-
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
Our approach to design consulting
We’ve been doing quite a bit of work lately that for lack of a better term I’ll describe as “design consulting”. The work is about helping organizations understand how games and play can be applied meaningfully to real-world issues and complex systems.
Part of this is us having conversations with people at those organizations. We try to demystify games—getting to what makes them special and what they do well—and debunk a lot of hype surrounding their potential to “save the world”.
These conversations are essential, but only because they help us get to the important and consequential part: collaboratively sketching and prototyping possible design directions. This is where imagination and invention meet the organization’s goals, the context they operate in, their audience’s needs and wants, the technology and existing products we might be dealing with, etc.
The process is workshop driven, usually consisting of a number of sessions in which we progressively move from understanding the design space, exploring possible directions and finally proposing promising ideas in the form of sketches and playable prototypes.
On our side, one or both principals are involved and we frequently bring in extra folks from our network with expertise relevant to the assignment. People on the client side usually include the product owner, technology leads, audience and/or subject matter experts, etc. If our client already has a production partner, we like to involve them too.
The timespan and effort are usually short and focused: as little as a couple of days spread across one to two weeks. Sometimes less, sometimes a bit more. We’re quite flexible.
This is probably a familiar process to many. Delight and excitement usually results from our hands-on approach, the experience with inventing and building new kinds of play that we bring to the table and our relentless focus on making things that are enjoyable and meaningful to people, that engage their creativity and sense of community.
Recent examples of things we’ve worked on in this manner include:
In other words: the range is huge, which is just the way we like it. If you have something to challenge us with, do drop us a line.