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.
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!
It doesn’t say so on the site yet, but I am on the program for next year’s GDC Mobile.1 Yesterday I got the email that my talk — titled Designing a Casual Social Gaming Experience for Generation C — has been accepted. To be honest I was quite surprised. I work in the blurry overlap of the interaction design and game design fields, have no actual game titles under my belt and proposed a weird subject to boot. Who in their right mind would invite me to speak? Of course I am also really excited about this. GDC is the professional event for the games industry so I’m honored to be part of it.2
My talk will be closely related to the things I’ve been working on for Playyoo. I’ll discuss how short-session mobile games and a web based meta-game can interconnect to create a social game experience that allows different levels of player engagement. I’ll look at the ways you can align your game design with the expectations of Generation C: customization & personalization, recombination and connectedness. I might post the extended abstract sometime in the future, for now I’m just wondering: Who else is going to GDC? What would you like to see me discuss?
Don’t be scared by the big Orc in the header of their site. [↩]
Now I just need to figure out whether traveling to the US twice in one month is a feasible undertaking. [↩]
A while back I was happy to hear that my submission for Interaction 08 is accepted. This will be the first conference organised by the IxDA. Obviously I’m proud to be part of that. I’ll probably be building my talk a post at a time on this blog, more or less like I did with the one for the Euro IA Summit of this year. If you’re wondering wether it’ll be worth following along, let me outline the argument I made in my submission:
There’s a generation of ‘users’ expecting their digital and physical products to be customizable, personalize-able and re-combinable. These users explore the potential of these 3C products through play. This is why I think it’s worthwhile for interaction designer to get a better understanding of how to design for open-ended play. Obviously, it makes sense to do someshopping around in the theories of our colleagues in game design. Why should designers bother? Playful products have deeply engaged users that can’t stop telling stories about their experiences with them.
I thought I’d post a short summary of the argument I made in my Euro IA Summit 2007 talk, for those who weren’t there and/or are too lazy to actually go through the notes in the slides. The presentation is basically broken up into three parts:
Future web environments are becoming so complex, they start to show emergent properties. In this context a lot of traditional IA practice doesn’t make sense anymore. Instead of directly designing an information space, you’re better off designing the rules that underly the generative construction of such spaces.
IAs tend to argue for the value of their designs based solely on how well they support users in achieving their end goals. I propose supporting experience goals is just as important. From there I try to make the case that any powerful experience is a playful one, where the user’s fun follows from the feeling that he or she is learning new stuff, is kicking ass, is in flow.
Game design is not black magic (anymore). In recent years a lot has become understood about how games work. They are built up out of game mechanics that each follow a pattern of action, simulation, feedback and modelling. Designing playful IAs means taking care that you encourage discovery, support exploration and provide feedback on mastery.
After a considerable amount of fiddling with SlideShare I’ve finally managed to upload a version of the slides that go with my Playful IAs presentation. This more or less as I presented it at the Euro IA Summit 2007 and includes an approximate transcript of my talk. I hope to get an audio/video recording of most of it in the near future as well. When I do I’ll update this page.
I had some great reactions to this talk and I want to thank all the people who engaged with me in discussions afterwards. It’s given me a good picture of what areas I should develop further in future subsequent talks. I’m also pleasantly surprised to see that contrary to what some people think, the IA community (the European one at least) is very much open to new ideas. That’s really nice to experience firsthand.
A lot of people asked for a list of books and other good sources on the topics I covered. Here’s an incomplete list of stuff I’ve used at some stage to inform my thinking:
Rules of Play by Katie Salen and Eric Zimmerman — Possibly the best book on game design out there. Big and meaty — not at all what you would expect from a games-related book perhaps.
If that doesn’t keep you busy for a while, you could always have a dig through my del.icio.us links. There’s plenty of good stuff there. Of course of you ever find anything you think would be of interest to me, do let me know. Just tag it for:kaeru.
Today I sent in the slides of my Euro IA Summit presentation for the proceedings. The rough outline of my talk is done, the most important thing now is to find the proper examples to illustrate all the fuzzy theoretical thinking. That means (at least for me) doing a lot of Flickr photo searches. This time I’ll also be experimenting with using some short video-clips. Games are better seen in motion after all (and best experienced through play of course). Chronicling my thinking on the subject of playful IAs on this blog has been very helpful in organising my thoughts by the way, I’ll definitely try it again the next time I need to do a talk.
On mental models
One idea I managed to squeeze into the presentation in addition to the stuff I’ve been blogging about so far is about mental models. I think it was Ben Cerveny who mentioned in his Reboot 7.0 talk (MP3) that some of the pleasure of playing games is derived from the gradual mental model building a player goes through. The player uses the visual layer of a game to learn about the underlying structures. When a player masters a game, the visual layer more or less fades away and becomes a symbolic landscape through which he manipulates a far richer model of the game in his mind.
From a UX perspective because usually when designing web sites and apps we try to adhere to existing mental models as much as possible to prevent confusion and frustration. This is a very valid approach of course. However, regardless of how well done the UX design, there will always be some mental modelling on the user’s part. Best make this as engaging as possible I guess. This, again, is where games come in.
Will Wright acknowledges the fact that players build models of a game but he proposes to take it one step further. In an old(ish) talk at Accelerating Change 2004 he proposed the idea that a game can construct a model of the player as well. Parallels with online recommendation engines are apparent here. As Wright points out, in games (as in web environments) everything can be measured. This way, the experience can be tailored to a player/user. He’s applying this principle in the upcoming Spore, where game content (created by other players) is dynamically included based on inferred player preferences.
It can be argued that certain web professionals are way ahead of the games industry in this field. Perhaps there are some interesting opportunities for collaboration or career moves here?
So I’ve been busy uploading stuff. The slides to my Reboot 9.0 talk are up at SlideShare. I uploaded a video recorded by Iskander with his N70 to Vimeo. Finally, since SlideShare still doesn’t import the notes that go with the slides in PowerPoint, I’ve also put up a big PDF (almost 50 MB). Please refer to the notes in the PDF for all the Flickr photo credits too.
It’s been quiet here lately. Even the del.icio.us links have dried up. The reason: I have been frantically preparing my talk for Reboot. It’s nearing completion, and I’m pretty satisfied. Looking forward to delivering it to the cool people in Copenhagen.
My slot has been announced. It’s on thursday the 31st, starting 12:20 in ‘the box’ (interesting name for a room, hopefully it’s not too descriptive).
Nicole Simon has interviewed me as part of her podcast series for Reboot. It should be up any time now. Hear me babble incoherently about why I think games & play are such interesting areas for designers.
Guy Dickinson has been so kind to invite me for his micro-presentation session. I’ll be in the one during the evening ‘happening’, so you can all drink and talk while looking at the pretty pictures in my slides.
It’s going to be an amazing two days. See you all there!
I got awesome news the other day: my proposal for a talk at Reboot 9.0 has been accepted. I’m very honoured (and a little nervous) to be presenting at a conference with so many smart attendees. Now to get my act together and create a kick-ass presentation.
If you have anything related to this (pretty broad) topic that you’d want me to address, please do leave a note in the comments.
I’ve just submitted my proposal for a talk at Reboot 9.0. It’s on the three areas I am most fascinated with at the moment: mobile, social software and gaming/play. After attending this great conference twice it’d be really cool to get the opportunity to present there.1
Take a look at it and let me know what you think2, I’d love to get some feedback up-front so I can maybe work that in there. What do you want to know about this topic?