Announcing a hybrid game opera for Monster

I never thought I would make an opera. But now I have.

A bit of Monster

In a few weeks time the above market square in the town of Monster will be transformed into an arena where fighters duel each other using their pet monsters. If this sounds familiar, it is no coincidence.

Mega Monster Battle Arena is one of 11 operas produced by Dario Fo to celebrate the fifth anniversary of the Westland municipality. Dario Fo specialize in creating music theatre in close collaboration with the local community. They asked composer Daniël Hamburger to create the opera for Monster. The brief was to do ‘something’ with the town’s curious name, and to make it a production that would appeal to youth by referencing games culture.1

Daniël in turn approached me, since he had little affinity for games, and wanted the piece to not only be about games, but to be a game itself. So that’s what I helped do. By turning the game design principle of embedded narrative inside-out, we’ve managed to create a structure in which we can both tell a story using a script, and have performers improvise using game rules. Those rules I designed as a proper game. I could give you those rules and you would be able to play it yourself.

So there will be fights, and they’ll not be scripted. You won’t know beforehand who will win, and neither will we. There will also be a story, about a heroine facing off with a bad guy, in the best game and martial arts film tradition. Sieger M.G. was our third man, the piece’s writer. A rapper turned poet with a life-long games addiction, there could be no better fit.

What’s probably most exciting to me is that on top of the improvisational choreography of the duels, a live band will use a rule set of their own, composed by Daniël, that takes the game as it unfolds as its input to improvise. How’s that for adaptive music?2

It might all go horribly wrong, or it might become a wonderful spectacle. If you are like me and would like to find out which it will be, head to Monster for one of the shows. They’re scheduled for:

  • Thursday 18 June 20:30 (tryout)
  • Friday 19 June 20:30
  • Saturday 20 June 20:30

Tickets are 15 Euro and can be bought at the venue. Once the show is over, I’ll post some more detailed stuff about the actual work I did. Stay tuned.

Mega Moster Battle Arena flyer

  1. There would be tons of kids from local high schools to work with. They also wanted to use the local firemen choir. Oh, and aerial work platforms too… []
  2. One of the sources of inspiration for Daniël was John Zorn. []

Play in social and tangible interactions

Now that the IxDA has posted a video of my presentation at Interaction 09 to Vimeo, I thought it would be a good idea to provide a little background to the talk. I had already posted the slides to SlideShare, so a full write-up doesn’t seem necessary. To provide a little context though, I will summarize the thing.

Summary

The idea of the talk was to look at a few qualities of embodied interaction, and relate them to games and play, in the hopes of illuminating some design opportunities. Without dwelling on what embodiment really means, suffice to say that there is a school of thought that states that our thinking originates in our bodily experience of the world around us, and our relationships with the people in it. I used the example of an improvised information display I once encountered in the paediatric ward of a local hospital to highlight two qualities of embodied interaction: (1) meaning is socially constructed and (2) cognition is facilitated by tangibility.1

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With regards to the first aspect — the social construction of meaning — I find it interesting that in games, you find a distinction between the official rules to a game, and the rules that are arrived at through mutual consent by the players, the latter being how the game is actually played. Using the example of an improvised manège in Habbo, I pointed out that under-specified design tends to encourage the emergence of such interesting uses. What it comes down to, as a designer, is to understand that once people get together to do stuff, and it involves the thing you’ve designed, they will layer new meanings on top of what you came up with, which is largely out of your control.

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For the second aspect — cognition being facilitated by tangibility — I talked about how people use the world around them to offload mental computation. For instance, when people get better at playing Tetris, they start backtracking more than when they just started playing. They are essentially using the game’s space to think with. As an aside, I pointed out that in my experience, sketching plays a similar role when designing. As with the social construction of meaning, for epistemic action to be possible, the system in use needs to be adaptable.

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To wrap up, I suggested that, when it comes to the design of embodied interactive stuff, we are struggling with the same issues as game designers. We’re both positioning ourselves (in the words of Eric Zimmerman) as meta-creators of meaning; as designers of spaces in which people discover new things about themselves, the world around them and the people in it.

Sources

I had several people come up to me afterwards, asking for sources, so I’ll list them here.

  • the significance of the social construction of meaning for interaction design is explained in detail by Paul Dourish in his book Where the Action Is
  • the research by Jean Piaget I quoted is from his book The Moral Judgement of the Child (which I first encountered in Rules of Play, see below)
  • the concept of ideal versus real rules is from the wonderful book Rules of Play by Katie Salen and Eric Zimmerman (who in turn have taken it from Kenneth Goldstein’s article Strategies in Counting Out)
  • for a wonderful description of how children socially mediate the rules to a game, have a look at the article Beyond the Rules of the Game by Linda Hughes (collected in the Game Design Reader)
  • the Will Wright quote is from an interview in Tracy Fullerton’s book Game Design Workshop, second edition
  • for a discussion of pragmatic versus epistemic action and how it relates to interaction design, refer to the article How Bodies Matter (PDF) by Scott Klemmer, Björn Hartmann and Leila Takayama (which is rightfully recommended by Dan Saffer in his book, Designing Gestural Interfaces)
  • the Tetris research (which I first found in the previously mentioned article) is described in Epistemic Action Increases With Skill (PDF), an article by Paul Maglio and David Kirsh
  • the “play is free movement…” quote is from Rules of Play
  • the picture of the guy skateboarding is a still from the awesome documentary film Dogtown and Z-Boys
  • for a lot of great thinking on “loose fit” design, be sure to check out the book How Buildings Learn by Stewart Brand
  • the “meta-creators of meaning” quote is from Eric Zimmerman’s foreword to the aforementioned Game Design Workshop, 2nd ed.

Thanks

And that’s it. Interaction 09 was a great event, I’m happy to have been a part of it. Most of the talks seem to be online now. So why not check them out? My favourites by far were John Thackara and Robert Fabricant. Thanks to the people of the IxDA for all the effort they put into increasing interaction design’s visibility to the world.

  1. For a detailed discussion of the information display, have a look at this blog post. []

Embodied interaction and improvised information displays

Recently a good friend of mine became a dad. It made me feel really old, but it also lead to an encounter with an improvised information display, which I’d like to tell you about, because it illustrates some of the things I have learnt from reading Paul Dourish’s Where the Action Is.

My friend’s son was born a bit too early, so we went to see him (the son) at the neonatology ward of the local hospital. It was there that I saw this whiteboard with stickers, writing and the familiar magnets on it:

Tracing of a photo of an improvised information display in a hospital neonatology ward consisting of a whiteboard, magnets, stickers and writing

(I decided to trace the photo I took of it and replace the names with fictional ones.)

Now, at first I only noticed parts of what was there. I saw the patient names on the left-hand side, and recognised the name of my friend’s son. I also noticed that on the right-hand side, the names of all the nurses on duty were there. I did not think much more of it.

Before leaving, my friend walked up to the whiteboard and said something along the lines of “yes, this is correct,” and touched one of the green magnets that was in the middle of the board as if to confirm this. It was then that my curiosity was piqued, and I asked my friend to explain what the board meant.

It turns out it was a wonderful thing, something I’ll call an improvised information display, for lack of a better word. What I had not seen the first time around, but were pointed out by my friend:

  1. There is a time axis along the top of the board. By placing a green magnet at the height of a child’s name somewhere along this axis, parents can let the staff know when they intend to visit. This is important for many reasons. One being that it helps the nurses time the moment a child will be fed so that the parents can be present. So in the example, the parents of ‘Faramond’ will be visiting around 21:00 hours.
  2. There are different colour magnets behind the children’s names, and behind the nurses’ names. This shows which nurse is responsible for which child. For instance, ‘Charlotte’ is in charge of ‘Once’s’ care.

Dourish’s book has influenced the way I look at things like this. It has made me more aware of their unique value. Whereas before I would think that something like this could be done better by a proper designer, with digital means, I now think the grasp-able aspect of such a display is vital. I also now believe that the prominent role of users in shaping the display is vital. Dourish writes:1

“What embodied interaction adds to existing representational practice is the understanding that representations are also themselves artefacts. Not only do they allow users to “reach through” and act upon the entity being represented, but they can also themselves be acted upon—picked up, examined, manipulated and rearranged.”

Parents and nurses reach through the display I saw in the neonatology ward to act upon the information about visiting times and responsibility of care. But they also act on the components of the display itself to manipulate the meaning they have.

In fact, this is how the display was constructed in the first place! The role of the designer in this display was limited to the components themselves. Designers were responsible for the affordances of the whiteboard, the magnets, the erasable markers and stickers, which enabled users to produce the information display they needed. In the words of Dourish:2

“Principle: Users, not designers, create and communicate meaning.”

“Principle: Users, not designers, manage coupling.”

It is the nurses and the parents and the social practice they together constitute that gives rise to the meaning of the display. What the board means is obvious to them, because they have ‘work’ that needs to be done together. It was not obvious to me, because I am not part of that group. It was not a designer that decided what the meaning of the different colours of the magnets were. It was a group of users who coupled meaning to the components they had available to them.

It might be a radical example, but I think this does demonstrate what people can do if the right components are made available to them, and they are allowed to make their own meaning with them. I think it is important for designers to realise this, and allow for this kind of manipulation of the products and services they shape. Clearly, Dourish’s notion of embodied interaction is a key to designing for adaptation and hacking. When it comes to this, today’s whiteboards, magnets and markers seem to do a better job than many of our current digital technologies.

  1. Page 169 []
  2. Page 170 []