-
You are reading the Hubbub blog. We write about work we've done and (occasionally) things we find interesting. A feed is also available.
Similar posts
Featured posts
- Engaging sleep mode
- Shifting from Gamification to Playful Design
- ‘Playful Design for Activism’ at E‑Motive Day 2015
- New Planning Methods
- Procedural Instruments Enable Powerful Ways of Making and Seeing Playable Systems
- Designing Playful Museum Exhibitions
- Three Perspectives on Serious Games
- Five Behaviour Design Principles You Never Suspected Would Work
- Video of our Playing with Rules workshop at Mozilla Festival 2013
-
Recent posts
Archives
- March 2016
- January 2016
- December 2015
- November 2015
- October 2015
- September 2015
- August 2015
- July 2015
- June 2015
- May 2015
- April 2015
- March 2015
- February 2015
- January 2015
- December 2014
- November 2014
- October 2014
- September 2014
- August 2014
- July 2014
- June 2014
- May 2014
- April 2014
- March 2014
- February 2014
- January 2014
- December 2013
- November 2013
- October 2013
- September 2013
- August 2013
- July 2013
- June 2013
- May 2013
- April 2013
- March 2013
- February 2013
- January 2013
- December 2012
- November 2012
- October 2012
- September 2012
- August 2012
- July 2012
- June 2012
- May 2012
- April 2012
- March 2012
- February 2012
- January 2012
- December 2011
- November 2011
- October 2011
- September 2011
- August 2011
- July 2011
- June 2011
- May 2011
- April 2011
- March 2011
- February 2011
- January 2011
- December 2010
- November 2010
- October 2010
- September 2010
- August 2010
- July 2010
- June 2010
- May 2010
- April 2010
- March 2010
- February 2010
- December 2009
- November 2009
- October 2009
Week 171
This week started with a two-day workshop with Jeroen van Mastrigt of WLYW for a startup. We played and evaluated their game, and subsequently suggested a redesign consisting of the same parts but recombined to be more dynamic and generative.
Writing on my Gameful World chapter continued. There was a slight hiccup on Tuesday but I got right back into it on Wednesday (and have since finished a first draft).
On Wednesday evening I attended the penultimate Visible Cities, which featured a lovely lineup. DUS Architects talked about their Kamermaker project—an enormous 3D printer with which they are investigating the impact of digital fabrication on architecture. I particularly liked their musings on the possible emergence of a new Amsterdam School and a return to ornament. Digitally fabricated building materials might require more ornament for structural integrity, in contrast to their industrial counterparts.
MVRDV presented a couple of future scenarios for decentralized, participatory urban planning that ranged from the utopian to the anarchist.
And Ben Cerveny—finally able to visit Amsterdam again after wrapping up his adventure with Bloom—shared his musings on the implications of our new shared informational space for the way we use, perform and even play the city. I was most struck by his suggestion to start thinking in terms of ‘instruments’—essentially tools that allow urbanites to simultaneously better see (instrument in the sense of for instance a telescope) and perform (instrument in the sense of for instance a piano) the city.
On Thursday I presented on Pig Chase at Game in the City. This included the new material first shown by Irene in Brussels. Being at Game in the City was also an opportunity to catch up with many people in the Dutch games scene. And of course I made sure I played some games—most notably Monobanda’s new experimental audio game Remembering, which really does stir memories, and Luftrausers by Vlambeer, which just keeps getting more ridiculously awesome.
The rest of the week was taken up by business development. We finalized a proposal for some gameful design consulting with an education startup, and I met with an interesting new prospect for a game installation in the corporate health space.