I was interviewed for the Playyoo blog

I was interviewed by Playyoo the other day

Most of you will prob­a­bly know I’m involved1 with this new mobile game com­mu­ni­ty called Playy­oo. I haven’t blogged about it here explic­it­ly because most of my con­tri­bu­tions so far are still being devel­oped and will hope­ful­ly hit the inter­net around Decem­ber. I have an excuse to talk about it now though, because recent­ly I was inter­viewed by the peo­ple of Playy­oo for their blog. Read about my thoughts on the role of social­i­ty in (mobile) gam­ing and how that will work in Playy­oo’s meta-game, as well as what I think about casu­al games and the unique game design oppor­tu­ni­ties for mobile.

A quote from the inter­view:

What does the term ‘casu­al game’ mean to you?

‘Casu­al,’ to me, says some­thing about the lev­el of atten­tion and engage­ment that a play­er has (or is required to have) with the game. For me as a design­er, casu­al games pro­vide inter­est­ing chal­lenges. It might seem sim­ple to cre­ate these casu­al games, but they’re actu­al­ly quite tricky to pull off, or pull off well, that is. From a game design per­spec­tive, I think it’s more chal­leng­ing to pull off a high qual­i­ty causal game than yet anoth­er first-per­son shoot­er game. 

Read the rest of the inter­view over at the Playy­oo blog.2

  1. They’ve hired me to do game and inter­ac­tion design. I have been work­ing on mobile games, a game cre­ation tool, and a web-based meta-game. []
  2. Thanks to Alper Çuǧun for the pho­to that’s in the post. []

More than useful — outline of my Interaction 08 talk

Illustration from children's book

A while back I was hap­py to hear that my sub­mis­sion for Inter­ac­tion 08 is accept­ed. This will be the first con­fer­ence organ­ised by the IxDA. Obvi­ous­ly I’m proud to be part of that. I’ll prob­a­bly be build­ing my talk a post at a time on this blog, more or less like I did with the one for the Euro IA Sum­mit of this year. If you’re won­der­ing wether it’ll be worth fol­low­ing along, let me out­line the argu­ment I made in my submission:

There’s a gen­er­a­tion of ‘users’ expect­ing their dig­i­tal and phys­i­cal prod­ucts to be cus­tomiz­able, per­son­al­ize-able and re-com­bin­able. These users explore the poten­tial of these 3C prod­ucts through play. This is why I think it’s worth­while for inter­ac­tion design­er to get a bet­ter under­stand­ing of how to design for open-end­ed play. Obvi­ous­ly, it makes sense to do some shop­ping around in the the­o­ries of our col­leagues in game design. Why should design­ers both­er? Play­ful prod­ucts have deeply engaged users that can’t stop telling sto­ries about their expe­ri­ences with them. 

The focus of this talk is firm­ly on design­ing sto­ries that emerge through play and enabling the retelling of those play experiences.

Like I said, I’ll dive deep­er into these top­ics in the com­ing peri­od. If you have any views of your own on this — or use­ful resources that you think I should check out — do let me know.

Update: Today the full con­fer­ence pro­gram was announced and my name is actu­al­ly on there. The pro­gram looks real­ly cool, and I’m real­ly hap­py to see some talks relat­ed to mine in there as well. See you in Savan­nah!

Work with me in Copenhagen (or where-ever)

Panorama of Copenhagen harbour

Now that I’m over three months into my stay in Copen­hagen I thought it would be good to post a short update. Here are the facts, bul­let-wise (with apolo­gies to Mr. Tufte):

  • I have been in Copen­hagen, Den­mark since July 1st 2007
  • Until now I have most­ly been work­ing on Playy­oo, doing inter­ac­tion and game design
  • I also pre­sent­ed on Play­ful IAs at the Euro IA Sum­mit in Barcelona
  • No lat­er than July 1st 2008, I will return to Utrecht, the Netherlands
  • Yes, I intend to con­tin­ue free­lanc­ing when I get back (I offi­cial­ly left Info.nl on Octo­ber 1st 2007)
  • I am avail­able for free­lance inter­ac­tion design gigs that involve social media, mobile tech­nol­o­gy and/or gaming
  • You can also invite me to speak at your event or com­pa­ny, par­tic­u­lar­ly on the top­ic of apply­ing game design prin­ci­ples to the user expe­ri­ence of prod­ucts and services

Oh and of course, if you hap­pen to be in Copen­hagen, don’t hes­i­tate to drop me a line when you feel like going out for some drinks!

Summary of my Playful IAs argument

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: 

  1. 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. In oth­er words, IA is becom­ing a sec­ond order design problem.
  2. 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.
  3. 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.

Get the the slides, and a list of sources for the talk in this ear­li­er post.

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 del.icio.us 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.

Notables in the overlapping area of interaction and game design

With the Euro IA Sum­mit soon approach­ing and my pre­sen­ta­tion more or less done, I think it might be a good time to post a list of peo­ple I’ve found inspir­ing while work­ing on it. These are all per­sons who one way or the oth­er are work­ing in the over­lap­ping area of inter­ac­tion and game design (at least as far as I’m concerned.)

Katie Salen and Eric Zim­mer­man are the authors of the excel­lent book Rules of Play. This is arguably the foun­da­tion­al text on game design the­o­ry. It is so good even that much of it is read­i­ly applic­a­ble to the broad­er domain of inter­ac­tive media. 

Daniel Cook has writ­ten some thought-pro­vok­ing pieces on his blog regard­ing the appli­ca­tion of game design to inter­ac­tion design. I admire the way he com­bines an ana­lyt­i­cal mind with con­sid­er­able skill in visu­al arts, allow­ing him to com­mu­ni­cate his ideas in a very engag­ing way.

Raph Koster is the author of A The­o­ry of Fun for Game Design, a book I have yet to read. He’s the design­er of the ear­ly MMOG Ulti­ma Online and has since gone on to found his own com­pa­ny that is appar­ent­ly focussed on deliv­er­ing games every­where. He’s recent­ly pre­sent­ed some worth­while talks on the area where the games and inter­net indus­try meet.

There are more, but I’d just like to high­light these three because they’ve all pro­vid­ed their own frame­work for think­ing about games in such a way that it can be under­stood and used by rel­a­tive out­siders like me. Take a look at their work, and let me know what you think.

The toy-like nature of social media

A Barbie doll

I’ve been mean­ing to write about this for quite a while: I think a lot of social media are like toys. I think what we see with peo­ple (adults!) using them is a lot like the open-end­ed play we know from play­ground games in school. A lot of these games are about explor­ing (the pos­si­bil­i­ties of) social rela­tion­ships in a ‘safe’ con­text. Social media offer this same poten­tial. In play­ground games there is a nat­ur­al under­stand­ing that what hap­pens with­in the mag­ic cir­cle of the game is not real­ly real (but the notion is blurred.) A lot of dis­cus­sion about the vir­tu­al­i­ty of rela­tion­ships in social media does not acknowl­edge the exis­tence of such a thing: Either the rela­tion­ship you have with some­one is real (he’s a real friend, or even real fam­i­ly) or not, in which case the rela­tion­ship is often seen as val­ue-less. I’d argue that a lot of peo­ple use social media to explore the poten­tial of a rela­tion­ship in a more or less safe way, to lat­er either tran­si­tion it into real­ness or not (note that I do not mean it needs to be tak­en offline into meat-space to make it real!)

I think social media are so com­pelling to so many peo­ple for this rea­son. They allow them to play with the very stuff social rela­tions are made of. I think this fas­ci­na­tion is uni­ver­sal and vir­tu­al­ly time­less. At the same time I think the notion of using social play as the stuff of enter­tain­ment has seen a tremen­dous rise over the past decade. (I tend to illus­trate this point with the rise of real­i­ty TV.)

If you think of the design of social soft­ware as the design of a toy (in con­trast to think­ing of it as a game) you can design for open-end­ed play. Mean­ing there is no need for a quan­tifi­able end-state where one per­son (or a num­ber of peo­ple) are said to be the win­ner. You can how­ev­er cre­ate mul­ti­ple feed­back mech­a­nisms that com­mu­ni­cate poten­tial goals to be pur­sued to the play­er. Amy Jo Kim has a worth­while pre­sen­ta­tion on the kind of game mechan­ics to use in such a case (and also in the more game-like case.)

Final­ly, two things to think about and design for: 

  1. Play in social media hap­pens accord­ing to rules encod­ed in the soft­ware, but also very much fol­low­ing exter­nal rules that play­ers agree upon amongst themselves.
  2. You will have peo­ple gam­ing te game. Mean­ing, there will be play­ers who are inter­est­ed in cre­at­ing new exter­nal rules for social inter­ac­tions. Think of the alter­na­tive rules play­ers enforce in games of street soc­cer, for instance.

Update: Just thought this small quote of Michal Migurs­ki defend­ing the recent Twit­ter Blocks nice­ly com­ple­ments my argument: 

There are plen­ty of but-use­less things in the world that serve as emo­tion­al bond­ing points, amuse­ments, attrac­tions, and macguffins. Prac­ti­cal­ly all of social media falls under this cat­e­go­ry for me, a form of medi­at­ed play that requires a sus­pen­sion of dis­be­lief in ratio­nal pur­pose to succeed.”

Mirroring mental models — games modelling players

Will Wright demoing Spore at TED 2007

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?

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.