Sketching the experience of toys

A frame from the Sketch-A-Move video

Play is the high­est form of research.”

—Albert Ein­stein1

That’s what I always say when I’m play­ing games, too. 

I real­ly liked Bill Bux­ton’s book Sketch­ing User Expe­ri­ences. I like it because Bux­ton defends design as a legit­i­mate pro­fes­sion sep­a­rate from oth­er disciplines—such as engineering—while at the same time show­ing that design­ers (no mat­ter how bril­liant) can only suc­ceed in the right ecosys­tem. I also like the fact that he iden­ti­fies sketch­ing (in its many forms) as a defin­ing activ­i­ty of the design pro­fes­sion. The many exam­ples he shows are very inspiring.

One in par­tic­u­lar stood out for me, which is the project Sketch-A-Move by Anab Jain and Louise Klink­er done in 2004 at the RCA in Lon­don. The image above is tak­en from the video they cre­at­ed to illus­trate their con­cept. It’s about cars auto-mag­i­cal­ly dri­ving along tra­jec­to­ries that you draw on their roof. You can watch the video over at the book’s com­pan­ion web­site. It’s a very good exam­ple of visu­al­iz­ing an inter­ac­tive prod­uct in a very com­pelling way with­out actu­al­ly build­ing it. This was all faked, if you want to find out how, buy the book.2

The great thing about the video is not only does it illus­trate how the con­cept works, it also gives you a sense of what the expe­ri­ence of using it would be like. As Bux­ton writes:3

You see, toys are not about toys. Toys are about play and the expe­ri­ence of fun that they help fos­ter. And that is what this video real­ly shows. That, and the pow­er of video to go beyond sim­ply doc­u­ment­ing a con­cept to com­mu­ni­cat­ing some­thing about expe­ri­ence in a very vis­cer­al way.”

Not only does it com­mu­ni­cate the fun you would have play­ing with it, I think this way of sketch­ing actu­al­ly helped the design­ers get a sense them­selves of wether what they had come up with was fun. You can tell they are actu­al­ly play­ing, being sur­prised by unex­pect­ed out­comes, etc.

The role of play in design is dis­cussed by Bux­ton as well, although he admits he need­ed to be prompt­ed by a friend of his: Alex Manu, a teacher at OCAD in Toron­to writes in an email to Bux­ton:4

With­out play imag­i­na­tion dies.”

Chal­lenges to imag­i­na­tion are the keys to cre­ativ­i­ty. The skill of retriev­ing imag­i­na­tion resides in the mas­tery of play. The ecol­o­gy of play is the ecol­o­gy of the pos­si­ble. Pos­si­bil­i­ty incu­bates creativity.”

Which Bux­ton rephras­es in one of his own per­son­al mantras:5

These things are far too impor­tant to take seriously.”

All of which has made me real­ize that if I’m not hav­ing some sort of fun while design­ing, I’m doing some­thing wrong. It might be worth con­sid­er­ing switch­ing from one sketch­ing tech­nique to anoth­er. It might help me get a dif­fer­ent per­spec­tive on the prob­lem, and yield new pos­si­ble solu­tions. Bux­ton’s book is a trea­sure trove of sketch­ing tech­niques. There is no excuse for being bored while design­ing anymore.

  1. Sketch­ing User Expe­ri­ences p.349 []
  2. No, I’m not get­ting a com­mis­sion to say that. []
  3. Ibid. 1, at 325 []
  4. Ibid., at 263 []
  5. Ibid. []

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. []

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

Adaptive design and transformative play

2006APR201648 by bootload on Flickr

Allow­ing peo­ple to change parts of your prod­uct is play­ful. It has also always ‘just’ seemed like a good thing to do to me. You see this with with peo­ple who become pas­sion­ate about a thing they use often: They want to take it apart, see how it works, put it back togeth­er again, maybe add some stuff, replace some­thing else… I’ve always liked the idea of pas­sion­ate peo­ple want­i­ng to change some­thing about a thing I designed. And it’s always been a dis­ap­point­ment when I’d find out that they did not, or worse—wanted to but weren’t able to.

Appar­ent­ly this is what peo­ple call adap­tive design. But if you Google that, you won’t find much. In fact, there’s remark­ably lit­tle writ­ten about it. I was put on the ter­m’s trail by Matt Webb and from there found my way to Dan Hill’s site. There’s a lot on the top­ic there, but if I can rec­om­mend one piece it’s the inter­view he did for Dan Saf­fer­’s book on inter­ac­tion design. Read it. It’s full of won­der­ful ideas artic­u­lat­ed 100 times bet­ter than I’ll ever be able to.

So why is adap­tive design con­ducive to the play­ful­ness of a user expe­ri­ence? I’m not sure. One aspect of it might be the fact that as a design­er you explic­it­ly relin­quish some con­trol over the final expe­ri­ence peo­ple have with your…stuff.1 As Matt Webb not­ed in an end-of-the-year post, in stead of say­ing to peo­ple: “Here’s some­thing I made. Go on—play with it.” You say: “Here’s some­thing I made—let’s play with it togeth­er.”

This makes a lot of sense if you don’t think of the thing under design as some­thing that’ll be con­sumed but some­thing that will be used to cre­ate. It sounds easy but again is sur­pris­ing­ly hard. It’s like we have been infect­ed with this hard-to-kill idea that makes us think we can only con­sume where­as we are actu­al­ly all very much cre­ative beings.2 I think that’s what Gen­er­a­tion C is real­ly about.

A side­track: In dig­i­tal games, for a long time devel­op­ments have been towards games as media that can be con­sumed. The real changes in dig­i­tal games are: One—there’s a renewed inter­est in games as activ­i­ties (par­tic­u­lar­ly in the form of casu­al games). And two—there’s an increase in games that allow them­selves to be changed in mean­ing­ful ways. These devel­op­ments make the term “replay val­ue” seem ready for extinc­tion. How can you even call some­thing that isn’t inter­est­ing to replay a game?3

In Rules of Play, Salen and Zim­mer­man describe the phe­nom­e­non of trans­for­ma­tive play—where the “free move­ment with­in a more rigid struc­ture” changes the men­tioned struc­ture itself (be it intend­ed or not). They hold it as one of the most pow­er­ful forms of play. Think of a sim­ple house rule you made up the last time you played a game with some friends. The fact that on the web the rules that make up the struc­tures we designed are cod­i­fied in soft­ware should not be an excuse to dis­al­low peo­ple to change them. 

That’s true lit­er­a­cy: When you can both read and write in a medi­um (as Alan Kay would have it). I’d like to enable peo­ple to do that. It might be hope­less­ly naive, but I don’t care—it’s a very inter­est­ing challenge.

  1. That’s a com­fort­able idea to all of the—cough—web 2.0 savvy folk out there. But it cer­tain­ly still is an uncom­fort­able thought to many. And I think it’d sur­prise you to find out how many peo­ple who claim to be “hip to the game” will still refuse to let go. []
  2. Note I’m not say­ing we can all be design­ers, but I do think peo­ple can all cre­ate mean­ing­ful things for them­selves and oth­ers. []
  3. Yes, I am a ludol­o­gist. So shoot me. []

Spectra of learnability

They gave us Don­ald Nor­man’s The Design of Every­day Things1 to read in inter­ac­tion design school. I remem­ber read­ing it and—being young an cocky—finding it all very com­mon sense and “Why do they ask us to read this stuff?” And so on.2

I am reread­ing it now, in the hopes of sharp­en­ing my argu­ment for play­ful user experiences. 

(There are a lot of things I want to blog about actu­al­ly, such as how Hill and Webb’s adap­tive design reminds me of Salen & Zim­mer­man’s trans­for­ma­tive play, why Cook rejects MDA while Saf­fer embraces it and more.)

Any­way, my new copy of DOET has a nice intro­duc­tion by Nor­man in which he sum­ma­rizes a few core con­cepts form the book. On page xi—writing on con­cep­tu­al models—he writes: 

[G]ood design is … an act of com­mu­ni­ca­tion between the design­er and the user, … all the com­mu­ni­ca­tion has to come about by the appear­ance of the device itself.” 

In oth­er words, if you can’t fig­ure “it” out by just look­ing at it, it’s not well designed. Where “fig­ure it out” basi­cal­ly means under­stand how to oper­ate “it” suc­cess­ful­ly. Of course this is an impor­tant con­cept, but I think some­thing’s missing. 

In games, it’s not enough just to be able to fig­ure out how to make Mario jump—for instance—you want to learn how to jump well.

It’s about skill and mas­tery in oth­er words. A “Nor­man Door” (a door that is dif­fi­cult to open) can be fixed so that peo­ple can open the door eas­i­ly. But a door has a nar­row spec­trum of learn­abil­i­ty. Or as Koster would prob­a­bly say: The pat­tern to “grok” is real­ly simple. 

Figure 1: A door’s spectrum of learnability

And any­way, why would you want to become a mas­ter at open­ing doors, right?

But a lot of the things I’m work­ing on (for instance cre­ative tools, but also toy-like envi­ron­ments) have more com­plex pat­terns and there­fore (wether I like it or not) have a wider spec­trum of learn­abil­i­ty. And that’s where usabil­i­ty alone is not enough. That’s where in test­ing, I’d need to make sure peo­ple don’t just under­stand how to do stuff by look­ing at it. (That’s the start, for sure.) But I also want to be able to tell if peo­ple can get bet­ter at doing stuff. Because if they get bet­ter at it, that’s when they’ll be hav­ing fun.

Figure 2: A toy’s spectrum of learnability

  1. Or The Psy­chol­o­gy of Every­day Things as it was then titled. []
  2. I still con­sid­er myself young, only slight­ly less cocky. []

Slides for my Oslo UXnet meetup talk

Last night I pre­sent­ed at the Jan­u­ary UXnet meet­up in Oslo. When Are invit­ed me to come over I thought I’d be talk­ing to maybe 60 user expe­ri­ence peo­ple. 200 showed up—talk about kick­ing off the year with a bang. I think the crew at Netlife Research may just have writ­ten UXnet his­to­ry. I’m not sure. (Don’t believe me? Check out the RSVPs on the even­t’s page at Meetup.com)

The talk went OK. I had 20 min­utes, which is pret­ty short. I fin­ished on time, but I had to leave out a lot of exam­ples. The orig­i­nal talk on which this was based is a 2 hour lec­ture I deliv­er at UX com­pa­nies. (I did this last year for instance at InUse.)

The lack of exam­ples was the biggest point of crit­i­cism I got after­wards. I’ll try to make up for that a bit in a lat­er post, list­ing some exam­ples of web sites and apps that I would call in some way play­ful. Stay tuned.

For now, here are the slides (no notes I’m afraid, so it’ll be hard to make any sense of them if you weren’t there). Thanks to Are Hal­land for invit­ing me. And greet­ings to all my friends in Oslo. You’ve got a beau­ti­ful UX thing going on there.

Speaking, lots and lots of speaking

First, the bad news: I won’t be able to make it to Inter­ac­tion 08. Which sucks, because it looks like it’s going to be a won­der­ful con­fer­ence with a smart crowd attend­ing. I would have loved to meet up with friends there. And of course I was look­ing for­ward to shar­ing my ideas on play­ful products.

There’s plen­ty of oth­er events in the pipeline for me though, both big and small. Here’s a rundown:

Next week on Tues­day 16 Jan­u­ary I’ll be fly­ing to Oslo on invi­ta­tion of Are Hal­land at Netlife Research. I’ll do a short pre­sen­ta­tion at the UXnet meet­up, focused on the appli­ca­tion of game design to UX for the web.

Short­ly after that, I’ll be par­tic­i­pat­ing in Bar­Cam­p­Copen­hagen. I’ll prob­a­bly do a ses­sion about my thoughts in mobile social gam­ing. Oth­er than that I’m look­ing for­ward to just hang­ing out with the Dan­ish geek crowd.

In Feb­ru­ary it’s time to cross the Atlantic to San Fran­cis­co for the Game Devel­op­ers Con­fer­ence. I’m speak­ing at GDC Mobile about design­ing casu­al gam­ing expe­ri­ences for Gen­er­a­tion C. I’m going to make good use of my com­pli­men­ta­ry all access pass. You’ll most like­ly find me play­ing weird stuff at the Inde­pen­dent Games Fes­ti­val.

One final engage­ment tak­ing place in June that I can already announce is From Busi­ness To But­tons, organ­ised by my friends at InUse. Here I’ll get a chance to talk about the stuff that I had planned for Inter­ac­tion 08: play, sto­ry­telling and com­plex sys­tems. Look­ing for­ward to it.

If you’re read­ing this, and hap­pen to be attend­ing any of these events. Do drop by and say hi. I’d love to meet and chat!

Game design is ‘just’ specialised interaction design

First of all my best wish­es to you for 2008. It’s been a bit qui­et around here lately—the last prop­er post was pub­lished Decem­ber 19. Shame on me. The usu­al apolo­gies apply: I’ve been busy doing work, but also spend some time catch­ing up with friends and fam­i­ly in the Nether­lands around the hol­i­days.

I was con­sid­er­ing doing the tra­di­tion­al look back at 2007 and per­haps post some res­o­lu­tions for the com­ing year, but I won’t. 2007 has segued into 2008. There­fore I feel it’s best to just dive in and tell you what’s been occu­py­ing my mind lately.

How exact­ly do the fields of game design and inter­ac­tion design relate? I’ve found myself strad­dling the line between the two more and more often. And what I’ve been won­der­ing: Can game design be con­sid­ered a spe­cialised sub-dis­ci­pline of inter­ac­tion design, or are the two equals with some over­lap? (Or can inter­ac­tion design per­haps even be con­sid­ered part of game design?)

Here’s a dia­gram of how I tend to think of the rela­tion­ship between the two fields: 

Venn diagram of IxD and GD as equals with some overlap

Seen this way, inter­ac­tion design and game design each have their own body of knowl­edge with some over­lap. From this per­spec­tive you could con­sid­er my work to be bro­ker­ing of some sort—passing infor­ma­tion back and forth between the two. I tend to place myself in the inter­ac­tion design cir­cle, mak­ing the occa­sion­al for­ay into game design ter­ri­to­ry and bring­ing back inter­est­ing stuff I find.

But there’s at least one oth­er way of look­ing at these two fields:

Venn diagram of GD as part of IxD

I was trained to be an inter­ac­tion design­er. But part of the cur­ricu­lum con­sist­ed of game design. Nowa­days inter­ac­tion design’s empha­sis on effi­cien­cy nat­u­ral­ly makes it irrec­on­cil­able with game design. At the Utrecht School of Arts, these two were not seen as being at odds with each oth­er. You can con­sid­er this a gross over­sight, or alter­na­tive­ly as proof of a far-reach­ing vision. Whatever.

In any case, it can be argued that (dig­i­tal) game design is sim­ply a very spe­cialised sub-dis­ci­pline of inter­ac­tion design. This is not to say it is in any way less valu­able than ‘reg­u­lar’ inter­ac­tion design. How­ev­er, it might help peo­ple in both fields to advance their prac­tice if they look at each oth­er this way. Which is more or less a sum­ma­ry of what I’ve been argu­ing ever since I went free­lance last year.

The prob­lem is of course that in real­i­ty the two fields—or to be more exact the two com­mu­ni­ties of prac­tice—are very much sep­a­rate from each oth­er. I’ve been try­ing to make some change there, in my own lit­tle way.

On the oth­er hand this might just be me try­ing to jus­ti­fy my inter­est in game design as an inter­ac­tion designer… 

But per­haps there’s some­thing more than just pro­fes­sion­al guilt at play here. I’m not sure yet. Some obser­va­tions that might sup­port one or the oth­er view:

  • Although their def­i­n­i­tion of games is very exact, Salen & Zim­mer­man’s def­i­n­i­tion of play is broad­er: “Play is free move­ment with­in a more rigid struc­ture.” Isn’t that an apt descrip­tion of what peo­ple do with any­thing interactive?
  • The Inter­ac­tion Design Asso­ci­a­tion defines inter­ac­tion design on their site and says it con­cerns: “the struc­ture and behav­ior of inter­ac­tive prod­ucts and ser­vices”. Sure­ly that includes dig­i­tal games?
  • I don’t have the book with me at the moment, but I seem to remem­ber Koster men­tion some­thing about game design ulti­mate­ly being about putting peo­ple in touch with each oth­er. Sounds like inter­ac­tion design to me.

In any case, as long as I need 400+ words to explain why I want to do both inter­ac­tion design and game design, I’ll be in trou­ble. Can you boil it down for me?

Storyboarding multi-touch interactions

I think it was around half a year ago that I wrote “UX design­ers should get into every­ware”. Back then I did not expect to be part of a ubi­comp project any­time soon. But here I am now, writ­ing about work I did in the area of mul­ti-touch interfaces. 

Background

The peo­ple at InUse (Swe­den’s pre­mier inter­ac­tion design con­sul­tan­cy firm) asked me to assist them with visu­al­is­ing poten­tial uses of mul­ti-touch tech­nol­o­gy in the con­text of a gat­ed com­mu­ni­ty. That’s right—an actu­al real-world phys­i­cal real-estate devel­op­ment project. How cool is that?

InUse storyboard 1

This res­i­den­tial com­mu­ni­ty is aimed at well-to-do seniors. As with most gat­ed com­mu­ni­ties, it offers them con­ve­nience, secu­ri­ty and pres­tige. You might shud­der at the thought of liv­ing in one of these places (I know I have my reser­va­tions) but there’s not much use in judg­ing peo­ple want­i­ng to do so. Planned ameni­ties include sports facil­i­ties, fine din­ing, onsite med­ical care, a cin­e­ma and on and on…

Social capital

One of the known issues with these ‘com­mu­ni­ties’ is that there’s not much evi­dence of social cap­i­tal being high­er there than in any reg­u­lar neigh­bour­hood. In fact some have argued that the glob­al trend of gat­ed com­mu­ni­ties is detri­men­tal to the build-up of social cap­i­tal in their sur­round­ings. They throw up phys­i­cal bar­ri­ers that pre­vent free inter­ac­tion of peo­ple. These are some of the things I tried to address: To see if we could sup­port the emer­gence of com­mu­ni­ty inside the res­i­den­cy using social tools while at the same coun­ter­act­ing phys­i­cal bar­ri­ers to the out­side world with “vir­tu­al inroads” that allow for free inter­ac­tion between res­i­dents and peo­ple in the periphery.

Being in the world

Anoth­er con­cern I tried to address is the dif­fer­ent ways mul­ti-touch inter­faces can play a role in the lives of peo­ple. Recent­ly Matt Jones addressed this in a post on the iPhone and Noki­a’s upcom­ing mul­ti-touch phones. In a com­mu­ni­ty like the one I was design­ing for, the worst thing I could do is make every instance of mul­ti-touch tech­nol­o­gy an atten­tion-grab­bing pres­ence demand­ing full immer­sion from its user. In many cas­es ‘my’ users would be bet­ter served with them behav­ing in an unob­tru­sive way, allow­ing almost uncon­scious use. In oth­er words: I tried to bal­ance being in the world with being in the screen—apply­ing each par­a­digm based on how appro­pri­ate it was giv­en the user’s con­text. (After all, some­times peo­ple want or even need to be immersed.)

Process

InUse had already pre­pared sev­er­al per­sonas rep­re­sen­ta­tive of the future res­i­dents of the com­mu­ni­ty. We went through those togeth­er and exam­ined each for sce­nar­ios that would make good can­di­dates for sto­ry­board­ing. We want­ed to come up with a range of sce­nar­ios that not only showed how these per­sonas could be sup­port­ed with mul­ti-touch inter­faces, but also illus­trate the dif­fer­ent spaces the inter­ac­tions could take place in (pri­vate, semi­pri­vate and pub­lic) and the scales at which the tech­nol­o­gy can oper­ate (from small key-like tokens to full wall-screens). 

InUse storyboard 2

I draft­ed each sce­nario as a tex­tu­al out­line and sketched the poten­tial sto­ry­boards on thumb­nail size. We went over those in a sec­ond work­shop and refined them—making adjust­ments to bet­ter cov­er the con­cerns out­lined above as well as improv­ing clar­i­ty. We want­ed to end up with a set of sto­ry­boards that could be used in a pre­sen­ta­tion for the client (the real-estate devel­op­ment firm) so we need­ed to bal­ance user goals with busi­ness objec­tives. To that end we thought about and includ­ed exam­ples of API-like inte­gra­tion of the plat­form with ser­vice providers in the periph­ery of the com­mu­ni­ty. We also tried to cre­ate self-ser­vice expe­ri­ences that would feel like being wait­ed on by a per­son­al butler.

Outcome

I end­ed up draw­ing three sce­nar­ios of around 9 pan­els each, digi­tis­ing and clean­ing them up on my Mac. Each sce­nario intro­duces a per­sona, the phys­i­cal con­text of the inter­ac­tion and the per­son­a’s moti­va­tion that dri­ves him to engage with the tech­nol­o­gy. The inter­ac­tions visu­alised are a mix of ges­tures and engage­ments with mul­ti-touch screens of dif­fer­ent sizes. Usu­al­ly the per­sona is sup­port­ed in some way by a social dimension—fostering serendip­i­ty and emer­gence of real relations.

InUse storyboard 3

All in all I have to say I am pret­ty pleased with the result of this short but sweet engage­ment. Col­lab­o­ra­tion with the peo­ple of InUse was smooth (as was expect­ed, since we are very much the same kind of ani­mal) and there will be fol­low-up work­shops with the client. It remains to be seen how much of this mul­ti-touch stuff will find its way into the final gat­ed com­mu­ni­ty. That as always will depend on what makes busi­ness sense. 

In any case it was a great oppor­tu­ni­ty for me to immerse myself ful­ly in the inter­re­lat­ed top­ics of mul­ti-touch, ges­ture, urban­ism and social­i­ty. And final­ly, it gave me the per­fect excuse to sit down and do lots and lots of drawings.

Playyoo goes beta

Today Playy­oo went beta. Playy­oo is a mobile games com­mu­ni­ty I have been involved with as a free­lance inter­ac­tion design­er since july of this year. I don’t have time for an elab­o­rate post-mortem, but here are some pre­lim­i­nary notes on what Playy­oo is and what part I’ve played in its conception.

Playyoo's here

Playy­oo brings some cool inno­va­tions to the mobile games space. It allows you to snack on free casu­al mobile games while on the go, using a per­son­al­ized mobile web page. It stores your high scores and allows you to inter­act with your friends (and foes) on an accom­pa­ny­ing reg­u­lar web site. Playy­oo is a plat­form for indie mobile game devel­op­ers. Any­one can pub­lish their Flash Lite game on it. Best of all — even if you’re not a mobile games devel­op­er, you can cre­ate a game of your own.

It’s that last bit I’ve worked on the most. I took care of the inter­ac­tion design for an appli­ca­tion imag­i­na­tive­ly called the Game Cre­ator. It allows you to take well known games (such as Lunar Lan­der) and give them your own per­son­al twist. Obvi­ous­ly this includes the game’s graph­ics, but we’ve gone one step fur­ther. You can change the way the game works as well.

Screenshot of my lolcats pairs game on Playyoo

So in the exam­ple of Lunar Lan­der you can make the space­ship look like what­ev­er you want. But you can also change the grav­i­ty, con­trol­ling the speed with which your ship drops to the sur­face. Best of all, you can cre­ate your own plan­et sur­face, as easy as draw­ing a line on paper. This is why Lunar Lan­der in the Playy­oo Game Cre­ator is called Line Lan­der. (See? Anoth­er imag­i­na­tive title!)

At the moment there are six games in the Game Cre­ator: Tic-Tac-Toe, Pairs, Revenge, Snake, Ping-Pong, and the afore­men­tioned Line Lan­der. There’s long list of oth­er games I’d like to put in there. I’m sure there will be more to come.

Since today’s launch, peo­ple have already start­ed cre­at­ing crazy stuff with it. There’s a maze-like snake game, for instance. And a game where you need to land a spi­der crab on the head of some per­son called Rebec­ca… I decid­ed to chip in with a pairs game full of lol­cats (an idea I’ve had since doing the very first wire­frame.) Any­way, the mind bog­gles to think of what peo­ple might come up with next! That’s the cool part about cre­at­ing a tool for cre­ative expression.

Screenshot of a Line Lander game in progress in the Playyoo Game Creator

So although mak­ing a game is very dif­fer­ent from play­ing one, I hope I man­aged to make it fun nonethe­less. My ambi­tion was to cre­ate a toy-like appli­ca­tion that makes ‘cre­at­ing’ a game a fun and engag­ing way to kill a few min­utes — much like Mii cre­ation on the Nin­ten­do Wii, or play­ing with Spore’s edi­tors (although we still haven’t had the chance to actu­al­ly play with lat­ter, yet.) And who knows, per­haps it’ll inspire a few peo­ple to start devel­op­ing games of their own. That would prob­a­bly be the ulti­mate compliment.

In any case, I’d love to hear your com­ments, both pos­i­tive and neg­a­tive. And if you have a Flash Lite com­pat­i­ble phone, be sure to sign up with Playy­oo. There is no oth­er place offer­ing you an end­less stream of snack sized casu­al games on your phone. Once you’ve had a taste of that, I’m sure you’ll won­der how you ever got by with­out it.