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. []

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. []

The toy-like nature of social media

A Barbie doll

I’ve been meaning to write about this for quite a while: I think a lot of social media are like toys. I think what we see with people (adults!) using them is a lot like the open-ended play we know from playground games in school. A lot of these games are about exploring (the possibilities of) social relationships in a ‘safe’ context. Social media offer this same potential. In playground games there is a natural understanding that what happens within the magic circle of the game is not really real (but the notion is blurred.) A lot of discussion about the virtuality of relationships in social media does not acknowledge the existence of such a thing: Either the relationship you have with someone is real (he’s a real friend, or even real family) or not, in which case the relationship is often seen as value-less. I’d argue that a lot of people use social media to explore the potential of a relationship in a more or less safe way, to later either transition it into realness or not (note that I do not mean it needs to be taken offline into meat-space to make it real!)

I think social media are so compelling to so many people for this reason. They allow them to play with the very stuff social relations are made of. I think this fascination is universal and virtually timeless. At the same time I think the notion of using social play as the stuff of entertainment has seen a tremendous rise over the past decade. (I tend to illustrate this point with the rise of reality TV.)

If you think of the design of social software as the design of a toy (in contrast to thinking of it as a game) you can design for open-ended play. Meaning there is no need for a quantifiable end-state where one person (or a number of people) are said to be the winner. You can however create multiple feedback mechanisms that communicate potential goals to be pursued to the player. Amy Jo Kim has a worthwhile presentation on the kind of game mechanics to use in such a case (and also in the more game-like case.)

Finally, two things to think about and design for:

  1. Play in social media happens according to rules encoded in the software, but also very much following external rules that players agree upon amongst themselves.
  2. You will have people gaming te game. Meaning, there will be players who are interested in creating new external rules for social interactions. Think of the alternative rules players enforce in games of street soccer, for instance.

Update: Just thought this small quote of Michal Migurski defending the recent Twitter Blocks nicely complements my argument:

“There are plenty of but-useless things in the world that serve as emotional bonding points, amusements, attractions, and macguffins. Practically all of social media falls under this category for me, a form of mediated play that requires a suspension of disbelief in rational purpose to succeed.”

Surprises in Animal Crossing: Wild World

20070112T155404

So I’ve been playing AC: WW for over a weeks now and I must say it has lived up to my expectations. It’s a cute and quirky game that does not follow conventional game design rules. There is no way to die, no (real) way to loose or even win. In a sense it’s more like a toy than a game; you can play with it endlessly, there is no goal to reach (apart from discovering all it’s little secrets).

Cockroaches

One of those secrets was particularly fun to discover. After a few days of play I convinced my girlfriend to give it a try. So she put the cartridge in her pink DS Lite. While I was cooking dinner, she went through the beginning stages (driving to the town in a taxi, getting a job with Tom Nook). A bit later, I picked it up again and went about my business (I think it was fishing, I still have a large loan to pay off after the first house expansion).

After a while I went back into the house and found (shock! horror!) a bunch of cockroaches running around my carefully kempt interior. “We have cockroaches!” I shouted to my girlfriend while running around the house trying to squash them. The apparent source was some apples lying around. “Didn’t the animals tell you don’t leave stuff lying around the house?” I asked her. They had, but where should she put them (the apples) otherwise? Good point.

We had a good laugh after that episode. Be careful who you play this game with; it might be a challenge living together in the real world – Animal Crossing is no different! But the real genius of the game is in these things. It’s a rules based world for sure (leave apples around the house, get cockroaches) but the mini-narratives that it allows you to build in this way is crazy.

Letters

Another example is the letters I find myself writing to the animals. I’m sure they’d be happy with any kind of letter, as long as I mention some specific words maybe (like ‘happy’ and ‘friend’). In stead, I’m writing fully formed sentences, and include little details that would be appreciated by real people. In that way, it’s allowing for subtle role-playing.

Charity

On the subject of role-playing (and there not being a ‘good’ or ‘bad’ way to play the game); I know I should be hard at work paying off the aforementioned loan (to progress to the next ‘level’). But in stead I find myself spending a lot of time and money on present for the animals, and donations to the museum. That might be role-playing (or that might be my real personality influencing what I find pleasurable in the game) but the coolest bit is that it doesn’t matter; any way of playing is valid.

Have any other people had similar experiences with the game? Are there ways to apply this logic (the patterns inherent in the game) to other domains?

Some closing links: