Mashing up the real-time city and urban games

Yesterday evening I was at the Club of Amsterdam. They host events centred around preferred futures. I was invited to speak at an evening about the future of games.1 I thought I’d share what I talked about with you here.

I had ten minutes to get my point across. To be honest, I think I failed rather dismally. Some of the ideas I included were still quite fresh and unfinished, and I am afraid this did not work out well. I also relied too heavily on referencing other’s work, presuming people would be familiar with them. A miscalculation on my part.

In any case, thanks to Felix Bopp and Carla Hoekendijk for inviting me. I had a good time and enjoyed the other presenter’s talks. The discussion afterwards too was a lot of things, but dull certainly isn’t among them.

What follows is a write-up of what I more or less said during the presentation, plus references to the sources I used, which will hopefully make things clearer than they were during the evening itself.2

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(This is where I did the usual introduction of who I am and what I do. I won’t bore you with it here. In case you are wondering, the title of this talk is slightly tongue-in cheek. I had to come up with it for the abstract before writing the actual talk. Had I been able to choose a title afterwards, it would’ve been something like “Growth” or “A New Biology of Urban Play”…)

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This gentleman is Jean-Baptiste Lamarck. He is said to be the first to formulate a coherent theory of evolution. His ideas centred around inheritance of acquired traits. So for instance, a blacksmiths who works hard his whole life will probably get really strong arms. In the Lamarckist view, his offspring will inherit these strong arms from him. Darwinism rules supreme in evolutionary biology, so it is no surprise that this theory is out of favour nowadays. What I find interesting is the fact that outside of the natural domain, Lamarckism is still applicable, most notably in culture. Cultural organisms can pass on traits they acquired in their lifetime to their offspring. Furthermore, there is a codependency between culture and humans. The two have co-evolved. You could say culture is a trick humans use to get around the limits of Darwinism (slow, trial-and-error based incremental improvements) in order to achieve Lamarckism.3

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You can think of cities as cultural meta-organisms. They’re a great example of natural-cultural co-evolution. We use cities as huge information storage and retrieval machines. What you see here is a map of the city of Hamburg circa 1800. In his book Emergence, Steven Berlin Johnson compares the shape of this map to that of the human brain, to illustrate this idea of the city being alive, in a sense. Cities are self-organizing cities that emerge from the bottom up. They grow, patterns are created from low-level interactions, things like neighbourhoods.4

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Games are this other thing nature has come up with to speed up evolution. I’m not going to go into why I think we play (you could do worse than have a look at The Ambiguity of Play by Brian Sutton-Smith to get a sense of all the different viewpoints on the matter). Let’s just say I think one thing games are good at is conveying viewpoints of the world in a procedural way (a.k.a. ‘procedural rhetoric’ as described in Ian Bogost’s book Persuasive Games). They provide people with a way to explore a system from the inside out. They give rise to ‘systemic literacy’.5 The image is from Animal Crossing: Wild World, a game that, as Bogost argues, tries to point out certain issues that exist with consumerism and private home ownership.

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Moving on, I’d like to discuss two trends that I see happening right now. I’ll build on those to formulate my future vision.

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So trend number one: the real-time city. In cities around the globe, we are continuously pumping up the amount of sensors, actuators and processors. The behaviour of people is being sensed, processed and fed back to them in an ever tightening feedback loop. This will inevitably change the behaviour of humans as well as the city. So cities are headed to a phase transition, where they’ll move (if not in whole then at least in neighbourhood-sized chunks) to a new level of evolvability. Adam Greenfield calls it network weather. Dan Hill talks about how these new soft infrastructures can help us change the user experience of the city without needing to change the hard stuff. The problem is, though, that the majority of this stuff is next-to invisible, and therefore hard to “read”.6 The image, by the way, is from Stamen Design’s awesome project Cabspotting, which (amongst other things) consists of real-time tracking and visualization of the trajectories of taxis in the Bay Area.

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Trend number two. In the past decade or so, there’s a renewed interest in playing in public spaces. Urban games are being used to re-imagine and repurpose the city in new ways (such as the parkour player pictured here). Consciously or subconsciously, urban games designers are flirting with the notions of the Situationist International, most notably the idea of inner space shaping our experience of outer space (psycho-geography) and the use of playful acts to subvert those spaces. Parkour and free running can’t really be called games, but things like SFZero, The Soho Project and Cruel 2 B Kind all fit these ideas in some way.

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So I see an opportunity here: To alleviate some of the illegibility of the real-time city’s new soft infrastructures, we can deploy games that tap into them. Thus we employ the capacity of games to provide insight into complex systems. With urban games, this ‘grokking’ can happen in situ.

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Through playing these games, people will be better able to “read” the real-time city, and to move towards a more decentralized mindset. The image is from a project by Dan Hill, where the shape of public Wi-Fi in the State Library of Queensland was visualized and overlaid on the building’s floor-plan.

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Ultimately though, I would love to enable people to not only “read” but also “write” possible processes for the real-time city. I see many advantages here. Fore one this could lead to situated procedural arguments: people could be enabled to propose alternative ways of interacting with urban space. But even without this, just by making stuff, another way of learning is activated, known as ‘analysis by synthesis’. This was the aim of Mitchel Resnick when he made StarLogo (of which you see a screenshot here). And it works. StarLogo enables children to make sense of complex systems. A real-time urban game design toolkit could to the same, with the added benefit of the games being juxtaposed with the cities they are about.

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This juxtaposition might result in dynamics similar to what we find in nature. Processes from these new games might be spontaneously transferred over to the city, and vice versa. The image is of roots with outgrowths on them which are caused by a bacteria called Agrobacterium. This bacteria is well known for its ability to transfer DNA between itself and plants. An example of nature circumventing natural selection.7 A new symbiosis between urban games and the real-time city might lead to similar acceleration of their evolutions.

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(I finished a little over time and had time for one question. Adriaan Wormgoor of FourceLabs asked whether I thought games would sooner or later become self-evolving themselves. My answer was “absolutely”. to get to ever higher levels of complexity we’ll be forced to start growing or rearing our games more than assembling them from parts. Games want to be free, you could say, so they are inevitably heading towards ever higher levels of evolvability.)

  1. Iskander Smit has posted a report of the evening over at his blog. [↩]
  2. If you’re interested, the slide deck as a whole is also available on SlideShare. [↩]
  3. I first came across Lamarck, and the idea of nature and culture co-evolving in Kevin Kelly’s book Out of Control. The blacksmith example is his too. [↩]
  4. All this flies in the face of large-scale top-down planning and zoning, as Jane Jacobs makes painfully clear in her book The Death and Life of Great American Cities. [↩]
  5. Eric Zimmerman talked at length about the need for systemic literacy at Playful 2008. [↩]
  6. For more on this have a look at another blog post by Adam Greenfield titled Reading, writing, texts, literacy, cities. [↩]
  7. As Kevin Kelly writes in Out of Control, evolution with symbiosis included is less like a tree and more like a thicket. [↩]

Looking back on a second This happened – Utrecht

Some more catching up with things that occurred recently; on Monday February 23 we1 had our second This happened. I am quite satisfied with how things went.

Image no longer available: “Blank projector screen at This happened – Utrecht #2 by Ties Alfrink”, photo by tiesalfrink on Flickr.

For one; we had some unplanned cohesion2 amongst talks.3 Three out of four talks discussed the use of field research (to use the term broadly). It was good to have some discussion of how this is put in practice, as I often find ethnographic techniques being presented as some kind of silver bullet, but without any clear demonstration of its application. It was also cool to see field research being applied effectively in such different contexts (primary school, the elderly, South Africa).

To my relief, a significantly larger percentage of the audience (compared to last time) was female.4 This was something we had worked consciously towards, since the first edition’s testosterone quotient was a bit too high. In my opinion, a more diverse audience is conducive to the kind of relaxed, open and honest atmosphere we are pursuing. The main way we tried to draw in a more balanced mix of people was by inviting more female speakers. Three out of four talks were by women. All of them were great. It seems to have worked.

I love that This happened seems to be a venue for the kind of unassuming and honest presentations we somehow stop giving once we leave design school (or at least I have). I can’t think of other events where I am treated to such wonderful war stories from the front-lines of interaction design.

Image no longer available: “Sanne Kistemaker, Alexander Zeh and Ianus Keller at This happened – Utrecht #2 by Ties Alfrink”, photo by tiesalfrink on Flickr.

The discussions after each session were good again as well. Lots of thoughtful questions, critical, but fair. Alper was kind enough to keep minutes, and has blogged the most salient parts over at his site (in Dutch).5

Our friends in London launched a new website that now contains videos and slides of all talks from past events. The Utrecht sessions are on there too, so go have a look. It already is an amazing collection of high-quality content. Some of my current favourites are Troika, Crispin Jones and Schulze & Webb.6

The next This happened – Utrecht (number three) is set for June 29. Hope to see you there.

  1. Alexander, Ianus and I [↩]
  2. Iskander spotted it first, this is a blog post in Dutch discussing the parallels between the talks [↩]
  3. Honestly, this was not something we had aimed for beforehand. [↩]
  4. I realize in the tech scene this has once again become a hot topic, see for instance this discussion over at Chris Messina’s blog. [↩]
  5. I’ve collected more posts on our second edition over at Delicious. [↩]
  6. While you’re there, why not vote for This happened in the Brit Insurance Design of the Year 2009 awards at the Design Museum? [↩]

On sketching

Catching up with this slightly neglected blog (it’s been 6 weeks since the last proper post). I’d like to start by telling you about a small thing I helped out with last week. Peter Boersma1 asked me to help out with one of his UX Cocktail Hours. He was inspired by a recent IxDA Studio event where, in stead of just chatting and drinking, designers actually made stuff. (Gasp!) Peter wanted to do a workshop where attendees collaborated on sketching a solution to a given design problem.

Part of my contribution to the evening was a short presentation on the theory and practice of sketching. On the theory side, I referenced Bill Buxton’s list of qualities that define what a sketch is2, and emphasized that this means a sketch can be done in any material, not necessarily pencil and paper. Furthermore I discussed why sketching works, using part of an article on embodied interaction3. The main point there, as far as I am concerned is that when sketching, as designers we have the benefit of ‘backtalk’ from our materials, which can provide us with new insights. I wrapped up the presentation with a case study of a project I did a while back with the Amsterdam-based agency Info.nl4 for a social web start-up aimed at independent professionals. In the project I went quite far in using sketches to not only develop the design, but also collaboratively construct it with the client, technologists and others.

The whole thing was recorded; you can find a video of the talk at Vimeo (thanks to Iskander and Alper). I also uploaded the slides to SlideShare (sans notes).

The second, and most interesting part of the evening was the workshop itself. This was set up as follows: Peter and I had prepared a fictional case, concerning peer-to-peer energy. We used the Dutch company Qurrent as an example, and asked the participants to conceptualise a way to encourage use of Qurrent’s product range. The aim was to have people be more energy efficient, and share surplus energy they had generated with the Qurrent community. The participants split up in teams of around ten people each, and went to work. We gave them around one hour to design a solution, using only pen and paper. Afterwards, they presented the outcome of their work to each other. For each team, we asked one participant to critique the work by mentioning one thing he or she liked, and one thing that could be improved. The team was then given a chance to reply. We also asked each team to briefly reflect on their working process. At the end of the evening everyone was given a chance to vote for their favourite design. The winner received a prize.5

Wrapping up, I think what I liked most about the workshop was seeing the many different ways the teams approached the problem (many of the participants did not know each other beforehand). Group dynamics varied hugely. I think it was valuable to have each team share their experiences on this front with each other. One thing that I think we could improve was the case itself; next time I would like to provide participants with a more focused, more richly detailed briefing for them to sink their teeth in. That might result in an assignment that is more about structure and behaviour (or even interface) and less about concepts and values. It would be good to see how sketching functions in such a context.

  1. the Netherlands’ tallest IA and one of several famous Peters who work in UX [↩]
  2. taken from his wonderful book Sketching User Experiences [↩]
  3. titled How Bodies Matter (PDF) by Klemer and Takayama [↩]
  4. who were also the hosts of this event [↩]
  5. I think it’s interesting to note that the winner had a remarkable concept, but in my opinion was not the best example of the power of sketching. Apparently the audience valued product over process. [↩]

The 2nd Dutch ‘This happened’ is coming this way

We’re less than four weeks removed from the second edition of ‘This happened – Utrecht’. As you may know, this is an event I am organizing and curating together with Alexander and Ianus. We’re trying to offer an alternative to flashy product-focused (and fuzzy theory-based) sessions that are prevalent in the interaction design event landscape. ‘This happened’ presentations are short stories about how a project came to be, warts and all. Think of them as the DVD extras for interaction design.

This happened – Utrecht #1

On Monday February 23, we’ll return to Theater Kikker in Utrecht, the Netherlands for #2. Our first edition was a success, and I’m really looking forward to continuing the experiment. Here’s who we’ve invited this time to come and shed light on one of their projects:

  • Niels Keetels, a game design researcher at the HKU, will be talking about Softbody. A game that is interesting because of its lush expressive visuals, as well as the clever balancing of open-ended and goal-directed play. Oh, and how many games fo you know that had their mechanics inspired by honest-to-goodness field research?
  • Sanne Kistemaker of Muzus will present Piece of Family, which was developed in collaboration with Vodafone. It’s a communication device designed for the elderly, composed of a sketchpad and a scanner, which instantly posts whatever’s written to a blog. The design won a prestigious Dutch Design Award.
  • Irene van Peer, a celebrated product designer, will talk about the Mahlangu Hand-washer, which was featured in the New York Times 8th Annual Year in Ideas. It is both a product (developed as part of a sanitation project in Africa) that involves converting the cap of an empty bottle into a homemade tap, as well as a set of instructions that can be passed on from person to person.
  • Finally, we have Naomi Schiphorst and Mieke Vullings of MIMOA, who will show how their free and open online guide to modern architecture came into being. The site is aimed at a broad audience, not just architects, and aims to build a durable community.

Head over to the This happened – Utrecht website for expanded descriptions of the talks (in Dutch). The registration will open on Monday February 9. I hope to see you there!

A Playful Stance — my Game Design London 2008 talk

Kars Alfrink

A while ago I was interviewed by Sam Warnaars. He’s researching people’s conference experiences; he asked me what my most favourite and least favourite conference of the past year was. I wish he’d asked me after my trip to Playful ’08, because it has been by far the best conference experience to date. Why? Because it was like Toby, Richard and the rest of the event’s producers had taken a peek inside my brain and came up with a program encompassing (almost) all my fascinations — games, interaction design, play, sociality, the web, products, physical interfaces, etc. Almost every speaker brought something interesting to the table. The audience was composed of people from many different backgrounds, and all seemed to, well, like each other. The venue was lovely and atmospheric (albeit a bit chilly). They had good tea. Drinks afterwards were tasty and fun, the tapas later on even more so. And the whiskey after that, well let’s just say I was glad to have a late flight the next day. Many thanks to my friends at Pixel-Lab for inviting me, and to Mr. Davies for the referral.

Below is a transcript plus slides of my contribution to the day. The slides are also on SlideShare. I have been told all talks have been recorded and will be published to the event’s Vimeo group.

Perhaps 1874 words is a bit too much for you? In that case, let me give you an executive summary of sorts:

  1. The role of design in rich forms of play, such as skateboarding, is facilitatory. Designers provide tools for people to play with.
  2. It is hard to predict what people will do exactly with your tools. This is OK. In fact it is best to leave room for unexpected uses.
  3. Underspecified, playful tools can be used for learning. People can use them to explore complex concepts on their own terms.

As always, I am interested in receiving constructive criticism, as well as good examples of the things I’ve discussed.

Continue reading A Playful Stance — my Game Design London 2008 talk

Collaboratively designing Things through sketching

So far, Ianus, Alexander and I have announced three of the four people who’ll be speaking at the first Dutch This happened. They are Fabian of Ronimo Games, Philine of Supernana and Dirk of IR labs The final addition to this wonderful line-up is Werner Jainek of Cultured Code, the developers of Things, a task management application for Mac OS X as well as the iPhone and iPod Touch.

When I first got in touch with the guys at Cultured Code, I asked who of the four principals was responsible for interaction design. I was surprised to hear that a large part of the interaction design is a collaborative effort. This flies in the face of conventional wisdom in design circles: You’re not supposed to design by committee. Yet no-one can deny Things’ interaction design is solid, focused and cohesive.

Things touch still life by Cultured Code

Werner and his associates collaborate through vigorous sketching. Sometimes they produce many mock-ups to iron out apparently simple bits of the application. A prime example being this recurring tasks dialog. Just look at all the alternatives they explored. Their attention to detail is admirable. Also, take a look at the photos they posted when they announced Things touch. I’m sure that, if you’re a designer, you can’t help but love carefully examining the details of such work in progress.

Werner tells me he’s been busy scanning lots of sketches to share at This happened – Utrecht #1. I can’t wait to hear his stories about how the design of both the desktop and mobile app have happened.

Werner completes our line-up. Which you can see in full at thishappened.nl. There, you’ll also be able to register for the event starting this Monday (20 October). I hope to see you on 3 November, it promises to be a lovely filled with the stories behind interaction design.

How a student game became a Wii and DS title

It’s time to start revealing the speakers for This happened – Utrecht #1. First up is Fabian Akker, co-founder of the independent studio Ronimo Games. The studio was funded with money Fabian and his colleagues earned by selling the concept behind one of their games to THQ.1 The game is called De Blob, and the new version is now available on the Nintendo Wii and DS.2 As part of a 3rd year assignment at the Utrecht School of the Arts’ Game Design and Development course, De Blob was created for the municipality of Utrecht. The aim was to allow people to explore the city’s future station area, which is under heavy reconstruction. You could therefore call De Blob a serious game – a game that is not only fun but also useful. It is not often that a serious game makes the transition to a title aimed purely at entertainment. It is more often the case that an entertainment concept gets injected with some ‘serious’ content, with usually disappointing results. At This happened – Utrecht #1 Fabian, who was the original game’s lead designer, will share the story of how it came to be.

Screenshot of De Blob, created by Ronimo Games, published by THQ

I announced This happened – Utrecht #1 last week. The event takes place on Monday 3 October at 20:30. Registration will open next Monday (20 October) — space is limited so mark your calendars!

Curious about the rest of the line-up? Tomorrow, Ianus will announce our second speaker. Update: go read what Ianus has to say about Philine of Supernana.

  1. THQ is a large publisher of games, such as Saints Row and Age of Empires. [↩]
  2. The game was redeveloped by an outside studio. [↩]

Announcing This happened – Utrecht

I’m happy to announce This happened – Utrecht; a series of events for interaction designers that I have been working on together with Ianus Keller and Alexander Zeh. On Monday 3 November we’ll have our first edition at Theater Kikker. I’m keeping the line-up to myself for now, but I can assure you it is awesome.

At This happened, you’ll get four to five short lectures by interaction designers about the process behind one of their projects. Each lecture is followed by ample time for discussion. We invite speakers from many different domains, such as products, web, software, games, architecture and art. This way, we hope to show that although the outcomes are different, there is a lot to learn from fellow designers working in areas other than your own.

This happened has been going on in London for some time now, with great success. I can’t remember when exactly I first came across the concept, but I do know that from the start I wanted to introduce it in the Netherlands. Imagine my excitement when I received an enthusiastic response to my proposal from the guys in London.

I believe This happened really adds something to the design event landscape. It isn’t often you get to go somewhere to hear about the hard work that went into finished projects. Usually, you either get a demo of what has been achieved, or you hear someone talk about what it is he would like to work on, not what he’s actually done. Neither is very informative for practising designers. At This happened, the focus is firmly on process, not on outcome, and on making & doing, not (only) on thinking.

Registration is free and will open around two weeks before the event starts. Watch this space, or keep an eye on the official This happened – Utrecht website (in Dutch).

Teaching design for mobile social play

Last week, the group project I am coaching at the Utrecht School of the Arts kicked off. The project is part of the school’s master of arts program. The group consists of ten students with very different backgrounds, ranging from game design & development to audio design, as well as arts management, media studies, and more. Their assignment is to come up with a number of concepts for games that incorporate mobile phones, social interactions, audio and the web. Nokia Research Center has commissioned the project, and Jussi Holopainen, game design researcher and co-author of Patterns in Game Design, is the client. In the project brief there is a strong emphasis on sketching and prototyping, and disciplined documentation of the design process. The students are working full time on the project and it will run for around 4 months.

I am very happy with the opportunity to coach this group. It’s a new challenge for me as a teacher – moving away from teaching theory and into the area of facilitation. I am also looking forward to seeing what the students will come up with, of course, as the domain they are working in overlaps hugely with my interests. So far, working with Jussi has proven to be very inspirational, so I am getting something out of it as a designer too.

Reboot 10 slides and video

I am breaking radio-silence for a bit to let you know the slides and video for my Reboot 10 presentation are now available online, in case you’re interested. I presented this talk before at The Web and Beyond, but this time I had a lot more time, and I presented in English. I therefore think this might still be of interest to some people.1 As always, I am very interested in receiving constructive criticism Just drop me a line in the comments.

Update: It occurred to me that it might be a good idea to briefly summarize what this is about. This is a presentation in two parts. In the first, I theorize about the emergence of games that have as their goal the conveying of an argument. These games would use the real-time city as their platform. It is these games that I call urban procedural rhetorics. In the second part I give a few examples of what such games might look like, using a series of sketches.

The slides, posted to SlideShare, as usual:

Slides also on SlideShare.

The video, hosted on the Reboot website:

  1. I did post a transcript in English before, in case you prefer reading to listening. [↩]