Week 182

On Monday Alper got good news about our sub­mis­sion to the gami­fic­a­tion research net­work work­shop at CHI. Our pos­i­tion paper was accep­ted, which means we’ll be there to con­trib­ute to the dis­cus­sion. Alper has prom­ised me he’ll talk a bit more about our sub­mis­sion here soon.

Meanwhile that same day, I spent some time fine tun­ing the phys­ical pro­to­type for HIRAME, which we’d come up with the week before.

At it again. Prototyping HIRAME this time.

Tuesday, Alper worked on SAKE. He’s been work­ing down a long list of improve­ments to make before we can push out the release cli­ent a few weeks from now.

I pre­pared and sub­sequently ran a HIRAME work­shop together with Herman on site at the cli­ent. We played through the pro­to­type and from the responses we got it looks like we’re at least headed in the right dir­ec­tion. I love being able to play some ver­sion of an ini­tial idea with cli­ents at such an early stage. Afterwards, the char­ac­ter of all con­ver­sa­tions imme­di­ately changes, because people can all of a sud­den ima­gine them­selves play­ing it. Nothing else can evoke a player exper­i­ence as effectively.

On Wednesday Alper con­tin­ued work on SAKE. Also, Niels pub­lished his first Recess! post. After Alper’s ini­tial salvo on Proteus, we’re now deep in fairytale coun­try with Niels’ rumin­a­tion on Ni No Kuni.1

That day, I spent some time sketch­ing for FURAPPA, explor­ing design implic­a­tions of the vari­ous ideas Alper and I came up with earlier.

On Thursday I had the pleas­ure of Simon’s com­pany at the stu­dio again. We were joined by Alper over (an amaz­ingly stable) Google+ hangout. Together, we put in some ser­i­ous work on SAKE. I’m really enjoy­ing the way were all work­ing in the same code base—myself mock­ing up UIs in HTML just lightly peppered with Bootstrap markup, Simon going in and apply­ing his graphic design magic using LESS and finally Alper hook­ing everything up to the Django app. We’re col­lab­or­at­ively shap­ing the game, con­tinu­ously play­ing with it using the local ver­sions run­ning on our machines. I would not trade this way of work­ing for any regi­men­ted kind of ‘tra­di­tional’ design pro­cess I can think of. It is more effect­ive, and more fun.

Team SAKE hard at work

Alper pub­lished Watersnake on Saturday, which is the fruit of his labor dur­ing Swhack Berlin. Watersnake is a Django app that does “major­ity vot­ing on single pro­pos­als with sup­port for del­eg­a­tion”. It is partly inspired by Liquid Democracy and to me rep­res­ents an inter­est­ing area of future research—applying game design and cre­at­ive soft­ware engin­eer­ing to issues around decision mak­ing and governance.

Finally, on Saturday & Sunday I pre­pared a lec­ture for second year TU Delft indus­trial design stu­dents, about the design pro­cess behind Beestenbende, which serves as an intro­duc­tion to inter­ac­tion design. And I also edited my Gameful World chapter, which is now in its third iter­a­tion and close to being sub­mit­ted for a peer review.

Meanwhile, back in Berlin, Alper played boardgames…

King of Tokyo - awesome game if you're into monsters (and who isn't?)

  1. This week I’m up, so keep an eye out for that over at Kitsune. []
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