Hubbub has gone into hibernation.

Starting up in Berlin

Our agent Alper has recent­ly moved to Berlin to estab­lish a pres­ence over there and he will be report­ing on his progress from time to time.

For rea­sons both per­son­al and pro­fes­sion­al I have relo­cat­ed to Berlin to start afresh in that great Athens on the Spree. Berlin is see­ing a resur­gence of digital/creative activ­i­ty that is gar­ner­ing quite a lot of atten­tion not to men­tion spec­u­la­tion. Let the rea­sons for that be what they are, what mat­ters to us is that it is a prop­er metrop­o­lis with both oppor­tu­ni­ty and urgency for play­ful expe­ri­ences.

Hav­ing just arrived, the help of (friends of) friends1 has been invalu­able to get start­ed quick­ly. The tem­po­rary office space, knowl­edge of the local bureau­cra­cies and the con­nec­tions made, that would oth­er­wise have tak­en months of attend­ing mee­tups in shady bars, have all been invalu­able. I am sur­prised how seam­less the tran­si­tion from a city in one coun­try to anoth­er can be with our pro­fes­sion­al com­mu­ni­ca­tions and cul­ture homog­e­nized by the inter­net.

Image no longer avail­able: “Over­cast Berlin sky”, from distilleryimage8.instagram.com.

Pic­ture by Edi­al Dekker

Last week, my first week in Berlin in earnest, has been focused on look­ing for office space and get­ting some work done that had been left because of the move and the hol­i­days. The start of the week I spent doing a thor­ough tra­ver­sal of Berlin’s cowork­ing spaces2 and these last cou­ple of days have been more pro­duc­tive work­ing at the cen­ter of most things dig­i­tal here, the Beta­haus.

Set­ting up shop for Hub­bub as well as my oth­er pro­fes­sion­al affil­i­a­tions, I’m look­ing for a shared stu­dio3 to go to every morn­ing, where I can have a desk and where I can put my screen and books. This place would be prefer­ably locat­ed some­where in or near Kreuzberg. I have some promis­ing leads, but if you can add to those, do get in touch.

In time we are plan­ning to expand into a loca­tion where a hand­ful of peo­ple can work on projects in a com­fort­able fash­ion. The Berlin stu­dio will always remain tight­ly con­nect­ed to the Utrecht moth­er­ship, but it should be able to oper­ate autonomous­ly in the same loose fash­ion that most of our col­lab­o­ra­tion takes place. A colony on anoth­er plan­et, if you will, though right now Berlin is a bit more hos­pitable than Mars.

With regard to con­nec­tions, I have met up with the local indie game devel­op­ers dur­ing a pre­vi­ous vis­it and Hub­bub will be out in force for the Glob­al Game Jam Berlin at the end of this month. Even though I am a debu­tant in that par­tic­u­lar for­mat, we hope to present a respectable show­ing with the help of some more expe­ri­enced team mem­bers. I am par­tic­u­lar­ly inter­est­ed in meet­ing peo­ple busy with games for social/organizational change in Ger­many and com­par­ing notes with what works and what does­n’t. But if you are oth­er­wise inter­est­ed in play­ful expe­ri­ences to get peo­ple to engage and cre­ate I would of course also love to get in touch4.

  1. Just to name Third Wave, Gidsy, Hybrid Plat­tform, Mozil­la besides many more. [↩]
  2. I vis­it­ed Stu­dio 70, Wos­tel, Weser­land, Pul­sraum, Nest, Co-up, Tante Renate and Beta­haus. [↩]
  3. The tran­sience of cowork­ing is not that appeal­ing to me though I have found­ed and helped man­age sev­er­al cowork­ing spaces in the Nether­lands. [↩]
  4. Email alper@ this domain. [↩]
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Week 126

In 2010 I kept wee­knotes at Leapfroglog. I did not con­tin­ue those in 2011, but I feel like tak­ing up the habit again this year. It’s a nice and easy way to keep a log of what’s going on, and I’m kind of sad I don’t have one for the past year, since that’s been kind of tran­si­tion­al. Now that most if not all of my work has fold­ed into Hub­bub, I’ll con­tin­ue post­ing here.

This is week 126 of Hub­bub’s pub­lic exis­tence, since first men­tion of it in a blog post on Leapfroglog.

After a rather qui­et first work­day of the year most­ly involv­ing rather unin­ter­est­ing admin­is­tra­tive duties, things kicked off prop­er­ly on Tues­day. I sat down and wrote texts for the Twee­t­akt fes­ti­val guide, about the games I’ve select­ed for the play­ful exhi­bi­tion. I think I’ll keep these to myself for now, but I can say things will be quite dif­fer­ent from last year, with lots of mul­ti­play­er options, and inter­est­ing­ly enough many more screen-based games (had­n’t planned for that).

On Wednes­day I main­ly occu­pied myself with work on my talk for Noorder­slag next week, and also a lit­tle bit of work on my talk for LIFT (which I thank­ful­ly have a bit more time for).

Yes­ter­day (Thurs­day) I was joined by Karel to work on Galaxy Tours, the game hereto­fore code­named Iru­ka that we’re mak­ing for Noord­hoff about astron­o­my. It’s a team-based boardgame that can be used in the class­room to sub­sti­tute for a tra­di­tion­al lec­ture. We’re near­ing the fin­ish line on this one, just a few final game design issues result­ing from a playtest that need to be tak­en care of, plus some pol­ish on the graph­ic design and we can deliv­er it to the client.

I also met with the Uni­ver­siteitsmu­se­um (the Utrecht Uni­ver­si­ty’s local sci­ence muse­um) to dis­cuss plan­ning of Saba, a game we’re mak­ing for fam­i­lies vis­it­ing the muse­um. The project team for this, con­sist­ing of Karel, Hanne and Alper, will kick off next week. I’ve also inter­viewed a pos­si­ble can­di­date for pro­duc­tion assis­tance on this project, as I could use some help with plan­ning, mon­i­tor­ing and logis­tics.

Today I was plan­ning to work with Tim on Hamachi (a par­ty game we’ll self-pub­lish), but he has fall­en ill so we’re post­pon­ing that for the moment.

In stead, I will make use of the extra time to put some more thought in my Noorder­slag talk.

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Talks lined up for the start of 2012

First of all, if you’re read­ing this, may 2012 bring peace, hap­pi­ness and good for­tune for you and your loved ones.

I have a num­ber of talks both short and long lined up for the first few months of this year. Let me run them down for you:

Some­where in between all this, myself and a remark­able group of indi­vid­u­als I am lucky enough to col­lab­o­rate with on a reg­u­lar basis will head to Berlin to par­tic­i­pate in the Glob­al Game Jam.

Not a bad start of the year, right?

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A look back on 2011

It’s almost time to close shop for the hol­i­days so I thought I’d do a final post. Here’s a month-by-month look back at some of the major things that hap­pened at Hub­bub in 2011 with links to rel­e­vant posts and such in case you missed it the first time around.

Jan­u­ary – We start devel­op­ment on Code 4, a game for orga­ni­za­tion­al change com­mis­sioned by the Dutch Tax Admin­is­tra­tion. It is code­named Maguro.

Playtesting Maguro again

Feb­ru­ary – I head to Cog­ni­tive Cities in Berlin which turns out to be an excel­lent expe­ri­ence. I stay in a Kreuzkölln apart­ment with Alper and Alexan­der and man­age to take in quite a bit of what makes this city so appeal­ing.

March – Twee­t­akt Fes­ti­val takes place, fea­tur­ing an exhi­bi­tion of play­ful inter­ac­tive work that I was asked to curate. We also run a This hap­pened with talks on the works on dis­play. This is also the month The Vil­lage opens, a new cof­fee place that becomes an instant favorite of mine.

April – We fin­ish work on Code 4 after a suc­cess­ful pilot run and deliv­er it to the client. By this time Niels has writ­ten a love­ly trip­tych of blog posts on what it feels like to work on the game.

May – I go to Man­ches­ter for FutureEv­ery­thing and present New Games for New Cities.

June – A three-week tour of Japan makes for the per­fect break from work and also pro­vides me with a mas­sive jolt of inspi­ra­tion, culi­nary and oth­er­wise.

July – Sum­mer in the Nether­lands means not much of any­thing gets done.

August – We bid Fource­Labs, who we’ve been shar­ing a stu­dio with since July 2010, farewell and move to a space of our own in the Dutch Game Gar­den. This involves replac­ing the floor, which turns out to be more of a chal­lenge than antic­i­pat­ed.

Wax on, wax off

Sep­tem­ber – A new project for Noord­hoff code­named Iru­ka starts. I also present The Trans­form­ers at dCon­struct, and talk about both Pig Chase and Code 4 at the DiGRA con­fer­ence Think Design Play.

Octo­ber – Work con­tin­ues on Iru­ka, punc­tu­at­ed by attend­ing Play­ful in Lon­don which does not fail to please (and I don’t just say that because they put me in the site head­er).

Novem­ber – We playtest Iru­ka and we start work on a pro­mo­tion­al video for Code 4 (which at the moment of writ­ing is near­ing com­ple­tion).

IRUKA now with time-zone support

Decem­ber – We have a par­ty to cel­e­brate the new stu­dio. The con­cept video for Pig Chase is pub­lished.

Iru­ka and the Code 4 pro­mo­tion­al video will bleed over into the new year. We’re also get­ting ready to start work on Saba, a game for a local muse­um. Oth­er than that there are tons of plans for the next year, so I look for­ward to it with much excite­ment. Which leaves me with say­ing thanks for read­ing, I hope you’ll keep fol­low­ing us in 2012 and hap­py hol­i­days!

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Pig Chase, a game for pigs and humans

For a while now, I’ve been part of a research project at the Utrecht School of the Arts, called Play­ing with Pigs. Up till now, I’ve referred to it as project Buta on this blog. We’re research­ing the weird rela­tion­ship humans have with domes­ti­cat­ed pigs. You know, pigs that are farmed for meat. The way we are research­ing this rela­tion­ship is by design­ing a game. It is called Pig Chase.

Today I’m excit­ed to be able to share the video sketch we made as a first step towards this game.

Video by the HKU Media Archive, orig­i­nal­ly on Vimeo.

You can watch a larg­er ver­sion of the video on Vimeo.

We’re mak­ing a game for sev­er­al rea­sons. On the one hand, it allows you to expe­ri­ence ques­tions relat­ed to the sub­ject of pig farm­ing first hand. Ques­tions such as: are pigs intel­li­gent ani­mals? Is farm­ing pigs for meat cru­el? And so on. The oth­er thing a game can do is trans­form how you relate to pigs. We’re explor­ing a new rela­tion­ship, one that takes ele­ments from how we deal with ani­mals in the farm, the cir­cus and the home.

The video sketch of Pig Chase is our way of putting the design of the game out there, to see how the world at large responds to it.

The choice for light as a medi­um is the result of a sys­tem­at­ic explo­ration of what kinds of stim­uli pigs respond to. We were aware of some evi­dence indi­cat­ing pigs enjoy light. But when we saw how they react­ed to a laser point­er, we knew we were on to some­thing.

In case you’re won­der­ing: yes, the plan is to actu­al­ly build this thing. That’s the next step.

I’m look­ing for­ward to explor­ing the forms of play this sys­tem affords. I’m also keen on exper­i­ment­ing more with the idea of a sym­met­ri­cal play space, and forms of play that are actu­al­ly cog­ni­tive­ly chal­leng­ing to pigs. On the human side I am most­ly fas­ci­nat­ed by inti­ma­cy with an ani­mal that is actu­al­ly quite remote.

For more details, includ­ing full cred­its of every­one involved, refer to the offi­cial Play­ing with Pigs project web­site. There’s also a press release avail­able, and a set of high res­o­lu­tion images.

Final­ly, I’d like to high­light the amaz­ing work done by my col­lab­o­ra­tors: Irene van Peer, who has been my sound­ing board on inter­ac­tion design from the start, and whose exper­tise on every­thing rang­ing from par­tic­i­pa­to­ry design meth­ods to mate­ri­als and con­struc­tion has been indis­pens­able. And Hein Lager­weij, whose broad range of video pro­duc­tion and motion graph­ics skills have made this whole thing come to life in an amaz­ing way. I’d also like to thank Clemens Driessen for his per­spec­tive on the ethics around tech­nol­o­gy and live­stock farm­ing, and Marin­ka Copi­er for her trust and vision.

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Hack days as ludic practice

It was at DiGRA that I first heard Eric Zim­mer­man talk about the idea of this being a ludic age. We’re in the peri­od that fol­lows the infor­ma­tion age, which we’ve more or less left behind. In the ludic age, says Zim­mer­man, “infor­ma­tion itself is put at play”.1

What does that mean? It can’t just be that it means we’ll get more games, and more kinds of games. That can be part of it, but there must be more to it.

I think hack­a­tons are part of this idea of infor­ma­tion put at play. A short while ago, I attend­ed what was prob­a­bly the most ambi­tious open data hack day of the Nether­lands thus far.2 Code Camp­ing Ams­ter­dam was host to almost 200 design­ers, tech­nol­o­gists and civ­il ser­vants who spent a day build­ing use­ful or oth­er­wise inter­est­ing hacks with new­ly opened up gov­ern­ment data.3

Togeth­er with Chris Eid­hof, I messed with a neat col­lec­tion of old colo­nial maps. We made an attempt at unortho­dox, play­ful dis­plays of the maps, high­light­ing their visu­al rich­ness. But we were thwart­ed by some less-than-opti­mal meta­da­ta. We did fin­ish a pro­to­type though, which shows a treemap of all the maps per half cen­tu­ry.4

The opening screen of the app, showing a treemap

The open­ing screen of the app, show­ing a treemap

Although we did not man­age to pull off a gor­geous Bloom-like data toy, or a play­ful tool for under­stand­ing like the ones Bret Vic­tor has been writ­ing about, I still feel us hack­ing away at maps is an exam­ple of activ­i­ty in the ludic age.

For starters, we spent a Sat­ur­day, for fun, attempt­ing to make some­thing that presents a gov­ern­ment data resource in an inter­est­ing way to the gen­er­al pub­lic. That is not an infor­ma­tion age activ­i­ty, we weren’t doing this for prof­it, we weren’t even doing it as part of some kind of civ­il action, we were doing it for the fun of it.

Our means of arriv­ing at the app were play­ful. We weren’t work­ing accord­ing to some indus­try-stan­dard method­ol­o­gy. We were fly­ing by the seat of our pants. I would nev­er work like that in a reg­u­lar Hub­bub project.5

Chris Eidhof and myself at Code Camping Amsterdam

Chris Eid­hof and myself at Code Camp­ing Ams­ter­dam. Pho­to by Jean-Pierre Jans.

Final­ly, this was a col­lab­o­ra­tion, but between two peo­ple who had nev­er made any­thing togeth­er before. For some­thing like that to work, for Chris and myself to work well togeth­er, I think we had to arrive at some­thing very much akin to Bernie DeKoven’s well-played game. We were hack­ing togeth­er because we both want­ed to. We were play­ing (hack­ing) hard, tak­ing it very seri­ous­ly, while at the same time aware of the not-seri­ous­ness of it all. We could fail, it would be OK. And we were mind­ful of each oth­er’s agen­das. Of what each of us want­ed out of the game (that hack day).

So on many lev­els, even if the prod­uct ulti­mate­ly isn’t incred­i­bly play­ful, just a hum­ble iPad app (with some very pret­ty maps) our means of arriv­ing at it were a fine exam­ple of ludic prac­tice in the post-dig­i­tal age.

  1. Here’s a video of Eric’s talk at DiGRA and this is a pro­file video about some of the same ideas. [↩]
  2. It was organ­ised by Hack de Over­heid (“Hack the Gov­ern­ment”) of which Hub­bub CTO Alper is a board mem­ber. [↩]
  3. If you read Dutch, this is a neat arti­cle about the event pub­lished in Parool. [↩]
  4. Chris wrote a post about his expe­ri­ence too. And here’s a post in Dutch about the app at the Open Cul­tu­ur Data blog. [↩]
  5. There are moments in a design process where you more or less do, of course, that’s part of inven­tion, but there’s equal parts struc­ture, nor­mal­ly. [↩]
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Making physical games at Playgrounds Festival

Over the years, I’ve run a vari­ety of game design work­shops, both stand­alone and as part of larg­er events.1 They’re typ­i­cal­ly aimed at cre­at­ing sim­ple, ana­log games that can be played inside or on the streets.

I enjoy doing work­shops because I get to see how oth­ers deal with the unique chal­lenges of design­ing phys­i­cal games. Things like recruit­ing play­ers to an ongo­ing game, or con­sid­er­ing the role bystanders. I learn some­thing from both the suc­cess­es and the fail­ures of par­tic­i­pants. It’s also a chal­lenge to cre­ate a work­shop pro­gram with just the right amount of guid­ance (not too much, not too lit­tle, much like find­ing the right bal­ance of rules in game design).

The most recent work­shop we ran took place in the days before Play­grounds Fes­ti­val. There were sev­er­al on offer to stu­dents of art schools from the region. Oth­er work­shop facil­i­ta­tors includ­ed Vlam­beer and PIPS:lab.

Physical games workshop @ Playgrounds Festival 2011

The work­shop was about design­ing games for the main con­fer­ence, which would take place lat­er that week. So the audi­ence was con­fer­ence-goers, always a tough crowd to get involved into a game. They’re usu­al­ly too busy run­ning from ses­sion to ses­sion and chat­ting in the hall­ways. It turned out this also applied to this con­fer­ence, even though it was called Play­grounds. (It’s about motion graph­ics, ani­ma­tion, that sort of stuff, most­ly.)

The brief allowed for a vari­ety of forms, such as street games, con­fer­ence games and par­ty games. We also allowed par­tic­i­pants to choose their own loca­tion in and around the con­fer­ence venue.

We had three days, and divid­ed it up in equal parts: intro­duc­tion to the field & ideation, pro­to­typ­ing & design and final­ly test­ing & eval­u­a­tion.

Physical games workshop @ Playgrounds Festival 2011

An impression of what was made

I was real­ly hap­py to see the vari­ety of games that emerged. I had col­lect­ed a bunch of exam­ple games to get the par­tic­i­pants start­ed: Mafia, Cru­el 2B Kind, Cap­ture the Flag, Prui and James Wal­lis’s Game­Camp minifig game. We also played a game of Nin­ja Tag to warm up. I’d like to think this under­lined the idea that there are many ways to cre­ate inter­est­ing play expe­ri­ences.

(Watch this video on Vimeo.)

In order of appear­ance the video shows a Tron light-cycles inspired game where you try to sur­round your oppo­nent, a tag­ging game, a game about hunt­ing fox­es, a paint-with-your feet game, and a draw­ing game using mark­ers tied to cycling hel­mets. Like I said, a nice range of games offer­ing quite dif­fer­ent kinds of play.

Some observations

Con­cepts that rely on spon­ta­neous audi­ence par­tic­i­pa­tion have an imme­di­ate dis­ad­van­tage. In par­tic­u­lar when the act to be per­formed is slight­ly the­atri­cal and/or sil­ly. Best to have a sign-up booth and have play­ers come to you. You don’t want to put peo­ple on the spot, much less in front of their friends. Play is vol­un­tary after all. You can and prob­a­bly should go out and do pro­mo­tion for your game and draw peo­ple to your booth. When pro­mot­ing your game it is very impor­tant to have a clear and short descrip­tion of the game expe­ri­ence you’re offer­ing.

A com­mon pit­fall in the design of phys­i­cal games is that the activ­i­ty cre­at­ed is eval­u­at­ed on how amus­ing it is to observe, in stead of how inter­est­ing it is to do. There’s a dif­fer­ence between what a US or UK audi­ence and a Dutch audi­ence are will­ing to engage in. With­in those nation­al groups there are again mas­sive dif­fer­ences from sub­cul­ture to sub­cul­ture. This is an issue because the cur­rent state of the art is most­ly influ­enced by cre­ators from the Anglo-sphere.

Playtest­ing high­light­ed these issues for many of the games and as such it was a mas­sive learn­ing expe­ri­ence. It takes courage to put your game out there at a con­fer­ence, to ask a com­plete stranger to have a go. I admire the par­tic­i­pants for hav­ing the guts to do this, even if not all games were as suc­cess­ful at draw­ing in play­ers.

Physical games workshop @ Playgrounds Festival 2011

Where to go next

I have the feel­ing that the street gam­ing scene has become some­what con­ser­v­a­tive. So I would like for future work­shops to push at its bound­aries. This means set­ting new briefs, per­haps more focused briefs, ones that delib­er­ate­ly break with cur­rent street gam­ing form. One idea that has been on my mind for some time is to look at toys, and focus less on rules design. This is inspired in part by Doug Wilson’s work on Johann Sebas­t­ian Joust, and projects like Ringg, which came out of the Utrecht School of the Arts. A work­shop about rules-light, open-end­ed tools for play. You’re wel­come to steal this idea for your own work­shop, or invite me to come and run it at one of your events. Either way, I’d be hap­py to hear from you.

I should thank Sarah Lugth­art and Leon van Rooij for invit­ing me to their fes­ti­val, and all the work­shop par­tic­i­pants for their enthu­si­as­tic involve­ment. In addi­tion I should point out the sig­nif­i­cant con­tri­bu­tion to this par­tic­u­lar work­shop by occa­sion­al agent of Hub­bub Arjen de Jong.

  1. For exam­ple, here’s one for Utrecht School of the Arts stu­dents in the lead-up to the NLGD Fes­ti­val of Games 2009, and here’s the one I ran at NLGD Fes­ti­val of Games 2009 itself. [↩]
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New tables

Action stations

I’m writ­ing this from behind a new desk. These were designed by my broth­er Ties. He’d done a pair of desks for BUROPONY before and when I saw his new design for a meet­ing table I asked him to also make a small­er ver­sion that could be used as a desk.

Early model

The design is rem­i­nis­cent of those wood­en dinosaur skele­tons. All the parts are milled from birch wood plates and slide into place with­out the need for glue, nails or screws.

Wooden dinosaur skeleton

Plans

We did have to sand them down and lac­quer them, though. That was a bit more work than I had expect­ed… (Good thing I had help from my broth­er and sis­ter.)

Maggie and Ties sanding

There was a bit of space left on some of the plates, so we also made mon­i­tor stands that can hold a stack of A4 sized paper.

Monitor stand

I think they look real­ly neat and I can tell you they’re a plea­sure to work from. I love the nat­ur­al unfin­ished look, and the feel of the wood grain. Here’s a few more shots.

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A roundup of Code 4 publicity

We’ve been talk­ing about Code 4 at var­i­ous venues the past few months. So I thought I should col­lect the results from those events here, in case you’ve missed them the first time around.

Code 4 is the large-scale game for orga­ni­za­tion­al game we made for the Dutch Tax Admin­is­tra­tion in col­lab­o­ra­tion with Demo­vides and the Utrecht School of the Arts. It uses var­i­ous media to pro­pel play­ers into a game set in the near future, which is inter­wo­ven with their dai­ly work. Broad­ly speak­ing, the aim was to improve participant’s skills in terms of orga­ni­za­tion­al capac­i­ty and client-cen­tered­ness..

Read DiGRA practice paper

In Sep­tem­ber, I pre­sent­ed a prac­tice paper on the game at the DiGRA 2011 Con­fer­ence: Think Design Play. It’s in the con­fer­ence pro­ceed­ings but I’ve uploaded a PDF to this site as well for your read­ing plea­sure.

Watch the Chi Sparks talk

Agent in charge of all things soft­ware Alper Çugun spent a high-paced 10 min­utes talk­ing about the game and its cre­ation process at Chi Sparks in June. Below is a video of that talk:

The video Chi Sparks 2011: Code 4 – A large scale game for orga­ni­za­tion­al change (Chi Ned­er­land) is no longer avail­able from Vimeo.

And of course, a full project write-up is in the port­fo­lio. As men­tioned before, we’re work­ing on a video illus­trat­ing the play­er expe­ri­ence. So stay tuned for more on that.

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Occupy the future at Playful 2011

After mak­ing the many dif­fer­ent cre­ative indus­tries out there take games seri­ous­ly (and sub­se­quent­ly sort of regret­ting the con­se­quences) Play­ful was back this year and decid­ed to look towards the future. Ever since I pre­sent­ed there in 2008 this has prob­a­bly been my favorite event of the year. So I returned after a much-regret­ted hia­tus to attend Play­ful 2011 — the shape of things to come.

Longing for a Death Star

Con­fer­ence direc­tor Toby Barnes kicked off the day bemoan­ing the fact that there was still no Death Star float­ing some­where in space. He longed for a return of ambi­tious future think­ing as opposed to the more mun­dane, close-to-home, near future fore­sight that seems to be in vogue. The “where’s my jet­pack” argu­ment, basi­cal­ly. But Toby qual­i­fied this fur­ther by adding he was long­ing for more folk want­i­ng to make “a dent in the uni­verse” because, as was implied, that is what these times call for.

Escaping the prison of imagination

He was lat­er scold­ed by Mar­cus Brown, being accused of liv­ing in the “mid­dle aged future” a neat term he coined to describe the fact that cur­rent inno­va­tions are shaped by the ideas imprint­ed on our col­lec­tive uncon­scious by sci­ence fic­tion of the 70s and 80s, best exem­pli­fied by the uncan­ny resem­blance of Siri to HAL-9000.

What I found most fas­ci­nat­ing about Brown’s talk, but sad­ly had to be rushed due to time con­straints, were three far-future worlds he sketched and sub­se­quent­ly chal­lenged the audi­ence to imag­ine liv­ing in. “The Bil­lion Dol­lar Show”, for instance, is a world post peak-oil, where we have to make do with­out any fos­sil fuels. It’s not a distopia, but some­thing akin to a real-life Far­mVille.

Sci­ence fic­tion, as Al Robert­son point­ed out ear­li­er in the day, has con­struc­tive play­ful­ness at its core. What I think Mar­cus Brown was attempt­ing to do was get us think­ing beyond what we know, and force our minds into the unknown, and to get play­ful­ly cre­ative with the pos­si­bil­i­ties. To break out of the future sce­nar­ios we know from the sci-fi that have aged and — let’s face it — haven’t aged well.

Making things that dent

How­ev­er, there is some­thing in Toby Barnes’s call for “mak­ing a dent”, but I think it needs to be cou­pled with Mar­cus Brown’s demand to break out of the “prison for kids with too much imag­i­na­tion”. And in fact, dur­ing the day, some of the talks I enjoyed the most were great exam­ples of con­struc­tive play­ful­ness attempt­ing to make a dent — how­ev­er small — in cul­ture.

Bren­dan Dawes sung the prais­es of devices such as the Maker­Bot, and empha­sized the need for each of us to have a “shed” in which to exper­i­ment and tin­ker (even if the thing you call a hack­er space is actu­al­ly just the back room). The fact that this can lead to inter­est­ing new prod­ucts is exem­pli­fied by Popa, “a big red but­ton for your iPhone cam­era”. Which arguably would not be pos­si­ble with­out the futurey tech­nolo­gies at our dis­pos­al today, such as desk­top fab­ri­ca­tion.

The Vimeo video that was embed­ded here has been removed.

Both Chris O’Shea and Toca Boca called for more open-end­ed play in iPhone games for kids — some­thing which I think can be direct­ly traced to Playful’s evan­ge­lism over the past years. Chris shared work-in-progress on a dig­i­tal race car toy, which includ­ed exper­i­ments with phys­i­cal iPhone cas­es that kids could build them­selves. Toca Boca impressed us with a large num­ber of dig­i­tal toys for imag­i­na­tive play pro­duced in under a year, with my per­son­al favorite being Toca Hair Salon. Who doesn’t want to groom a lion?

Trail­er by Toca Boca, orig­i­nal­ly on YouTube.

Final­ly, Matthew Ward amazed me with Green=Boom, an instal­la­tion allow­ing you to expe­ri­ence the thrill of dis­arm­ing a bomb, some­thing we’ve seen a zil­lion times in action movies but have prob­a­bly nev­er done our­selves. The bomb in this case is a bal­loon which is popped if you cut the wrong wire. It’s amaz­ing to see how our bod­ies respond to a seem­ing­ly harm­less set­up like this with high lev­els of dis­tress. Appar­ent­ly decades of see­ing oth­ers go through the ordeal on the sil­ver screen has con­di­tioned us in a big way.

The Vimeo video that was embed­ded here has been removed.

To sum­ma­rize, what I took away from Play­ful is that mak­ing things is still the best way to com­plain, wether it’s con­sumer elec­tron­ic­s’s shift to touch­screens, the com­pet­i­tive nature of enter­tain­ment soft­ware for kids, or the con­sump­tion of vio­lent imagery in main­stream media, the future we find our­selves liv­ing in today enables indi­vid­u­als to make real, tan­gi­ble inter­ven­tions with very lit­tle time and means required. Con­sumer cul­ture has become a play­ground for mak­ers.

Update, Octo­ber 24, 2011: added sec­tion head­ers and a few more links.

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