Hubbub has gone into hibernation.

Notes on project AJI (part 1)

Next to our work with clients, we reg­u­lar­ly ini­ti­ate research projects. Their aim is to inves­ti­gate sub­jects in the fields of soci­ety, pol­i­tics, pol­i­cy etc. that spark our inter­est. We use our research projects to con­tribute to debates in these areas by cre­at­ing playable pro­to­types.

At the moment, we are work­ing on AJI. This is a project about civ­il dis­obe­di­ence and pub­lic protests. The idea to work on this was sparked by recent large-scale protests that return pub­lic squares to their func­tion as plat­forms for civic resis­tance while mak­ing heavy use of social media. This pat­tern has been effec­tive­ly cap­tured by Dan Hill with the hash­tag #piaz­zaplus­so­cial­me­dia.

We’ve been work­ing on AJI since the begin­ning of July and are mak­ing good progress. A first soft­ware pro­to­type has been played with and iter­a­tions are under­way. In the mean­time, we thought we’d share some notes on AJI’s back­ground.

This post is a bit of a con­ver­sa­tion between Alper and myself and we’ll pub­lish it in three parts over the course of this week.

Alper, to kick things off, can you talk a bit more about some of the prece­dents I touched upon in my intro­duc­tion? What are recent exam­ples of pub­lic protest rel­e­vant to AJI?

Alper Cugun: Liv­ing in Berlin and work­ing near Kot­tbusser Tor in Kreuzberg protests are a part of dai­ly life. You can’t drop a hat with­out encoun­ter­ing a protest—this hap­pened just under­neath my stu­dio—and there’s no cause too small for it not to have a sol­i­dar­i­ty ral­ly asso­ci­at­ed with it. The scene doing this is rel­a­tive­ly big but simul­ta­ne­ous­ly it is lim­it­ed to a group of peo­ple for whom this is a lifestyle.

Her yer Taksim, her yer direniş. (Though it's a bit of a marginal affair over here.)

As a spec­ta­tor of demon­stra­tions and protests of all sorts I ques­tioned what the ratio­nales are behind par­tic­i­pat­ing in a protest and on what fac­tors par­tic­i­pat­ing in a protest depends. Besides the prac­ti­cal con­sid­er­a­tions of place and time, the top­ic and ide­ol­o­gy of a protest and the posi­tion of your social cir­cle on the sub­ject seem to be large influ­ences.

Then sud­den­ly Diren Gezi Park hap­pened in Istan­bul. This took place in a coun­try whose lan­guage I speak and with an ide­ol­o­gy of plu­ral­ism and non-vio­lence that I sub­scribe to. I spent a lot of time try­ing to keep track of the hap­pen­ings via Twit­ter and oth­er chan­nels and was mild­ly suc­cess­ful. I even got fea­tured in the Times with a tweet.

Taksim Olayları Pho­to by Eser Karadağ

This led me to won­der if we could pick up our old think­ing on the top­ic of cities, play and civics and apply it to this space. Kars, what do you think back to if we talk about that string of pre­sen­ta­tions we pre­pared in the last cou­ple of years?

Con­tin­ued in part 2.

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Week 208

Last week was awe­some because Kars was in Berlin for most of the week work­ing from KANT. We have a high­ly func­tion­al way of work­ing-apart-togeth­er set­up which pow­ers most of the stu­dio’s work but there is a lev­el of cre­ative ener­gy that is hard to achieve over a Face­Time con­nec­tion. Besides that we also did a whole lot of house­keep­ing as well as eat­ing and drink­ing both of which are eas­i­er when you are in the same loca­tion. Hub­bub will be chang­ing and grow­ing in the future.

Today's office. (For a while already.)

We spent some time this week on our Cup­pings cof­fee tast­ing game. Besides being the pur­vey­ors of a rea­son­ably suc­cess­ful cof­fee guide we thought we could com­bine our inter­ests in both games and cof­fee to cre­ate a game that demys­ti­fies the cof­fee tast­ing process. Our cur­rent playtests are high­ly encour­ag­ing and this is some­thing that you should be able to play soon.

Another iteration of KOHI aka the Cuppings game. Close to a version which is ready for the public.

AJI is an impor­tant focus at the moment. We are work­ing out our our design notes on the piaz­za + social media space which are due out this week. I had already built a work­able pro­to­type for the provo­ca­tion we want to launch but it also needs to look good. We are going to spend con­sid­er­ably time in the next weeks before I head to Tokyo to make it look good and then show the world.

IMG_1776

Con­sult­ing, pro­pos­als and new things are mov­ing for­ward slow­ly which is what is to be expect­ed dur­ing the height of August.

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The Quantified Good Life at MLOVE ConFestival Europe 2013

A while back I ven­tured out to the MLOVE Con­Fes­ti­val at a cas­tle some­where in Sax­ony-Anhalt to join my fel­low Dutch­men Maarten den Braber and Yuri van Geest to present about the quan­ti­fied self and our per­spec­tive on data and its social con­se­quences as game design­ers. Any time you use tech­nol­o­gy to try to influ­ence human behav­iour, you have to be espe­cial­ly sen­si­tive to exist­ing pow­er rela­tions and how they will influ­ence usage.

I did a lot of research and I found the dis­course on QS to be lim­it­ed and lack­ing con­sid­er­a­tion for the larg­er con­texts (as Saari­nen would say) the work will fit into. The term QS is often stretched to the point where it encom­pass­es more or less every­thing and a flur­ry of gad­gets are being devel­oped for all sit­u­a­tions. With­in all of this Joshua Kauff­man touch­es on some of the eth­i­cal issues but the per­son whose writ­ing was most valu­able was Buster Ben­son. Some­body whom we have been admir­ing for a while and whose web­sites we have used reg­u­lar­ly.

MLOVE

MLOVE was a refresh­ing­ly laid back event. Tak­ing every­body out of the city and putting them in a cas­tle on the coun­try­side has a very pos­i­tive effect on the inter­ac­tions peo­ple have with each oth­er. The Q&A we did at the end of our ses­sion was also one of the most stim­u­lat­ing and top­i­cal ones I have ever had the plea­sure of par­tic­i­pat­ing in.

MLOVE DAY 2

At Hub­bub, when we design for moti­va­tion we usu­al­ly approach it from the lens of Self-Deter­mi­na­tion The­o­ry (SDT) which puts the needs and desires of the user at its cen­tre and pro­vides us with a good frame­work to start ask ques­tions from. The basic needs for intrin­sic moti­va­tion accord­ing to SDT are:

  • Auton­o­my, allow­ing peo­ple to con­trol their own direc­tions
  • Com­pe­tence, help­ing peo­ple become bet­ter in things and giv­ing them feed­back on it
  • Relat­ed­ness, sit­u­at­ing peo­ple’s actions in a social con­text

When it comes to the record­ing and appli­ca­tion of data there are a ton of hairy issues1 that are not going to be solved any­time soon. We think most of these issues can be mit­i­gat­ed by design­ing for users and keep­ing their auton­o­my front and cen­tre. For com­pa­nies oper­at­ing in this space, which is turn­ing into most of them, prop­er­ly design­ing the behav­iour­al aspects of your prod­ucts is the only way to guar­an­tee that they will be used in the future.

  1. An in depth explo­ration of data ethics is beyond the scope of this piece but just to list some of the issues here: insight into the obvi­ous, inter­pre­ta­tion errors, over­mod­el­ing caus­ing poor­er results, juk­ing the stats, fal­la­cy of informed con­sent, the cer­tain­ty of scope creep [↩]
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Week 206–207

I’m writ­ing up two weeks in one go, for no par­tic­u­lar rea­son oth­er than that I was on a short hol­i­day in Stock­holm last week even though it was my turn to do notes. For shame. (STHLM is a rec­om­mend­ed des­ti­na­tion, I should add.)

Alper wrapped up project SAME togeth­er with Sebas­t­ian. They doc­u­ment­ed the out­put from the work­shops and hand­ed over to the client. I look for­ward to see­ing how things will devel­op at the clien­t’s end, they have a very inter­est­ing chal­lenge ahead of them.

Project AJI—the self-com­mis­sioned research project we’re work­ing on this quarter—saw some action with Alper bang­ing out a first min­i­mal pro­to­type. I played around with it, sug­gest­ed some improve­ments and we have set a tar­get for the next iter­a­tion.

Work on Beesten­bende con­tin­ued, too. I had a very pro­duc­tive work ses­sion with the muse­um’s edu­ca­tion expert. We went through the game front to back and made numer­ous copy improve­ments. I real­ly enjoy the fact that we’ve man­aged to cre­ate a very col­lab­o­ra­tive work­ing rela­tion­ship with the muse­um. It makes what could be incred­i­bly painful process­es a lot of fun in stead.

Those copy updates required some inter­face adjust­ments, which I made short­ly after and Alper wrapped every­thing up and sent a new ver­sion to the muse­um, ready for anoth­er round of test­ing.

For ASARI, I decid­ed to build a dig­i­tal pro­to­type of the “info­graph­ic toys” we’d come up with ear­li­er. Since so much of the fun of play­ing with these things will come from their feel and their micro-inter­ac­tions, it made sense to do this. Sketch­es and writ­ten descrip­tions would sim­ply leave too much up for inter­pre­ta­tion.

I also went over to Info.nl to hand over the pro­to­type and doc­u­men­ta­tion to their lead devel­op­er.

Final­ly, in the past two weeks I pub­lished two blog posts. One on how we cur­rent­ly approach design con­sult­ing, and one an inter­view with Marc Fontei­jn about the doc­u­men­tary film Mak­ing Progress.

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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:

  • a work­place game about com­plex safe­ty issues for a glob­al oil firm,
  • data-dri­ven games and play­ful inter­ac­tions for one of Europe’s largest dat­ing por­tals,
  • games inte­gra­tion for the com­pan­ion web­site of a nature show on Dutch nation­al tele­vi­sion,
  • game­ful design prin­ci­ples for a start-up build­ing a career man­age­ment plat­form,
  • a game-like train­ing pro­gram for work­ers of an auto­mo­bile man­u­fac­tur­er’s yet-to-be-built plant.

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.

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Week 205

Last week was a deci­sive week for both ASARI and SAME, projects in two coun­tries that both went through their final phas­es.

Kars prepped ASARI for a client pre­sen­ta­tion. He went through the con­cept with the Info.nl design team and sketched out our con­cepts for the final pre­sen­ta­tion which was received well. We have thought up a bunch of toy-like info-graph­ics that should pro­vide inter­est­ing and fun insights into the scale of the works. We also came up with an out­doors activ­i­ty that we can tie back into the web­site. Kars then start­ed to pro­to­type every­thing out in Processing.js to make it pre­cise­ly clear what we want to achieve.

Workshopping

I pre­pared for SAME and flew to Munich to work­shop with our client there on Wednes­day and Thurs­day togeth­er with Sebas­t­ian Deter­d­ing. We dove straight in and got invalu­able time with sub­ject mat­ter and cul­tur­al experts to cal­i­brate our think­ing with. In our two days there we man­aged to run through the full course of ideation, clus­ter­ing, con­cep­tion and playtest­ing. We also called Kars in on Skype to get some of his input. Com­press­ing all of this into such a short time­frame is a cre­ative tour de force but it does pro­vide high­ly valu­able insights.

Remote Working

The updat­ed Beesten­bende is doing what it should and we should be mov­ing for­ward with final­iz­ing those improve­ments and dis­till­ing a new release to deploy in the muse­um.

I spent most of Fri­day doing a 3D pro­gram­ming course organ­ised by my friends of UIKonf and giv­en by Sti­jn Oomes. We spent the day div­ing into both SceneK­it and OpenGL ES and talk­ing about the upcom­ing SpriteK­it frame­work in iOS7 which is sup­posed to make life for game devel­op­ers a lot eas­i­er. I may apply some of these skills in an upcom­ing project, but for now just a refresh­er in 3D pro­gram­ming and how the pipeline works on iOS was real­ly valu­able and fun.

Stij Oomes dropping some proper knowledge. Going to dive into 3D programming today.

And that same Fri­day I attend­ed the Crit­i­cal Mass Berlin. Bicy­cle cul­ture and the reap­pro­pri­a­tion of the city are things that are close to our hearts and this par­tic­u­lar event turned out to be a par­tic­u­lar­ly fun cel­e­bra­tion of cycling.

Cycle selfie

I will be rep­re­sent­ing Hub­bub at Play­ful, Mozil­la Fes­ti­val and prob­a­bly at Gamecity as well. Which means I’ll be in and around Lon­don for most of that week in Octo­ber.

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Q&A with Marc Fonteijn (31Volts) about Making Progress

Video by 31Volts, orig­i­nal­ly on Vimeo.

Kars Alfrink — Mak­ing Progress teas­er from 31Volts on Vimeo.

Not too long ago I was inter­viewed by Marc Fontei­jn of ser­vice design stu­dio 31Volts, about how I approach the work that I do. Marc and his col­leagues have col­lect­ed a num­ber of those inter­views into a doc­u­men­tary film titled Mak­ing Progress. I decid­ed to turn the tables on Marc and ask him some ques­tions about the project. You can find his answers below.1

What is Mak­ing Progress?

“Sim­ply put, Mak­ing Progress is a doc­u­men­tary about the peo­ple that suc­cess­ful­ly cre­ate progress. For the doc­u­men­tary we inter­viewed 7 peo­ple rang­ing from Wilco van Rooi­jen who climbed the high­est moun­tain on each con­ti­nent in the world to Geert Kops who is a pro­fes­sor at the Uni­ver­si­ty Med­ical Cen­ter Utrecht doing can­cer research.

For us, Mak­ing Progress was also a jour­ney in which we stepped out of our own com­mu­ni­ty of prac­tice (ser­vice design) and went look­ing for oth­er peo­ple. Peo­ple who are also devot­ed and pas­sion­ate about doing some­thing mean­ing­ful in order to cre­ate a bet­ter world.”

Why make a doc­u­men­tary film about progress and inno­va­tion?

“We all know that the chal­lenges we face are get­ting more com­plex each day. And every­one seems to be look­ing for new ways to approach these issues. The thing is that there are tons of (management)books about inno­va­tion and the pile is grow­ing every day. Each book gives you even bet­ter tips and best prac­tices on how to inno­vate. But if you look close­ly you’ll notice that some­how it’s very hard to find the peo­ple who actu­al­ly inno­vate: the prac­ti­tion­ers, the ‘inno­va­tion’ crafts­man, call them what­ev­er you want. It’s like hav­ing a mil­lion cook­ing books but there’s no one who can actu­al­ly show you how to cre­ate a deli­cious meal.

We use design to make things hap­pen. Design is a process that by nature is very action ori­ent­ed. We actu­al­ly do a lot of stuff, get feed­back and then reflect on that. Do in order to think, if you will. I think design is a very attrac­tive alter­na­tive approach to cre­ate val­ue when the issues you’re deal­ing with are com­plex and fuzzy. But instead of look­ing at how (oth­er) ser­vice design­ers work we got very curi­ous about how peo­ple in com­plete­ly dif­fer­ent fields make things hap­pen, cre­ate val­ue… make progress.

A lot of exper­tise that makes a dif­fer­ence in prac­tice is hard to cap­ture in check­lists and flow­charts. You won’t become a mas­ter chef by just fol­low­ing a recipe. We trans­fer this kind of knowl­edge by talk­ing to each oth­er and shar­ing our expe­ri­ence. That’s why we sat down with some peo­ple for a chat, turned on the cam­era and talked about how they work.

The goal of Mak­ing Progress is def­i­nite­ly not to find the ulti­mate truth about inno­va­tion. Far from that. We hope that the doc­u­men­tary will inspire a dis­cus­sion about how we approach our cur­rent chal­lenges. Let’s see what we can learn from each oth­er.

And let’s be hon­est, you can’t read your way out of a cri­sis. You actu­al­ly need to make things hap­pen.”

Outtake from Making Progress

How did you approach this project? What did your process look like?

“Look­ing for life in out­er space? Try­ing to find a half broth­er in South Amer­i­ca? I don’t know. But we had the feel­ing that there must be more peo­ple that share the ideas behind the design approach. Let’s find them!

Explor­ers. That’s the best way to sum­ma­rize the peo­ple we were look­ing for. Peo­ple who in their own field have done some­thing that hasn’t been done before. Peo­ple who embrace uncer­tain­ty and turn that into new val­ue. We used our net­works to find these explor­ers. Which wasn’t easy because we weren’t inter­est­ed in the posi­tion some­one has (eg. it doesn’t mean a lot that you’re the chief inno­va­tion offi­cer) but in peo­ple with a cer­tain mind­set and atti­tude.

Once we had some explor­ers we basi­cal­ly sat down with them and talked about the things that are impor­tant in their work. The most fun themes we talked about were relat­ed to gut feel­ing like “how do you know you’re on the right track”.

Oh and final­ly of course there was a lot of video post-pro­cess­ing.”

With­out giv­ing too much away, what did you learn in the mak­ing of this film?

“I’ll keep this one short. One super inter­est­ing pat­tern we saw in our con­ver­sa­tions is that phys­i­cal as well as men­tal space plays a cru­cial role in mak­ing progress. We seem to under­es­ti­mate the val­ue of what hav­ing room to play with/in does for our cre­ative process.

If I look back on our process, I’m very hap­py that we left enough ‘blank-space’ to ben­e­fit from things we didn’t antic­i­pate before­hand. The worst thing that can hap­pen is, that you skip the inter­est­ing bits because you need to ‘stick to the plan’.”

What’s next for the project?

“Right now we’re work­ing hard toward the pre­miere on Sep­tem­ber 12th. After that we hope that a lot of peo­ple will take the ini­tia­tive to orga­nize a screen­ing in their own com­mu­ni­ty. On Decem­ber 11th (11/12/’13 @ 14:15) we’ll pub­lish Mak­ing Progress online.

The thing also excites me is that by Mak­ing Progress we also stum­bled on new ques­tions worth explor­ing. Ques­tions relat­ed to edu­ca­tion, bot­tom-up vs. top-down orga­ni­za­tion and the role teams play. But I also have the feel­ing that we’ve just scratched the sur­face with the peo­ple we’ve inter­viewed. There must be many more peo­ple mak­ing progress out there with a sto­ry. That sto­ry deserves a stage.”

Thanks Marc!

  1. The film includ­ing the teas­er above is in Dutch. But this post should give you an idea of its con­tents regard­less. [↩]
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Week 204

In Berlin, Alper spent time prepar­ing for an upcom­ing two-day work­shop on-site for SAME. He’s chew­ing on com­pli­cat­ed stuff togeth­er with Sebas­t­ian, involv­ing on-the-job learn­ing in an unfa­mil­iar cul­ture. We’re look­ing at apply­ing prin­ci­ples of self-deter­mi­na­tion the­o­ry and we need to do as much of it with ana­log means. No mean feat.

Mean­while, I most­ly worked on ASARI, vis­it­ing Info.nl for meet­ings with the design team twice, and iter­at­ing on my con­cept sketch­es for game-like inter­ac­tions. I was quite pleased with how after many rounds of revi­sion, a some­what pre­dictable mini-games-based idea has mor­phed into an inter­est­ing mix of info­graph­ics and toy-like inter­ac­tions.

Even though each of us is active­ly work­ing on one of these projects, we’re get­ting bet­ter and bet­ter at build­ing in time for quick, focused dis­cus­sions that improve the qual­i­ty of our work tremen­dous­ly. You could call it WAT: work­ing apart togeth­er.

Besides client work, we are com­mit­ted to pur­su­ing more self-com­mis­sioned projects. At the moment, this is AJI: an inves­ti­ga­tion into play­ful­ly aug­ment­ing civ­il dis­obe­di­ence and “piaz­za plus social media”. I hashed out screens based on the min­i­mal-viable set of user sto­ries we had agreed on after some dis­cus­sion. Alper then sat down to bang out a first pro­to­type, which I will have to take a look at soon…

More extracur­ric­u­lar activ­i­ty took place in the form of playtest­ing on the cof­fee tast­ing game I’ve been think­ing about for far too long already. Alper had a go togeth­er with Peter at KANT and pro­vid­ed me with valu­able feed­back. I have a list of things I want to tan­gle with, now to just make the time to do so.

Played the Cuppings tasting game with Peter and came up with this profile for Five Elephant's El Salvador Las Nubes Honey. Their notes: 'toasted almonds and blood orange marmalade with a nutty cocoa finish'

Speak­ing of KANT—the new work­place Alper has tak­en res­i­dence in and there­fore also Hub­bub’s new base of operations—a new overview of what all of KAN­T’s illus­tri­ous res­i­dents have to offer has gone up.

In Utrecht, I closed off the week with an excel­lent FRIDAYS AT 7. We had a nice turnout, most notably Joris Dor­mans, who put all game design­ers present to shame by bring­ing not one but three game pro­to­types (one dig­i­tal, one boardgame and one cardgame). Nat­u­ral­ly, we played all three of them and were more than enter­tained.

Playtesting a card game by Joris about arranged marriages.

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Week 203

Last week got us into a good rhythm for our sum­mer engage­ments. A quick slice from our cur­rent stack.

Kars pre­pared and facil­i­tat­ed the sec­ond work­shop for ASARI where tons of sketch­ing result­ed in a rough­ly final con­cept which can go up for pre­sen­ta­tion before the start of the first design and devel­op­ment sprint. Kars and I also brain­stormed a bunch of fun games to add to the final prod­uct to give it that elu­sive fun fac­tor but still keep the nec­es­sary broad appeal. Some of these are real­ly extreme­ly fun and I hope they make it into the final site. Kars sketched these out for pre­sen­ta­tion in the next ses­sion.

We’re approach­ing the next work­shop ses­sion for SAME and prepar­ing for that by get­ting more con­text infor­ma­tion from the client. SAME revolves around a very chal­leng­ing prob­lem for a very large com­pa­ny but at the same time we are also get­ting a lot of free­dom to work in and con­tribute our bit to the solu­tion. Very excit­ing stuff and I hope to be able to share stuff from that here at some point.

We shipped the new ver­sion of Beesten­bende to the Uni­ver­siteitsmu­se­um and we look for­ward to see­ing their reac­tions on the sim­pli­fied game flow.

AJI is a new project where we will be mak­ing things to explore the social issues we treat­ed in pre­sen­ta­tions over the past years. We find that the approach that best fits with our sen­si­bil­i­ties is to deliv­er stuff that does some­thing. This means pro­to­types, games or prod­ucts that gen­er­ate the expe­ri­ences we want to con­vey. We sketched out the screens for this app and it should go into devel­op­ment next week.

I am going to be pre­sent­ing on this year’s Retune, prefer­ably on AJI but I think our recent approach to cre­ative con­sult­ing as well as our prin­ci­ples for cre­at­ing games are also ger­mane. It is going to be love­ly and it is orga­nized by some very nice peo­ple, so if you’re in Berlin then you should get a tick­et.

Kars reviewed Per­cep­tor’s upcom­ing puz­zle art game. We’re not real­ly fans of puz­zle games, but we can tell if some­thing is well made (not that we expect­ed any dif­fer­ent from these guys). Look for this to be in an app store near you soon.

Studio resident Sander trying to crack one of the puzzles in Perceptor's upcoming art game. It's fiendishly difficult and I'm not the biggest puzzle game fan so you can imagine my frustration during playtesting. (In other words, it's good and I'm sure it

Kars iter­at­ed the KOHI cof­fee tast­ing game pro­to­type and did a playtest on it. We’re try­ing to demys­ti­fy the cof­fee tast­ing expe­ri­ence and cre­ate a fun expe­ri­ence where you help each oth­er refine your palates. Cof­fee is an ongo­ing inter­est of ours and we hope to use this game to improve cof­fee tast­ing for our­selves and oth­ers.

Coffee tasting game playtest aftermath. Me and Sander had quite comparable tastes.

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Week 202

It’s an absolute­ly gor­geous sum­mer day out­side. One of the first of the year, in fact. Sun may not be note­wor­thy in your part of the world, but this is the Nether­lands so it total­ly is. You can imag­ine the willpow­er it takes for me to stay inside and write this. Any­way, on to what we did last week.

Alper tells me he spent most of his time work­ing on Beesten­bende. This was the last week before the new ver­sion’s release, so he had his work cut out for him. We got a nice rhythm going, him tick­ing of stuff in our sprint back­log as he com­mit­ted code, myself test­ing it all, catch­ing the odd bug. I also tweaked copy and art to match the slight­ly adjust­ed game play. The new ver­sion is eas­i­er to pick up and play. We most­ly took out stuff, stream­lined inter­ac­tions, etc. I can’t tell you how nice it is to get anoth­er chance to pol­ish a game that was already quite well done.

We do a lot of con­sult­ing late­ly. Although I should qual­i­fy that and say our con­sult­ing is less about talk­ing through slide decks and dis­cussing and more about col­lab­o­ra­tive­ly sketch­ing and pro­to­typ­ing. The for­mer can be use­ful, but the lat­ter is more suit­ed to our tem­pera­ment. To this end, Alper put some time into prepar­ing for upcom­ing engage­ments. Mean­while, I par­tic­i­pat­ed in a work­shop focused on the cre­ation of a new phys­i­cal space for play­ful culture—which was sup­port­ed by a lux­u­ri­ous amount of graph­ic facil­i­ta­tors. I also co-facil­i­tat­ed the first work­shop for project ASARI on which we are col­lab­o­rat­ing with Info.nl. This is about enabling peo­ple to expe­ri­ence future out­comes of large pub­lic infra­struc­ture projects.

Odds and ends:

Alper con­tin­ued to meet with new and inter­est­ing Berlin peo­ple. Sim­i­lar­ly, I had a few nice chats with poten­tial new clients at the month­ly Dutch Game Gar­den net­work­ing lunch.

And final­ly, I head­ed to Dalf­sen to attend a pho­to shoot for an upcom­ing Dutch Design Week exhi­bi­tion on design­ers and farm­ers, which Pig Chase is part of. Pre­dictably, the humans (me, Irene and farmer Dick) were upstaged by a rather fetch­ing piglet.

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