Week 289

Camparc Mk II is in its final stages of devel­op­ment with some touch ups on the soft­ware and con­struc­tion still to be done. There was also a break­through with the stream­ing of video over a 4G con­nec­tion work­ing for the first time. This is great since it will mean the balls can be deployed anywhere.

Received a bunch of Kontakt beacons for the current project

SHACHI saw a bunch of devel­op­ment where we are nearly at a fea­ture com­plete alpha ver­sion which we will be pol­ish­ing a bit this week in pre­par­a­tion of a playtest. We also received the beacons from Kontakt.io which we will use for playtesting.

For BANKEN Kars par­ti­cip­ated in a sketch­ing ses­sion to cre­ate on over­view of the product and plan out the course of the project.

For SHIJIMI I did research and sketched out what we think the concept should be. I then briefed our artist Marius Mörders to illus­trate the concept model for a present­a­tion next week.

We put on a blurb by Hans de Zwart on the Bycatch web­site. More blurbs and release updates are forthcoming.

Unity Berlin Meetup

I closed off the week attend­ing the reboot of the Berlin Unity meetup. I was pleas­antly sur­prised by the turnout and the insight about game design you get by talk­ing to people actu­ally cre­at­ing games.

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Engagement loops are the best way to motivate people using game mechanics

It has been a pleas­ure to see our asso­ci­ate Sebastian Deterding’s think­ing evolve through his present­a­tions over the years. It has been a treat to read every new deck and to fol­low his reas­on­ing in detail. You can also trace a very dis­tinct line about games, user exper­i­ence, psy­cho­logy and eth­ics that has become more pro­nounced over time.

Recently Sebastian pub­lished “Magic Wonder Pixie Dust”, a present­a­tion which serves as our main ref­er­ence when design­ing for motiv­a­tion. This one comes in at 204 slides and it touches on everything you need to know to do this. I’ll go through it tak­ing the engage­ment loop slide as a guide (below and 101 in the present­a­tion) and talk about how we apply it as a design method in our day-to-day con­sult­ing work.

Engagement Loops

We use this engage­ment loop as a way to struc­ture activ­it­ies around learn­able chal­lenges. People who start a chal­lenge go through this loop and get rein­force­ment while they try to achieve mas­tery. Multiple loops can be inter­linked where cer­tain actions or com­ple­tion will move you to another loop. Other people can also go through this sys­tem and their social inter­ac­tions will also feed into the vari­ous loops.

I’ll walk through each ele­ment of the engage­ment loop below.

Business Goals and User Needs

Whenever we start the design of a motiv­at­ing and enga­ging product or ser­vice, we try to find a cor­res­pond­ence between what the organ­isa­tion wants and what users want. Finding this is a pre­con­di­tion to be able to do any­thing at all. To find out user needs, we’ll look to see what con­crete user research is avail­able. We’ll also fig­ure out what the busi­ness actu­ally wants to achieve. Asking through a series of “Why?” ques­tions is a good way to get to a core busi­ness goal.

Challenge

The next step is to see what kind of inter­est­ing chal­lenge we can find. This needs to be some­thing that a user would like to get bet­ter at. We will then cre­ate a loop around this chal­lenge to rein­force that pro­cess of improvement.

Motivation

The motiv­a­tion (slide 113 and onwards) is the thing that makes a user actu­ally want to be bet­ter at this chal­lenge. This can be any of the social, psy­cho­lo­gical or phys­ical factors from slide 117. The spe­cific motiv­a­tion informs the kind of goals we can work towards.

magic-pixie-wonder-dust-3000-enterprise-edition-designing-motivational-experiences-117-638

Goal/Call to Action

The goals (slide 175 and onwards) we offer users can be any­thing, but they need to be clear and rel­ev­ant to the cur­rent situ­ation. If they aren’t, the sys­tem will lose cred­ib­il­ity and quickly ali­en­ate users. The goals also need to adapt to a user’s increas­ing mas­tery of the challenge.

Action/Resource

The resource a user can per­form an action on (slide 189 and onwards) should be small enough to quickly over­see and make pro­gress on. This makes it easier and quicker to go through the loop. It can then tie into a lar­ger sys­tem if that makes sense.

The action that some­body can per­form should not be con­strained to a single but­ton or value. The agency of the per­son going through the loop is valu­able. We should use that by giv­ing them the free­dom to act and express themselves.

If the action is too big, we’ll split up the loop into sev­eral loops.

Feedback

The feed­back we offer (slide 151 and onwards) should appeal to the motiv­a­tion we iden­ti­fied earlier. This feed­back could either be imme­di­ate feed­back on the action the user just per­formed, or pro­gress feed­back on where they are with regards to the challenge.

Giving people feed­back in the form of extrinsic rewards is effect­ive in the short term but it is not sus­tain­able in the long run. Either avoid it entirely or prop up your external rewards with intrinsic rewards so they trans­ition into some­thing that is longer lasting.

Player Journey

The player jour­ney is about embed­ding the loop in a broader con­text and see­ing where some­body comes from and where they can go when they are done with this par­tic­u­lar loop. You could pic­ture this as a cus­tomer jour­ney, but with all of the touch points replaced by loops.

The engage­ment loop model makes it fairly straight-forward to design enga­ging products and ser­vices. We identify chal­lenges, come up with loops and decom­pose those into whatever kind of inter­ac­tion flows are neces­sary for the prob­lem at hand. In our opin­ion this is the best method to design for agency, com­pet­ence and motivation.

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Week 288

I was joined by Alper in the Utrecht stu­dio again this week. With all that’s going on in NL at the moment it’s nice to have him on site a little more frequently.

One of the things we did was start the second sprint on SHACHI. Alper and Tim worked together on the alpha ver­sion of the game with some guid­ance from me. It involved a lot of tweak­ing of our pro­to­typ­ing setup in Unity, which was con­veni­ent to do while co-present. For the remainder of the sprint they will try to con­vert my very simple phys­ical pro­to­type into some­thing digital. We will iter­ate from there. In addi­tion, art styles were explored and iBeacons were selec­ted and purchased.

Prototyping Home Rule

I was present at the kick-off of pro­ject BANKEN with the cli­ent and the rest of the team, which is col­lec­tion of dif­fer­ent small com­pan­ies each spe­cial­ising in a part of the product. Hubbub is con­sult­ing on this. We’ll be doing some design dir­ec­tion and some pro­to­typ­ing. Later in the week I did some think­ing about how to best approach this.

I did some copy writ­ing for Camparc Mark II and I headed over to Aldo’s work­shop on Friday to review the pen­ul­tim­ate sprint. I got to admire more nifty 3D prin­ted parts, such as the tape cable pro­tector below.

Tape cable protector part

Alper, Lekha and I dis­cussed Bycatch’s pri­cing at length. After much tweak­ing of a spread­sheet we were suit­ably fried but we had determ­ined a course for­ward. We also reviewed a story­board for a pro­mo­tional video. Once we have that in hand, we’ll be in a good place to offi­cially launch.

Other pro­ject work included Alper doing some think­ing about SHIJIMI’s concept visu­al­isa­tion, and us deliv­er­ing the final batch of KUMA mockups to the client.

On the people front, we had a long over­due chat with Joris, catch­ing up on our work and explor­ing things we might do in the com­ing period. Arjen also dropped by to share his exper­i­ences at Knutepunkt.

And finally, I blogged a review of Play Matters and we were very pleased with a com­pre­hens­ive item on Deutschlandradio Kultur about Bycatch.

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Play Matters

Crowd at Ann Hamilton, The Event of a Thread

When Miguel Sicart’s Play Matters was pub­lished in August of last year it imme­di­ately went on my to-read list but it took me a while before pick­ing it up. When I did I was imme­di­ately hooked. Not since The Well-Played Game have a I come across such a thought­ful treat­ment of play.

Play Matters is also the best dis­cus­sion of play­ful design I have read in book form or for that mat­ter any place else. Given the fact that we have adop­ted the term “play­ful design” to describe what we do, I am always look­ing to improve my own think­ing on the sub­ject. In that regard, Play Matters is very help­ful as it provides a vocab­u­lary for talk­ing about play, play­ful­ness, and playthings, and the craft of design­ing for them.

In fact, it is such a good book on the sub­ject, that I would recom­mend it to any designer, not just design­ers of playthings, by which I mean games, toys and play­grounds. It will make you think dif­fer­ently about the rela­tion­ship between the things you make and the people you make them for. It will help you under­stand that any­thing can be played with, and that this is a good thing.

Miguel con­vin­cingly argues for an under­stand­ing of play as an act of per­sonal expres­sion. Play is a way for people to under­stand and engage with the world. Seen this way, play is an act of pro­duc­tion, not con­sump­tion. Put in lofty terms, which Miguel doesn’t shy away from, when we play we are fully human.

Because of this, play mat­ters. And because of this, it is import­ant for us design­ers to acknow­ledge the role of play in our work, even when it is our job to make things that are primar­ily meant to be use­ful. Even use­ful things can be approached with a play­ful atti­tude. When we design for this kind of playing-while-working we break out of technology-as-servant-or-master dichotomy.

Play Matters is a mere 176 pages long. The final third of the book is taken up by notes for those want­ing to do fur­ther read­ing and research. It may be short, and writ­ten in an access­ible style (which I wel­come) but it is not shal­low. The book rewards con­tem­pla­tion, and per­haps more import­antly it invites dir­ect applic­a­tion in daily practice.

In short, Play Matters is highly recom­men­ded to any­one inter­ested in play. But per­haps more import­antly, I think it is required read­ing for any­one inter­ested in design.

Update: I blogged some annot­ated high­lights from the book.

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Week 287

A week in which we got a lot of things done.

KUMA is near­ing com­ple­tion with another round of mockups run by the cli­ent. Aldo is mak­ing steady pro­gress on the next ver­sion of Camparc. We are going to do an early concept explor­a­tion for SHIJIMI about games in urban development.

Most of my time went into a museum game we’re design­ing code­named SHACHI. We are find­ing our feet in Unity and play­ing around with beacons right now. We’ll jump into devel­op­ment in earn­est this week. I have got­ten into the habit of shoot­ing a video of the day’s find­ings with my S100. This is an easy high-fidelity way to share the design progress.

I also wrote a piece on why we are using Unity for this pro­ject and why we think it’s an import­ant design tool.

Bycatch had a quiet week while we pre­pare to launch it.

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Unity makes iterative design easy

We are cur­rently in the middle of a pro­ject for which we are using Unity 3D to quickly cre­ate a work­ing pro­to­type. We had wanted to use Unity for a while now because other tools felt too con­strained. Now we finally have the oppor­tun­ity to do so.

Other design com­pan­ies and depart­ments are also find­ing out about the bene­fits of Unity. I saw two jobs for Unity experts through my net­work in the past weeks as opposed to abso­lutely none before. IXDS were look­ing for a Unity expert and this week I saw that HERE have a per­man­ent pos­i­tion for a Unity pro­to­typer.

There are two main reas­ons why Unity is a great tool for iter­at­ive design.

First, Unity is a pro­duc­tion qual­ity tool in which you can pro­to­type quickly. Unity will allow you to drop your assets into it and place them in a 2D/3D scene. Unity will take almost any­thing you throw at it and if not you can find a lib­rary for it (for example see this work­flow by Zach Gage). If you add some beha­viours to these objects, you can then quickly have some­thing that is inter­act­ive. These beha­viours can be pro­grammed fully but Unity is aimed fore­most at non-programmers. Finally you can pub­lish your pro­ject with a single action to a mobile device, desktop or web­site. There are simply no other tools that sup­port this work­flow and are this mature.

2015-02-20 17_49_08

Second, the fact that the editor and the engine are within the same applic­a­tion enable things that are oth­er­wise impossible. In Unity you can declare any prop­erty of an object to be pub­lic. Unity will then auto­mat­ic­ally gen­er­ate a con­trol in the inspector which you can use to tweak this prop­erty. You can then run your applic­a­tion in the editor using the play but­ton and tweak the value while it is run­ning. In the GIF above (from this tutorial) you can see some­body play­ing around with the speed of a car. This ‘live-coding’ cap­ab­il­ity is one of the most import­ant fea­tures of Unity.

During almost every pro­ject we have done we wanted to be able to tweak vari­ables of a run­ning applic­a­tion. When you want to do play­ful design, you need to fine-tune things to make your game or app feel just right. Currently the only way to do this is through a dif­fi­cult and time con­sum­ing edit-compile-run-test cycle. Xcode has some ways to expose vari­ables but they are dif­fi­cult to set up and share within a team. Unity has this as a key feature.

This being said, actu­ally get­ting star­ted in Unity isn’t easy. There are lots of ways to do everything which doesn’t make it very straight for­ward. But the doc­u­ment­a­tion has improved massively since the last time we tried it and the basic ver­sion is now free. There are also many power­ful lib­rar­ies built on top of Unity for people cre­at­ing games. It seems like a mat­ter of time until there will also be lib­rar­ies and assets for people mak­ing other things.

Unity is one of the most pop­u­lar engines for doing game devel­op­ment right now. Larger com­pan­ies pick­ing it up for design pro­to­typ­ing is an inter­est­ing devel­op­ment. It shows the need for hav­ing tools that allow design­ers and pro­gram­mers to be able to pro­to­type together. One of the few other tools out there that facil­it­ates such an integ­rated pro­to­typ­ing work­flow is the increas­ingly pop­u­lar Framer. I look for­ward to see­ing more tools for bet­ter iter­at­ive design like these emerge.

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Week 286

We made some good pro­gress on sev­eral pro­jects this week. The big one is Home Rule. Alper and I kicked it off with some plan­ning for the next two weeks. Then we imme­di­ately star­ted crack­ing on things. Alper got a pro­to­typ­ing setup in Unity up and run­ning, includ­ing iBeacons integ­ra­tion, and pro­ceeded to do some “mater­ial explor­a­tion”. Meanwhile I did some pre­lim­in­ary game design, out­lining mech­an­ics and ima­gin­ing a player’s exper­i­ence when going through a full game loop.

On the Bycatch front, we had to fix a little prob­lem affect­ing some cus­tom­ers when they tried to make a pur­chase. All should be func­tion­ing prop­erly again, so why not go an grab your­self a copy?

Alper wrapped up his review of an inter­view by Dude about his mot­ley career, and had some rather dash­ing por­trait pho­tos taken for pub­lic­a­tion along­side it.

Alper also presen­ted on Bycatch and our approach to play­ful design at IXDS.

I pre­pared and ran a work­shop on play­ful design for a group of stu­dents fol­low­ing a minor in exhib­i­tion dir­ec­tion at Reinwardt Academy. We redesigned Peggy Guggenheim’s fam­ous Art of This Century gal­lery to be more play­ful than it already was, and in the pro­cess got some exper­i­ence with phys­ical pro­to­typ­ing and playtest­ing. All in less than 2,5 hours.

Playful exhibition design workshop at Reinwardt Academy

On the pro­ject KUMA front, we received and pro­cessed feed­back from KLM on the first round of mockups, and I spent some time with Tim going over all of it and mak­ing a plan for the required adjust­ments in the second round, which we’ll deliver in rough story­boards first.

I spent some time research­ing the 4G offer­ings of the major mobile oper­at­ors in NL for Camparc Mark II. I was pleas­antly sur­prised to find that Vodafone offers monthly con­tracts for data sims. In the­ory this should suit our needs per­fectly so the next step is to test one in the field. If all goes well our Camparc balls will be able to roam the city abso­lutely free, which would be glorious.

And on Friday, I headed over to Aldo’s labor­at­ory to review the first Camparc Mark II devel­op­ment sprint. Quite a few struc­tural improve­ments had been made des­pite delayed deliv­ery of vari­ous parts. Getting a live demo of all the nice little details and mak­ing plans for the next sprint was a lovely way to end a pro­duct­ive week.

SD card protector on Camparc Mark II

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Week 285

The best news last week was the go-ahead on SHACHI. We’re excited to start work on that in the new week.

Work on the next ver­sion of Camparc has star­ted for the STRP bien­nal.

Kars ran a work­shop at Berenschot together with Jeroen van Mastright. As research for the work­shop I looked to find dilem­mas in games and had a harder time than I at first would have thought. This scene from the Walking Dead is a clas­sic example but many other large scale games are some­what dilemma free.

For KLM Kars pre­pared copy and sent the work by Hedgefield to the cli­ent for feedback.

I talked with Sebastian Quack about the Playful Commons pro­ject. I also met Güven Çatak of the BUG Game Lab at Istanbul Bahçeşehir University.

Kars wrote this highly neces­sary post of what it exactly is that we mean when we say “play­ful design” and why that is an import­ant way of look­ing at design.

We had very stim­u­lat­ing update calls with our asso­ci­ates Sebastian and Ianus as well this week.

Today's office

Because we are in between offices in Berlin I am now tem­por­ar­ily resid­ing in the Rainmaking Loft. It’s a fun and inter­est­ing change of scene though I haven’t found a place in the area yet where I want to have lunch a second time.

We’re explor­ing sep­ar­at­ing ship­ping costs from Bycatch’s cur­rent price so we can recoup the money we lose on inter­na­tional ship­ping (so get it now while it still includes ship­ping!). We’re also going to repack­age the game to fix a minor print­ing error.

Bycatch on display in Vechtclub XL

You can now see the game on dis­play at the Vechtclub XL.

I demon­strated Bycatch at the tab­letop game design­ers meetup here in Berlin’s Spielwiese game cafe and left behind a copy there for inter­ested people to try out. I gave an inter­view for the Dutch Design magazine dude about my career in design with a heavy focus on Bycatch.

On Friday even­ing I met Marcus Richter and Dennis Kogel of Superlevel to record a pod­cast about Bycatch where I talked about the game, explained it and played it with my co-hosts in German. I look for­ward to listen­ing to the result.

Next Tuesday I will be talk­ing at IXDS’s pre-work talks about design­ing for Bycatch and privacy.

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An Outline of Playful Design

In the sum­mer of last year we announced a new dir­ec­tion for the stu­dio, which boils down to us no longer fram­ing our work as game design, but as play­ful design. We are inter­ested in design­ing a wide range of playthings, and we are also inter­ested in design­ing things that aren’t primar­ily meant for play but which still bene­fit from allow­ing for it.

In recent talks I have been point­ing to sev­eral ideas that I think together out­line part of what we con­sider play­ful design. I thought I’d write them up here.

1. Community

I have referred to The Well-Played Game by Bernie De Koven, to emphas­ise the social con­text within which play hap­pens, and the import­ance of enabling groups to adapt playthings to their needs. One example of how to do this is by not encod­ing all of a system’s rules into soft­ware but in stead let­ting people socially nego­ti­ate those rules. Johann Sebastian Joust does this, and so does our Beestenbende.

2. Flux

I also think David Kanaga’s idea of flux dogma is very import­ant: “allow all con­stants to become vari­ables.” By doing this, a plaything can become like an instru­ment, an express­ive tool that can be put to many (unex­pec­ted) uses. David’s own Proteus is a great example of this, and we were think­ing a lot about flux dogma when we were mak­ing Camparc.

3. Invention

And finally, when it comes to how we frame design itself, Jack Schulze’s pro­voca­tion “design is about cul­tural inven­tion”, oppos­ing it to design as prob­lem solv­ing, has always made a lot of sense to me. Thinking about design in this way allows us to go bey­ond the instru­mental, even when we are design­ing things with a pur­pose. The work done at BERG often had a whim­sical char­ac­ter, pos­sibly best exem­pli­fied by Little Printer. Our own Standing is an attempt to do some­thing that is both use­ful or even ser­i­ous but makes fun of itself at the same time.

So those are three ideas that taken together give a sense of how we approach play­ful design: 1. Understand and design for social groups and let them adapt things to their own needs. 2. Make fixed aspects of a thing vari­able, and put them under people’s con­trol. 3. Conceive of design as a dis­cip­line that cre­ates things that are not “just” use­ful, but that open up new unex­pec­ted possibilities.

Of course, these ideas don’t sit apart from each other. When sup­port­ing a play com­munity, one applies flux to a thing, and is nat­ur­ally prac­ti­cing design as inven­tion. A vari­ation on this state­ment can be made start­ing from the per­spect­ive of flux, or invention.

A play­ful design dis­cip­line like this can lead to bet­ter playthings, but per­haps more import­antly, it also leads to pur­pose­ful things that are more pleas­ur­able to use because they allow people to make them their own, to express them­selves while using them, while being more present in the here and now, because they can weave them into their own social and phys­ical contexts.

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Week 284

A large chunk of my time this week was taken up with con­trib­ut­ing to E-Motive Day, a con­fer­ence organ­ised by an inter­na­tional net­work of organ­isa­tions work­ing on social change of vari­ous kinds. We were asked to demo Standing, and talk about our per­spect­ive on play­ful design for act­iv­ism. People said nice things about both and I had inter­est­ing con­ver­sa­tions about a sub­ject that I hold dear.

There were good talks from oth­ers too. I was par­tic­u­larly taken with the work being done by CEW-IT in Uganda to empower cit­izens, Emer Beamer’s efforts to reima­gine primary edu­ca­tion as design edu­ca­tion, and Lino Hellings’s photo walk meth­od­o­logy developed at PAPA.

Meanwhile, work on KUMA con­tin­ued apace. I went over to KLM to review story­boards, and handed over feed­back to Tim for a first ver­sion of mockups. It’s been a pleas­ure to see the first few of those roll by in Dropbox already.

Finally, I pre­pared two upcom­ing work­shops. One is together with Jeroen for Berenschot, about using adven­ture games to increase aware­ness of integ­rity issues in the work­place. The chal­lenge here is to design genu­ine moral chal­lenges for play­ers, in stead of obvi­ous right/wrong choices.

The other is for a group of exhib­i­tion design stu­dents at Reinwardt Academy, about play­ful design. The plan is to have them remix a fam­ous Peggy Guggenheim exhib­i­tion and make a play­able scale model of their plan. Should be fun.

We also con­tin­ued to do mar­ket­ing on Bycatch. And as we sol­diered on this week, we were occa­sion­ally delighted by a mes­sages from play­ers shar­ing their exper­i­ences with the game.

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