UX and the aesthetics of interactivity

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I’ve been trying to regularly post some thoughts on the topic of playful IA here. Previously I blogged about how games could be a useful frame for thinking about complex algorithmic architectures. Last week I posted some thoughts on the application of game mechanics in web apps. There, Rahul was kind enough to point me to the fascinating blog of ‘Danc’ Daniel Cook, titled Lost Garden, where there is one post in particular that resonates with my own pre-occupations lately.

In ‘Short thoughts on games and interaction design‘ (which honestly isn’t that short) Danc Cook looks at some of the ways game design techniques can be applied to the interaction design of web apps. In summary, according to Danc Cook game design techniques allow you to:

  1. Create an engaging experience that goes beyond simply completing a task efficiently.
  2. Support free and deep exploration and introduce and teach new interactions that violate conventions.

Some things you shouldn’t borrow from games without giving it a lot of thought are:

  1. Spatial metaphors
  2. Visual themes

These are some of the things most people think of first as characteristic of games but really, they are only surface, superficial, not determinant of the actual interactivity of the system.

I think one of the greatest arguments for a deeper understanding of games by interaction designers, information architects and other user experience specialists is that they are the medium that is all about the aesthetics of interactivity. It is true that they have no utilitarian character, they aim to create a pleasurable experience through systems of risks and rewards, restraints and freedoms, nested feedback loops and on and on. As a UX practitioner, it can never hurt to have a deep appreciation of the aesthetics of the medium you work in daily (beyond simply supporting user goals, or selling product, or whatever).

See me talk on mobile social play at Reboot 9.0

I got awesome news the other day: my proposal for a talk at Reboot 9.0 has been accepted. I’m very honoured (and a little nervous) to be presenting at a conference with so many smart attendees. Now to get my act together and create a kick-ass presentation.

If you have anything related to this (pretty broad) topic that you’d want me to address, please do leave a note in the comments.

One thing’s for sure: I’ll try to build upon what has gone before at previous Reboots, such as Ben Cerveny’s mind-blowing overview (MP3) of how play is essentially becoming a new language for us to communicate with and TL Taylor’s great talk on the dynamics of virtual worlds.

What I will be addressing is still slightly unclear to me, but the direction I’m headed is:

  1. Games can be social play, which means they can be used to forge and experiment with social relations in a ‘safe’ way. This happens whether you design for it or not, but can be nurtured.
  2. When games go mobile, the borders of the space and time in which a game is played are blurred. In this way, games bleed over into culture in a gradual way.

Enough to chew on for one talk, I guess. Again, any questions, comments and suggestions are more than welcome. See you all at Reboot 9.0.