Buildings and Brains at the Nijmegen Design Platform (NOP)

It’s been a few weeks since I presented at the Nijmegen Design Platform (NOP), but I thought it would still be useful to post a summary of what I talked about here.

Update: it took me a while, but the slides that accompanied this talk are now up at SlideShare.

A little context: The NOP run frequent events for designers in the region. These designers mostly work in more traditional domains such as graphic, fashion and industrial design. NOP asked Jeroen van Mastrigt — a friend and occasional colleague of mine — to talk about games at one of their events. Jeroen in turn asked me to play Robin to his Batman, I would follow up his epic romp through game design theory with a brief look at pervasive games. This of course was an offer I could not refuse. The event was held at a lovely location (the huge art-house cinema LUX) and was attended by a healthy-sized crowd. Kudos to the NOP for organizing it and many thanks to them (and Jeroen) for inviting me.

So, what I tried to do in the talk was to first give a sense of what pervasive games are, what characterizes them. I drew from the Hide & Seek website for the list of characteristics and used The Soho Project as a running example throughout this part. I also tied the characteristics to some theory I found interesting:

  • Mixing digital technology with real world play — I emphasized that ultimately, technology is but a means to an end. At Interaction ‘09 Robert Fabricant said the medium of interaction design is human behavior. I think the same holds true for the design of pervasive games.
  • Social interactionRaph Koster once said single player games are a historical aberration. It is clear much of the fun in pervasive games is social. In a way I think they bridge the gap between the “old” board games and contemporary video games.
  • Using the city as a playground — Here I could not resist bringing in Jane Jacob’s notions of the city as an entity that is organised from the bottom up and Kevin Lynch’s work on the mental maps we create of cities as we move through them. Cities play a vital role in facilitating the play of pervasive games. At best they are the main protagonist of them.
  • Transforming public spaces into theatrical stagesets — This is related to the previous one, but here I made a sidestep into the embodied nature of player interactions in pervasive games and how embodiment facilitates reading at a distance of such actions. In a sense, the social fun of embodied play is due to its performative quality.

After this, I tried to show why designers outside the domain of games should care about pervasive games. This I did by talking about ways they can be used for purposes other than ‘mere’ entertainment. These were:

  • Enlarging perceived reality; you can create games that play with the way we customarily perceive reality. This was inspired by the talk Kevin Slavin of Area/Code delivered at MIND08. Examples I used were Crossroads and The Comfort of Strangers.
  • Changing human behavior for the better; think of the Toyota Prius dashboard’s effect on people’s driving behavior. Examples of games that use feedback loops to steer us towards desirable goals are CryptoZoo and FourSquare.
  • Crowdsourcing solutions; games can simulate possible futures and challenge players to respond to their problems. Here I used Jane McGonigal’s ideas around collective intelligence gaming. The example game I talked about was World Without Oil.
  • Conveying arguments procedurally; Ian Bogost‘s concept of procedural rhetoric isn’t specific to pervasive games, but I think the way they get mixed up with everyday life make them particularly effective channels for communicating ideas. I used The Go Game, Cruel 2B Kind and Join the Line1 as examples.

By talking about these things I hoped to provide a link to the audience’s own design practice. They may not deal with games, but they surely deal with communicating ideas and changing people’s behavior. Come to think of it though, I was doing a very old media style presentation in attempt to achieve the same… Oh well.

  1. Join the Line is a game students conceptualized during a workshop I ran. []

The experience of playful IAs

Solving a Rubik's Cube

It’s time for a short update on my thinking about Playful IAs (the topic of my Euro IA Summit talk). One of the under-served aspects so far is the actual user experience of an architecture that is playful.

Brian Sutton-Smith describes a model describing the ways in which games are experienced in his book Toys as Culture. I first came across this book in (not surprisingly) Rules of Play. He lists five aspects:

  1. Visual scanning
  2. Auditory discrimination
  3. Motor responses
  4. Concentration
  5. Perceptual patterns of learning

Of most importance to my subject is the 5th one.

Game design, like the design of emergent IAs is a 2nd order design problem. You can only shape the user’s experience indirectly. One of the most important sources of pleasure for the user is the way you offer feedback on the ways he or she has explored and discovered the information space.

Obviously, I’m not saying you should make the use of your service deliberately hard. However, what I am saying is that if you’re interested in offering a playful experience on the level of IA, then Sutton-Smith’s perceptual patterns of learning is the best suited experiential dimension.

Rough notes for Matt Webb – Making Senses

Navigational metaphor. How to use senses.

5 human senses for features of next gen web browser.

Sight Distance – short distance is meaningful People who are looking Peripheral vision Moving through world – active vision All about surface, we only see cover, spectacle

What is sight?

Idea: sitemapdb. Zoals CDDB maar dan voor sites. Crumbtrail, local nav, search.

Smell We’re embedded in smell, we move through it. It’s a mute sense. Maybe we’re moving to smellspace rather than spectacle. Categories for smell are culturally dependent. 5 categories.

Bad meat: no mistake. Code has bad smell sometimes.

For browser we need taste too.

Taste Is active smell. Destroy things in our mouth. Flavor is taste, smell and sight as well.

Voorbeeld: screen grab, page type, terms.

Voorbeeld voor smell: browsing trend, heatmap, all links.

Moving away or towards a smell. Smell like barometer.

Sound Is like sight, it’s spatial. Sound is like smell too. Sound is signal of s’thing alive. Hearing is rhythm analysis.

Idea #4: identified rhythm, others to visit. Who else resonates with me? We could meet each other. Assistance. Make visible personal map of browsing. Map that’s just a map.

Touch Not sure. Touch is low res. Like everything else. Not good for look ahead. If you feeel it, you’re too late.

It’s all browsers do right now. Like stumbling around dark building. We can only flinch. Generalise it, create undo (for ajax).

Scientology

What does sense involve?

  1. reception
  2. perception
  3. instant perception

More senses

  • Balance
  • Echolocation
  • Magnetic
  • Electroceptive (vogelbekdier!)

Echolocation Sense of closeness. WWII listening ear. Before radar. Virtual glove = mobile phone. Use it to change channel.

Magnetic It’s like GPS! Sound that gets louder when you near decision point.

Electroception Use of peripheral vision. Infostreams. Ambient. Feed forward before something happens.

E.g.: Emergency eject before something bad happens.

Other senses

  • Danger
  • Quantity
  • Good or bad
  • Dereferencing

Step back: summarize

Reception isn’t enough we need perception.

Why now?

Wayfinding – “The Image of the City” – direct toepasbaar op grote websites. Direct manipulation is dominant. Navigating isn’t enough.

Data exists everywhere and we’re just revealing it.

Renaissance of the senses.

Before pangea – early cambrian period. Illustration of sea floor. Dirty seas – only touch on surface. Seas clear, light penetrates, sight and senses were necessary. Ideas in book are nonsense but designers can use it. We’re in the same situation. Oceans of internet are clearing. We’re building super senses.

End. No questions?!

http://reboot.dk/wiki/Making_Senses