-
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 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.
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.
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.