pants with­out requir­ing them to ascend to full-fledged guru-hood to do so.”

And, fur­ther on:

This requires find­ing ways to rep­re­sent design and cre­ation of regions and objects as part of the under­ly­ing fantasy.”

I do not think a MMOG has achieved this in any mean­ing­ful sense so far. Sec­ond Life may offer world cre­ation tools to users, but they are far from acces­si­ble, and cer­tain­ly not part of the “under­ly­ing fan­ta­sy”. In web based social soft­ware, sus­pen­sion of dis­be­lief is of less con­cern. It can be argued that Flickr for instance suc­cess­ful­ly offers world cre­ation at an acces­si­ble lev­el. Each Flickr user con­tributes to the pho­to­graph­ic tapes­try that is the Flickr ‘pho­to­verse’. Wikipedia, too offers rel­a­tive­ly sim­ple tools for con­tri­bu­tion, albeit text based. In the gam­ing sphere, there are exam­ples such as SFZe­ro, a Col­lab­o­ra­tive Pro­duc­tion Game, in which play­ers add tasks for oth­ers to com­plete, essen­tial­ly col­lab­o­ra­tive­ly cre­at­ing the game with the designers.

Like I said, the les­son “work with­in the sys­tem” applies to more than one aspect. The oth­er being mod­er­a­tion. The authors share an amus­ing anec­dote about play­ers exploit­ing a loop hole intro­duced by new char­ac­ters and objects (the play­ers gained access to an unusu­al­ly pow­er­ful weapon). The anec­dote shows that it is always bet­ter to mod­er­ate dis­putes with­in the shared fan­ta­sy of the world, in stead of mak­ing use of exter­nal mea­sures that break the play­er’s sus­pen­sion of dis­be­lief. Play­ers will con­sid­er the lat­ter cheat­ing on the part of administrators:

Oper­at­ing with­in the par­tic­i­pants’ world mod­el pro­duced a very sat­is­fac­to­ry result. On the oth­er hand, what seemed like the expe­di­ent course, which involved vio­lat­ing this mod­el, pro­voked upset and dismay.”

Design­ers should play with users, not against them. This applies to social soft­ware on the web equal­ly. It is this atti­tude that sets Flickr apart from many oth­er online com­mu­ni­ties. Flickr’s design­ers under­stand the prin­ci­ple of “oper­at­ing with­in the par­tic­i­pants’ world mod­el”. For exam­ple, look at how they han­dled con­fu­sion and irri­ta­tion around the last Talk Like A Pirate Day gag.6

Summary

In sum­ma­ry, dear read­er, if you got this far, I would love to see exam­ples of social soft­ware that:

  • Are acces­si­ble in a num­ber of ‘rep­re­sen­ta­tions’
  • Are co-designed with users, or bet­ter yet, apply evo­lu­tion­ary prin­ci­ples to its design
  • Allow users to devel­op their own mod­el of governance
  • Allow users to eas­i­ly add to the sys­tem, in an inte­grat­ed way
  • Are mod­er­at­ed from with­in the system

If you—like me—can’t think of any, per­haps it’s time to build some?

Image cred­its: © 1986 LucasArts Enter­tain­ment Com­pa­ny.

  1. The essay can be read online over here. []
  2. More about my GDC 2008 expe­ri­ences. []
  3. This prin­ci­ple is now being applied to the extreme in Yahoo!‘s Fire Eagle. []
  4. The for­mer quote I first encoun­tered in Matt Jones’s pre­sen­ta­tion Rule­Space, the lat­ter is from this BBC arti­cle on Reboot 9.0. []
  5. For more on aggre­gat­ing user behav­iour in social soft­ware also see Greater than the sum of its parts by Tom Coates (yes him again). []
  6. Tom Armitage has some good thoughts on the Talk Like A Pirate Day deba­cle. []

Tools for having fun

ZoneTag Photo Friday 11:40 am 4/18/08 Copenhagen, Hovedstaden

One of the nicer things about GDC was the huge stack of free mag­a­zines I took home with me. Among those was an issue of Edge, the glossy games mag­a­zine designed to look good on a cof­fee table next to the likes of Vogue (or what­ev­er). I was briefly sub­scribed to Edge, but end­ed up not renew­ing because I could read reviews online and the arti­cles weren’t all that good.

The jan­u­ary 2008 issue I brought home did have some nice bits in it—in par­tic­u­lar an inter­view with Yoshi­nori Ono, the pro­duc­er of Street Fight­er IV. This lat­est incar­na­tion of the game aims to go back to what made Street Fight­er II great. What I liked about the inter­view was Ono’s clear ded­i­ca­tion to play­ers, not force feed­ing them what the design­ers think would be cool. Some­thing often lack­ing in game design.

“First of all, the most impor­tant thing about SFIV is ‘fair rules’, and by that I mean fair and clear rules that can be under­stood by every­one very eas­i­ly.” A les­son learned from the birth of mod­ern videogam­ing: ‘Avoid miss­ing ball for high score’.”

This of course is a ref­er­ence to PONG. Allan Alcorn (the design­er of the arcade coin oper­at­ed ver­sion of PONG) famous­ly refused to include instruc­tions with the game because he believed if a game need­ed writ­ten instruc­tions, it was crap.

Lat­er on in the same arti­cle, Ono says:

[…] what the game is — a tool for hav­ing fun. A tool to give the play­ers a vir­tu­al fight­ing stage — an imag­i­nary are­na, if you like.”

(Empha­sis mine.) I like the fact that he sees the game as some­thing to be used, as opposed to some­thing to be con­sumed. Admit­ted­ly, it is eas­i­er to think of a fight­ing game this way than for instance an adven­ture game—which has much more embed­ded narrative—but in any case I think it is a more pro­duc­tive view.

While we’re on the top­ic of mag­a­zines. A while back I read an enjoy­able lit­tle piece in my favorite free mag­a­zine Vice about the alleged clash between ‘hard­core’ and ‘casu­al’ gamers:

Casu­al games are tak­ing off like nev­er before, with half of today’s games being lit­tle fun quizzes or about play­ing ten­nis or golf by wav­ing your arms around. The Hard­core crowd are shit­ting them­selves that there might not be a Halo 4 if girls and old peo­ple car­ry on buy­ing sim­ple games where every­one’s a win­ner and all you have to do is wave a mag­ic wand around and press a but­ton every few times.”

Only half seri­ous, to be sure, but could it be at least part­ly true? I would­n’t mind it to be so. I appre­ci­ate the rise of the casu­al game main­ly for the way it brings focus back to play­er cen­tred game design. Sim­i­lar to Yoshi­nori Ono’s atti­tude in redesign­ing Street Fight­er.

Notes on play, exploration, challenge and learning

(My read­ing notes are pil­ing up so here’s an attempt to clear out at least a few of them.) 

Part of the play expe­ri­ence of many dig­i­tal games is fig­ur­ing out how the damn thing works in the first place. In Rules of Play on page 210:

[…] as the play­er plays with FLUID, inter­ac­tion and obser­va­tion reveals the under­ly­ing prin­ci­ples of the sys­tem. In this case the hid­den infor­ma­tion grad­u­al­ly revealed through play is the rules of the sim­u­la­tion itself. Part of the play of FLUID is the dis­cov­ery of the game rules as information.”

(Sad­ly, I could not find a link to the game mentioned.)

I did not give Don­ald Nor­man all the cred­it he was due in my ear­li­er post. He does­n’t have a blind spot for games. Quite the con­trary. For instance, he explains how to make sys­tems eas­i­er to learn and points to games in the process. On page 183 of The Design of Every­day Things:

One impor­tant method of mak­ing sys­tems eas­i­er to learn and to use is to make them explorable, to encour­age the user to exper­i­ment and learn the pos­si­bil­i­ties through active exploration.”

The way to do this is through direct manip­u­la­tion, writes Nor­man. He also reminds us that it’s not nec­es­sary to make any sys­tem explorable.1 But (on page 184):

[…] if the job is crit­i­cal, nov­el, or ill-spec­i­fied, or if you do not yet know exact­ly what is to be done, then you need direct, first-per­son interaction.”

So much writ­ten after DOET seems to have added lit­tle to the con­ver­sa­tion. I’m sur­prised how use­ful this clas­sic still is.

I’m remind­ed of a sec­tion of Matt Jones’s Inter­ac­tion 08 talk—which I watched yes­ter­day. He went through a num­ber of infor­ma­tion visu­al­i­sa­tions and said he’d like to add more stuff like that into Dopplr, to allow peo­ple to play with their data. He even com­pared this act of play to Will Wright’s con­cept of pos­si­bil­i­ty space.2 He also briefly men­tioned that eas­i­ly acces­si­ble tools for cre­at­ing infor­ma­tion visu­al­i­sa­tions might become a valu­able tool for design­ers work­ing with com­plex sets of data. 

Nor­man actu­al­ly points to games for inspi­ra­tion, by the way. On page 184 just before the pre­vi­ous quote:

Some com­put­er sys­tems offer direct manip­u­la­tion, first-per­son inter­ac­tions, good exam­ples being the dri­ving, fly­ing, and sports games that are com­mon­place in arcades and on home machines. In these games, the feel­ing of direct con­trol over the actions is an essen­tial part of the task.”

And so on.

One of the most use­ful parts of Dan Saf­fer­’s book on inter­ac­tion design is where he explains the dif­fer­ences between cus­tomi­sa­tion, per­son­al­i­sa­tion, adap­ta­tion and hack­ing. He notes that an adap­tive sys­tem can be designed to induce flow—balancing chal­lenge with the skill of the user. In games, there is some­thing called dynam­ic dif­fi­cul­ty adjust­ment (DDA) which has very sim­i­lar aims. 

Salen and Zim­mer­man have their doubts about DDA though. In Rules of Play on page 223 they write:

Play­ing a game becomes less like learn­ing an expres­sive lan­guage and more like being the sole audi­ence mem­ber for a par­tic­i­pa­to­ry, impro­vi­sa­tion­al per­for­mance, where the per­form­ers adjust their actions to how you inter­act with them. Are you then play­ing the game, or is it play­ing you?”

Per­haps, but it all depends on what DDA actu­al­ly adjusts. The tech­nique might be objec­tion­able in a game (where a large part of the point is over­com­ing chal­lenge) but in oth­er sys­tems many of these objec­tions do not apply.

With a suc­cess­ful adap­tive design, the prod­uct fits the user’s life and envi­ron­ment as though it were cus­tom made.”

(Design­ing for Inter­ac­tion, page 162.)

Adap­tive sys­tems explic­it­ly antic­i­pate trans­for­ma­tive play. They allow them­selves to be changed through a per­son­’s inter­ac­tions with it.3

A char­ac­ter­is­tic of good inter­ac­tion design is play­ful­ness, writes Mr. Saf­fer in his book on page 67:

Through seri­ous play, we seek out new prod­ucts, ser­vices and fea­tures and then try them to see how they work. How many times have you pushed a but­ton just to see what it did?”

The fun­ny thing is, the con­di­tions for play accord­ing to Saf­fer are very sim­i­lar to some of the basic guide­lines Nor­man offers: Make users feel com­fort­able, reduce the chance for errors and if errors do occur, make sure the con­se­quences are small—by allow­ing users to undo, for instance. 

Mr. Nor­man writes that in games “design­ers delib­er­ate­ly flout the laws of under­stand­abil­i­ty and usabil­i­ty” (p.205). Although even in games: “[the] rules [of usabil­i­ty] must be applied intel­li­gent­ly, for ease of use or dif­fi­cul­ty of use” (p.208).

By now, it should be clear mak­ing inter­ac­tions play­ful is very dif­fer­ent from mak­ing them game-like.

  1. Appar­ent­ly, “explorable” isn’t a prop­er Eng­lish word, but if it’s good enough for Mr. Nor­man it’s good enough for me. []
  2. I blogged about pos­si­bil­i­ty space before here. []
  3. Yes, I know I blogged about adap­tive design before. Also about flow and adap­ta­tion, it seems. []

Blank banners — see me speak at TWAB 2008

Provo protesting with blank banner

In 1966 Pro­vo took to the streets of Ams­ter­dam with blank protest ban­ners.1 The use of rous­ing slo­gans had been out­lawed by the city’s may­or. The ‘pro­test­ers’ were arrest­ed. Pro­vo achieved their goal of mak­ing the author­i­ties look sil­ly by play­ing at protesting. 

They took exist­ing rules and decid­ed to play with­in them, to see how far they could push the lim­its of those rules. They were not allowed to use actu­al slo­gans, so they decid­ed to use unwrit­ten ban­ners. They made use of the ambigu­ous nature of play: They were protest­ing, but at the same time not protest­ing. There were no for­bid­den slo­gans on their ban­ners, but at the same time, the slo­gans were ever so present through their absence.

The police were not will­ing to take on Provo’s ludic atti­tude. They refused to step into their mag­ic cir­cle and play at oppos­ing them. In stead they broke the rules, arrest­ed them for real, and by doing so, lost—at least in the pub­lic’s eye.

This example—and hope­ful­ly a few others—I will dis­cuss at The Web and Beyond 2008: Mobil­i­ty. In 20 min­utes or so, I hope to inspire design­ers to think about what the near future’s blank ban­ners could be. My ses­sion is titled ‘Mobile com­po­nents for play­ful cul­tur­al resis­tance’ (an unwieldy title in des­per­ate need of improve­ment) and will prob­a­bly be in Dutch.

The con­fer­ence is organ­ised by Chi Ned­er­land and will take place May 22 in the beau­ti­ful Beurs van Berlage in Ams­ter­dam. Keynote speak­ers include Ben Cer­ve­ny, Jyri Engeström and Adam Green­field. It looks like this will be a very spe­cial con­fer­ence indeed.

Image source: Gram­schap.

  1. Pro­vo was a Dutch coun­ter­cul­ture move­ment in the mid-1960s that focused on pro­vok­ing vio­lent respons­es from author­i­ties using non-vio­lent bait. Read more about them at Wikipedia. []

Metagames as viral loops

MtG: My Pride-n-Joys by AuE on Flickr

Metagames’Richard Garfield­’s pre­sen­ta­tion for the 2000 Game Devel­op­ers Con­fer­enceis in today’s links, but I think it deserves a bit more atten­tion than that. Here are some quotes from the doc­u­ment that stood out for me.1

What a metagame is:

My def­i­n­i­tion of metagame is broad. It is how a game inter­faces with life.”

In oth­er words, metagame design is con­tex­tu­al. It forces you to think about when, where, how and by who your game will be played.

Why metagame design has not been get­ting as much atten­tion as game design itself:

…the major­i­ty of a game’s metagame is prob­a­bly unal­ter­able by game design­er or publisher.”

So, metagame design is a sec­ond order design prob­lem. Design­ers can only indi­rect­ly influ­ence how metagames play out. They facil­i­tate it, but do not direct it.

Garfield divides metagames in four broad categories:

  • What you bring to a game
  • What you take away from a game
  • What hap­pens between games
  • What hap­pens dur­ing a game

Where “game” should be under­stood as a sin­gle play ses­sion of a game.

Garfield has inter­est­ing things to say about all these cat­e­gories, and I rec­om­mend read­ing the arti­cle in full, but I’d like to zoom in on one bit men­tioned under “from”:

It is worth not­ing that many things list­ed have a ‘cir­cu­lar’ val­ue to the player.”

Get­ting some­thing from a game that you can bring with you again to a game makes you care more and more about the game itself. One clear exam­ple of how metagames are a help­ful con­cept for mak­ing a game more self-sustaining. 

Bet­ter yet, the ‘stuff’ that play­ers get from a game play ses­sion can be shared or passed on to oth­ers. In this man­ner, the metagame becomes a viral loop.2

  1. Richard Garfield is the design­er of the CCG Mag­ic: The Gath­er­ing. []
  2. Via Matt Webb. []

A Game Developers Conference 2008 postmortem

The 2008 Game Devel­op­ers Con­fer­ence was a bit of a con­fus­ing expe­ri­ence for me. To begin with, I felt out of place. Any­time I intro­duced myself to someone—“I’m an inter­ac­tion design­er, I work freelance”—I would usu­al­ly get a blank stare. (Not many inde­pen­dents mak­ing a liv­ing in the games indus­try it seems.) At a lot of the talks, I was struck by the huge gap between the prac­tice of UX design­ers native to the web, and design­ers work­ing in the games indus­try. I’m gen­er­al­iz­ing here, but I’ll give some examples:

  • Game design­ers still don’t strive to under­stand their audi­ence and the expe­ri­ence they’d like to have.
  • Game design­ers still don’t under­stand the sig­nif­i­cance of the web. They very rarely embrace the web way of doing things.
  • Game design­ers quite often aren’t able to think on dif­fer­ent lev­els of abstrac­tion about their medi­um, art form or what­ev­er you want to call it.

If that does­n’t get me flamed, I don’t know what will.

GDC 2008 was huge. By far the largest con­fer­ence I have ever been to. I heard some­one men­tion the num­ber of 16.000 but I could be com­plete­ly off. The pro­gram com­mit­tee obvi­ous­ly went for quan­ti­ty over quality—I attend­ed some real­ly great talks, but also some real­ly bad ones. In addi­tion it was hell to fig­ure out where to go. In hind­sight I missed out on some great ses­sions. Appar­ent­ly every­thing was record­ed, but they need to be paid forCMP appar­ent­ly think they’re doing the games indus­try a ser­vice like this. I think not.

GDC Mobile in par­tic­u­lar was a weird, depress­ing affair. The mobile game indus­try seems to have defined itself in such a way that there is no way for it to actu­al­ly suc­ceed. The major­i­ty are still try­ing to deliv­er a con­sole-like expe­ri­ence on a small screen, com­plete­ly miss­ing the poten­tial of the medi­um. Sigh.

Some themes I spotted:

  • Tech­niques for enhanc­ing cre­ativ­i­ty: Annakaisa Kul­ti­ma, a (game)researcher at the uni­ver­si­ty of Tam­pere in Fin­land pre­sent­ed game-like tech­niques for idea gen­er­a­tion. I’d par­tic­u­lar­ly love to play around with her NVA cards. Sam Coates and Graeme Ankers of SCEE showed how they’ve improved inno­va­tion and con­cept cre­ation using a whole range of tech­niques includ­ing lat­er­al think­ing.
  • The web way: There were some hap­py excep­tions to the gen­er­al igno­rance of the pow­er of the web. Justin Hall demoed PMOG—an excit­ing con­cept using the web as a gam­ing plat­form. Hope­ful­ly this will start a whole wave of “datagames”. Raph Koster blew me away with his very techy ante­mortem of Meta­place—a com­plete rein­ven­tion of MMOGs built from the ground up both with and as web technologies.
  • Sto­ry, dra­ma, nar­ra­tive, blah: “The audi­ence are not your mom. They don’t care about your stu­pid sto­ry,” said Ken Levine, writer and design­er of the crit­i­cal­ly acclaimed BioShock. I’m still not sure BioShock is actu­al­ly as rev­o­lu­tion­ary as peo­ple make it out to be. But Levine’s approach to sto­ry in games—having mul­ti­ple lev­els of detail that can be con­sumed as the play­er sees fit and telling the sto­ry through the environment—makes sense to me. I enjoyed Peter Molyneux’s demo of Fable 2 most­ly because of his crit­i­cism of Amer­i­can prud­ish­ness. “If this were Ger­many I’d be naked on stage right this moment.” Molyneux attempts to cre­ate dra­ma through sim­u­la­tion. Offer­ing free­dom of choice, but choice with con­se­quences. I won­der if this is a road lead­ing nowhere…
  • Mobile: Some peo­ple attempt to play to mobile’s strengths, with great suc­cess. DC of Pikkle in Japan showed a lot of crazy-ass Flash Lite games that are deliv­ered over mobile web. These mobile social games com­plete­ly cir­cum­vent the car­ri­ers and con­se­quent­ly dis­rupt the whole mobile mar­ket over there. Shades of Playy­oo here—although Pikkle has the ben­e­fit of 90% Flash Lite play­er pen­e­tra­tion, where­as in Europe we’re appar­ent­ly on 20%. Equal­ly true to mobile’s nature but offer­ing a com­plete­ly dif­fer­ent expe­ri­ence is loca­tion based gam­ing. Jere­my Irish talked about the ori­gins of Geo­caching and showed won­der­ful work he is doing at Ground­speak. Loca­tion based games are full of emer­gent com­plex­i­ty. I enjoyed hear­ing that Irish tries to have play­ers be in the world in stead of the screen when playing.
  • Mis­cel­la­neous: Sul­ka Haro’s talk about Hab­bo was sur­pris­ing­ly thought­ful. Lots of good stuff on iden­ti­ty play and how Hab­bo’s lack of explic­it sup­port for it is not hold­ing play­ers back—on the con­trary, less fea­tures seems to cre­ate more space for play. Takao Sawano of Nin­ten­do delight­ed me with an in depth look at the evo­lu­tion of the Wii Fit con­troller. Secret of the big N’s suc­cess is clear­ly the close col­lab­o­ra­tion between its hard- and soft­ware divi­sions. Rod Hum­ble unveiled The Sims Car­ni­val, EA’s con­tri­bu­tion to the con­tin­u­ing democ­ra­ti­za­tion of cre­ative tools (again rem­i­nis­cent of Playy­oo). Hum­ble proved to be a very knowl­edge­able not to men­tion fun­ny speak­er. See­ing Ralph Baer and Allan Alcorn play PONG on the Brown Box was awesome.

There was more—I’d love to go over all the won­der­ful indie games I saw at the IGF and else­where for instance—but these were by far the most enjoy­able ses­sions for me. If you’re look­ing for in-depth reports you could do worse than to start at Gama­su­tra. For me the real chal­lenge begins now—digesting this and mak­ing it applic­a­ble for inter­ac­tion design­ers on the web. I have a huge back­log of small­er posts lying around that I want to get out there first though (and this one has grown far too large already). So I’ll end here.

Designing a mobile social gaming experience for Gen‑C

Update 21-03-2008: I’ve added some images of slides to allow for some more con­text when read­ing the text.

This is a rough tran­script of my lec­ture at GDC Mobile 2008. In short: I first briefly intro­duce the con­cept of expe­ri­ence design and sys­tems and then show how this influ­ences my views of mobile casu­al games. From there I dis­cuss the rela­tion of casu­al games with the trend Gen­er­a­tion C. Wrap­ping up, I give an overview of some social design frame­works for the web that are equal­ly applic­a­ble to mobile social gam­ing. As a bonus I give some thoughts on mobile game sys­tems mobile metagames. The talk is illus­trat­ed through­out with a case study of Playy­oo—a mobile games com­mu­ni­ty I helped design.

  • I’ve includ­ed a slight­ly adjust­ed ver­sion of the orig­i­nal slides—several screen­shot sequences of Playy­oo have been tak­en out for file size reasons.
  • If you absolute­ly must have audio, I’m told you will be able to pur­chase (!) a record­ing from GDC Radio some­time soon.
  • I’d like to thank every­one who came up to me after­wards for con­ver­sa­tion. I appre­ci­ate the feed­back I got from you.
  • Sev­er­al aspects of Playy­oo that I use as exam­ples (such as the game stream) were already in place before I was con­tract­ed. Cred­its for many design aspects of Playy­oo go to David Mantripp, Playy­oo’s chief architect.
  • And final­ly, the views expressed here are in many ways an amal­ga­ma­tion of work by oth­ers. Where pos­si­ble I’ve giv­en cred­it in the talk and oth­er­wise linked to relat­ed resources.

That’s all the notes and dis­claimers out of the way, read on for the juice (but be warned, this is pret­ty long).

Con­tin­ue read­ing Design­ing a mobile social gam­ing expe­ri­ence for Gen‑C