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“Sorry, folks. No steam-powered rockets to Mars in this episode.” Some interesting thoughts from Stowe about the need to ditch old computing paradigms to get to a better UX and how that might mean not being as open as some would like.
Week 136
On a train to Amsterdam again, extra early so that I am on time for the second day of a workshop we’re running at Layar.1 It’s being facilitated by BERG‘s Schulze and Jones, which is a real treat. Without giving too much away: we’re working on new product concepts. Can’t wait to see what results from this session, since it looks like I might be developing them further in the months to come.
I was doing some work this weekend, mostly planning the upcoming months since there’s so much interesting stuff on the horizon. I also popped over to Hilversum for a look at the games created during the local Global Game Jam.2 Some 170 people participated and I think around 40 games were created. The general quality was quite high. Some of my favorites included:
- So It Floats, which features gorgeous watercolor art and a biblical theme. You’re a monkey trying to get Adam and Eve to leave paradise. The gameplay resembles […]()’s games.
- SSSSSOS, where you control a tiny space ship trying to survive a massive battle between two armies consisting of swarming space ships. You can get them to engage each other in stead of you by attracting and repelling them. It’s all driven by nicely tuned Newtonian physics and is accompanied by adaptive music.
- Resonance, which was strikingly well-rounded for a 48-hour game. I’m not a huge fan of puzzle games, but this had a good learning curve spread across 14 levels. The musical theme was a nice touch too.
- Save Your Souls, a frustrating experimental game you control with two mice, each tied to one character running down a track. From playing I’ve decided bimanual input devices are not for me.
- What The Faql?, which I liked for its interesting social mechanic. Four players collaborate to get a cart from one end of a mine to the other, but one of them is a ‘mole’ whose goal is to sabotage the whole operation. This player gets a small jolt of force feedback from his controller at the game’s start.
All the games created in NL and across the world can be found at the international Global Game Jam website. Have a look.
Most of the conversations with project Tako participants are now finished. I had one more this monday, with the people who organize the International Franz Liszt Piano Competition.3 Not much else will be done this week, but I’ll need to start processing all the notes in the coming period.
Now that the EMMA group projects have finished the next phase for graduate students at KMT has started. They have four weeks to develop their graduation project proposals, which includes a research component. This phase was kicked off with a symposium on monday about creative processes in multidisciplinary teams. On friday, I’ll meet with the group of students I’m coaching (together with Irene van Peer) and review their plans for a short field study, which they’ll need to complete the next week. The results from this will feed into their final proposals. Can’t wait to see what they come up with.
- Getting to a train on time is not without its hazards these days, snow and ice make biking to the station extra interesting. [↩]
- GGJ NL is organized by my friends at the Dutch Game Garden. [↩]
- Where, incidentally, I finally learned the meaning of Lisztomania. [↩]
links for 2010-02-01
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“I think of “D”esign as an exploration of the conceivable futures.” A solid discussion of the role sketching plays in the design process.
Week 135
I managed to squeeze in a visit to the HKU KMT faculty’s project market in Hilversum on thursday last week. It’s an annual presentation of work done for external clients by graduate students. I coached one of those projects, which was done for the Nokia Research Center. They did a good job of presenting a complicated concept, which revolves around encouraging office workers to commute in a greener manner by tracking their travels on a mobile and giving them a real live plant to take care of with the water they earn based on this collected data… You should see it. Other favorites of mine were:
- Lumen; a series of urban projections in Utrecht which were executed with high polish
- Homeostasis; a beautiful expressive interactive art piece created for Crossing Border festival
- Paper Cakes; a cool game designed for Wacom’s Bamboo Minis platform, which thematically and mechanically makes excellent use of the target input device1
The project market always coincides with an alumni reception, which means reconnecting with a lot of old friends too.
Project Tako is in full swing now. I talked to two organizations on friday and will be seeing six more this week. It’s a privilege to meet all these people, who produce some of Utrecht’s finest cultural festivals. Lots of ideas for playful additions to their programs have already started to emerge. I’ll need to develop them further in the coming weeks. It’s also striking how each and every one of them keeps office in a beautiful building. Biking through my home town from meeting to meeting reminds me of how pretty it actually is.
One can never be too busy, so this monday we announced the next This happened – Utrecht. The line-up consists of Daan Roosegaarde on Liquid Space 6.0, Stella Boess & Stefan Gross on Love Hate Punch, Bas Teunisse & Lex van den Berg on Paper Cakes and Govert de Vries on Swinxs. The events is scheduled for monday 22 february. As usual I’ve been scrambling to get the website ready, send out the emails and make sure the venue is all set. Good thing I have Alexander and Ianus to take care of a lot of other stuff.
But for the most part this week, I’m continuing design at Layar. The first reviews of some initial bits have been scheduled so we’ll see how that goes.
- The HKU and Wacom first met at This happened – Utrecht #2. It’s also been nominated for an IGF student award, so we could not resist inviting this project to the next edition. [↩]
links for 2010-01-25
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(Dutch) Het meest frappante aan dit bericht over een verzameling inititiatieven gericht op het meer verbinden van de culturele sector met de wereld om haar heen is dat het woord “design” of “ontwerpen” niet één keer voor komt, terwijl ik denk dat dit discipline veel van de sleutels in handen heeft voor het oplossen van de vraagstukken waarmee geworsteld wordt. Nu lijkt het er meer op dat het wiel opnieuw uitgevonden gaat worden.
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My friends in the Dutch open government data movement, take note, here’s a wonderful example of what people can make once data is open. The Newspaper Club made a prototype paper that could be offered to people moving into a new neighborhood, containing all kinds of useful info pulled from databases using something as simple as a postal code.
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A lovely side project by Tom; visualizations of a year’s worth of Eurogamer reviews. Both informative and pretty looking.
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first Dutch Service Design book is now available for download – 31Volts – Service Design & InnovatieMy friends at 31Volts wrote a book about service design a while back. The free PDF (in Dutch) is now available.
links for 2010-01-21
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A book about “creating game experiences in everyday interfaces”. Something to keep an eye on.
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Some nice work by Tinker.it! involving hoppers that are inflated based on Twitter messages.
Week 134
I’m writing this in the morning on a train from Utrecht to Amsterdam. I’ll be making this trip more often the coming weeks, since I signed a contract with Layar on tuesday. I’ll be reinforcing their UX team, doing interaction design on existing and new parts of their service. As is often the case with these kinds of engagements, there’s not much more I can say at this time. I’m sure there will be interesting things to show and talk about later on though.
In the time that’s not being taken up by Layar this week I’m getting going with project Tako. I’ve been calling the organizations selected for the project and scheduling meetings. The first one – with the people behind Uitgekookt; a culinary festival – is set for this friday. It’s a rare opportunity to talk about how you can bring a playful perspective to (in this case) cooking and food, I’m really looking forward to it. More meetings will be happening next week.
Also on friday, I’ll attend an evaluation of the Mount Everest project, which was wrapped up last weekend. I went over to the faculty to see the pieces the students had created and was blown away by the creativity and talent on display.
If I had to pick one favorite it’ll have to be the group that set up a spoof shop – called Extremely Safe – where you could come in and have your picture taken at a hazardous location of your choice. It was a playful service – you really did get that photo, plus a sheet of helpful pointers for telling the tale of your travels to friends and relatives – but once you were in, an impromptu performance took place too, commenting on contemporary obsessions with breaking rules and pushing limits.
Good stuff.
links for 2010-01-19
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A puzzle game designed by HKU and USC students, nominated for an IGF. The project’s secret origin is the second edition of This happened – Utrecht, which was sponsored by Wacom. We connected the company to the HKU, which lead to them commissioning this game.
links for 2010-01-18
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Since I’m in the planning stages of a research project where some of the main collaborators (and client) are scientists, the book that Nicolas discusses here sound very interesting.
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Even though I don’t speak a word of Japanese, this video is irresistible. Otamatone is a musical toy designed by Maywa Denki which clearly has some carefully considered physical properties. Watch to the end for a rocking finale. Via Tom at BERG.
links for 2010-01-15
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It’s easy to criticise AR; there are a lot of bad, gimmicky applications out there. It’s harder to talk about what it is good for. Chris O’Shea rounds up a few AR projects that he finds useful or interesting.
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Karel Millenaar (game designer and artist at FourceLabs) is posting one illustration a day, each made in one hour. Lovely slightly weird work.
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In this short presentation Alexandra focuses “on what makes my experience of cities (having lived in large ones like Amsterdam, Paris, London, Milan, Montreal) unique and enjoyable. A user’s experience. [She] quickly realised that most of it had nothing to do with anything technology related.” I love the “koffie verkeerd” bit in there, as well as the fact that Alex gets at what truly makes cities wonderful places, the ordinary day-to-day things, the human things.