Possibility spaces and algorithmic architectures

A screenshot of Sim City.

One of the con­cepts I plan on explor­ing in my talk at the Euro IA Sum­mit in Barcelona is ‘pos­si­bil­i­ty spaces’. It’s a term used by Will Wright to describe his view of what a game can be — a space that offers mul­ti­ple routes and out­comes to its explor­er. That idea maps nice­ly with one def­i­n­i­tion of play that Zim­mer­man and Salen offer in Rules of Play: ‘free move­ment with­in a rigid struc­ture’. Some exam­ples of pos­si­bil­i­ty spaces cre­at­ed by Wright are the well-known games Sim City and The Sims.

I think the idea of pos­si­bil­i­ty spaces can help IAs to get a firmer grip on ways to real­ize infor­ma­tion spaces that are mul­ti-dimen­sion­al and (to use a term put for­ward by Jesse James Gar­rett) algo­rith­mic. Algo­rith­mic archi­tec­tures accord­ing to Gar­rett are cre­at­ed ‘on the fly’ based on a set of rules (algo­rithms) that get their input (ide­al­ly) from user behav­iour. The exam­ple he uses to explain this con­cept is Ama­zon.

I’ve found myself in sev­er­al projects recent­ly that would have ben­e­fit­ed from an algo­rith­mic approach. The hard thing is to explain its charms to clients and to get a uni­fied vision of what it means across to the design team. I believe games might be a use­ful anal­o­gy. What do you think?

Spatial metaphors in IA and game design

Look­ing at dom­i­nant metaphors in dif­fer­ent design dis­ci­plines I’m in some way involved in, it’s obvi­ous to me that most are spa­tial (no sur­pris­es there). Here’s some thoughts on how I think this is (or should be) chang­ing. Infor­ma­tion archi­tec­ture tends to approach sites as infor­ma­tion spaces (although the web 2.0 hype has brought us a few ‘new’ ones, on which more lat­er.) I do a lot of IA work. I have done quite a bit of game design (and am re-enter­ing that field as a teacher now.) Some of the design­ers in that field I admire the most (such as Molyneux and Wright) approach games from a more or less spa­tial stand­point too (and not a nar­ra­tive per­spec­tive, like the vast major­i­ty do). I think it was Molyneux who said games are a series of inter­est­ing choic­es. Wright tends to call games ‘pos­si­bil­i­ty spaces’, where a play­er can explore a num­ber of dif­fer­ent solu­tions to a prob­lem, more than one of which can be viable. 

I don’t think I’m going any­where in par­tic­u­lar here, but when look­ing at IA again, as I just said, the field is cur­rent­ly com­ing to terms with new ways of look­ing at the web and web sites; the web as a net­work, web as plat­form, the web of data, and so on. Some of these might ben­e­fit from a more pro­ce­dur­al, i.e. game design-like, stance. I seem to remem­ber Jesse James Gar­rett giv­ing quite some atten­tion to what he calls ‘algo­rith­mic archi­tec­ture’ (using Ama­zon as an exam­ple) where the IA is actu­al­ly cre­at­ing some­thing akin to a pos­si­bil­i­ty space for the user to explore.

Per­haps when we see more cross-pol­li­na­tion between game design and infor­ma­tion archi­tec­ture and inter­ac­tion design for the web, we’ll end up with more and more sites that are not only more like desk­top appli­ca­tions (the promise of RIA’s) but also more like games. Would­n’t that be fun and interesting?

Jesse James Garrett is coming to Amsterdam

User Expe­ri­ence guru Jesse James Gar­rett will give a full day sem­i­nar on user expe­ri­ence design on Novem­ber 7 of this year. The entrance fee is a bit steep, but I’m sure it’ll be worth it. Accord­ing to Peter Boers­ma, the event is a must for IA’s and UX design­ers, so it’s hard to resist going! 

Blurb from the Adap­tive Path site: 

Using Jesse James Garrett’s renowned “Ele­ments of User Expe­ri­ence” and “Nine Pil­lars of Suc­cess­ful Web Teams” mod­els, you’ll learn how to design web­sites & prod­ucts that meet your users’ and your orga­ni­za­tion’s needs through apply­ing user-cen­tered design principles.
I added this event to Upcoming.org!

Tech­no­rati: , , Adap­tive Path