I’m writing this on a train from Geneva. It’s been two crazy weeks which explains for the lack of notes for a while.
The big thing these past weeks was the first proper playtest for Saba. Week 132 was taken up by preparations, with Hanne and Karel developing a scenario and building a paper prototype. I had a meeting with the museum to go over what we’d be looking for, using a list of questions as our guideline. The client recruited a number of families, and on Monday and Tuesday of this week we ran several tests. Things went well, despite the fact that the small bit of technology we had planned to use to simulate one aspect of the game — a mobile printer that would output photos taken with an iPhone — failed miserably and we had to improvise. We got encouraging responses from players though. Next comes the hard work of collating all the observations and deciding how to act on them.
On Tuesday of week 132, I ran a small workshop at a Noordhoff conference for science teachers about Galaxy Tours. We’ve finished our work on this. The result is a prototype that takes an interesting approach to introducing students to several core concepts of astronomy. It’s not ready for public consumption yet, though. So until we get a chance to develop it further, it’ll remain in the archives. We might publish some of our learnings from this project at some point. And of course it’ll get a writeup in the portfolio.
That same night I attended Control Gamelab #2, played some of the best Dutch Global Game Jam games and was interviewed on stage together with Karel about our experience participating in Berlin. Niels’ fun short documentary of the trip was also shown.
I ended week 132 with participating in the Social Cities of Tomorrow workshop as an expert, which meant spending time with all the teams and mostly helping them solidify the concepts they had developed. Most revolved around urban renewal and social participation in some way, which made it a stimulating thing to be involved with for a day.
I also attended the Social Cities of Tomorrow conference, where I presented a case study of Koppelkiek. It feels a long time ago since we’ve done that project, and we’ve learned a lot since, so I tried to share as many of that as I could. My personal highlight was hearing about how the keynote speakers — Usman Haque, Natalie Jeremijenko and Dan Hill — had each structured their practice in such a way to be able to do the most interesting work possible, with the biggest amount of impact. Something I am continuously thinking about for Hubbub.
The weekend was taken up by work on my LIFT lecture. On Wednesday morning I flew into Geneva and (after dropping off some things at my hotel) immediately headed to the venue for the start of the conference. On Thursday I presented my thoughts on using games to restore a sense of agency and accountability to publics, which was kind of an attempt to develop some ideas from my dConstruct talk further. I got some kind responses, which was gratifying. As a conference, LIFT did a good job of providing an overview of the social implications of our current and near-future technologies. The conversations around the event, in the hallways, over drinks and dinner, were the best part, as is usually the case with these events. As one speaker pointed out, citing Théophraste Renaudot, conferences are “the commerce of souls.”

Testing concepts over and over again, some playing cards were hurt in the making of this game I’m afraid.
This illustrates how complicated some of the tests quickly got.
Week 134
Having returned from my trip to Geneva — and a short stay with a friend in Frankfurt, where I stood on top of skyscrapers and ate a lot of sausage — I plunged into a week that was for the most part taken up by events and publicity.
Niels put me in touch with a radio reporter who was doing a piece on Zombies, Run! — an iPhone game that uses a story about a zombie apocalypse to motivate you to run. I took the app for a spin, running through the center of Utrecht while being pursued by zombies, and immediately afterwards talked to the reporter. The game’s creators Six to Start are friends, so I’m a bit biased, but I think this is an interesting entry into the “gamification” of everyday activities as it uses narrative to add meaning to incentives that would otherwise be meaningless. The resulting radio item, with me sounding a bit out of breath and hyper, is available online.
More radio-making happened on Tuesday, when I had the pleasure of spending an hour with Clemens and Irene in the Red Light Radio studio for a Pig Chase special broadcast of Rick’s ‘Kimchi’-show. This was a real joy as we could play a selection of music we’d brought, and talk about the project at a leisurely pace in between. Mr. Dick van der Vegt, the farmer we worked with for the video, allowed us to call him live on the show for a few questions (he was witty and thoughtful as always). To round it all out the show ended with the end title music from Blade Runner, probably my favorite film of all time, which is loosely thematically linked to the project through its discussions of real and artificial animals and empathy towards them. The whole show is available on Soundcloud.
We also had our very first Amsterdam edition of This happened, hosted by the lovely Brakke Grond, with great talks from Unfold, Edo Paulus, LUSTlab and Tim Knapen. The event was sold out, we had a nice turnout, and it was encouraging to see both familiar faces from the Utrecht editions and new ones in the audience.
We also announced Utrecht #13, which will take place in little under four weeks. It’ll be my last edition, as I am stepping down from organizing. Wether there will be subsequent events either in Utrecht, Amsterdam, or both depends on a variety of factors, which are under consideration at the moment. Once we’ve made up our minds, we’ll share our thoughts on this. Keep an eye on thishappened.org for that.
On the Saba front, we worked to analyze all the findings from the playtest which took place the previous week, and produced a report that synthesized the major ones. On wednesday I discussed the report with the museum and we were more or less on the same page, with is good. We can basically move ahead to the development of a first digital prototype and just need to keep an eye on a few things, but nothing major. We also took stock of what we’ll need to get this digital prototype up and running as soon as possible.
Other than this I spent some time teaching — I had my first meetings with the interaction and game design master students I’ll be coaching the coming half year at the HKU. I also provided a guest lecture on my background in interaction design and how it influences my work on games for the very first batch of a new performance design master at the HKU’s faculty of theatre.