Hubbub has gone into hibernation.

Slack’s emoji reactions are playful product design in action

Last week Slack launched their Emo­ji reac­tions fea­ture. This allows you to attach emo­ji to a mes­sage and for oth­ers to chime in and vote for an emo­ji or add their own. I am very excit­ed by this for a num­ber of reasons.

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We use Slack fair­ly heav­i­ly. We have chan­nels for spe­cif­ic projects and we have chan­nels that cre­ate a frame of shared pres­ence and cul­tur­al ref­er­ence for our close net­work. In these chan­nels we already use emo­ji and ani­mat­ed GIFs quite inten­sive­ly. They are visu­al frag­ments of emo­tion that can be quick­ly thrown across the dig­i­tal divide. Many peo­ple like to triv­i­alise these but they are in fact essen­tial non-ver­bal cues.

Slack nailed the prod­uct design of this new fea­ture. That much is to be expect­ed from a com­pa­ny with their track record. What makes it par­tic­u­lar­ly rel­e­vant for me to write about here is that this fea­ture is a great exam­ple of play­ful design. Kars iden­ti­fied it as flux in action because: “This is adding vari­abil­i­ty to what used to be one-dimensional.”

With the emo­ji fea­ture Slack has iden­ti­fied an exist­ing behav­iour that they could bet­ter sup­port. Peo­ple respond to each oth­er with emo­ji and oth­er images. This is fun but it can quick­ly become over­whelm­ing. Emo­ji reac­tions are just the right amount of func­tion­al­i­ty and struc­ture to allow peo­ple to more rich­ly express them­selves. The result is more expres­sive inter­ac­tions and more effec­tive communication.

Emo­ji reac­tions is a great new fea­ture that will see a lot of use (at least from us) and it demon­strates how play­ful design is a cen­tral part of prod­uct design.

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Week 306

At the start of this week, we looked back on the playtest of project SHACHI’s sec­ond beta ver­sion. I went over to the client to dis­cuss the out­comes, and the whole team col­lab­o­rat­ed on a plan for the next sprint. Mean­while Alper took a moment to update the project financials.

More plan­ning hap­pened on KOKORO. We’ll have rough­ly two weeks for the first design sprint on a prod­uct which will help teenagers improve their men­tal health. I vis­it­ed the client to dis­cuss the plan for the sprint, and we col­lab­o­rat­ed on a sketch of the pro­duc­t’s under­ly­ing system.

We’ll be explor­ing a con­ver­sa­tion­al UI for this project so copy is real­ly impor­tant. Because of this I imme­di­ate­ly start­ed writ­ing in Gingko—a use­ful tool for this sort of thing because it sup­ports a mul­ti­di­men­sion­al doc­u­ment struc­ture. I also did a tiny bit of sketch­ing on the inter­face itself, but we’re keep­ing it super sim­ple. Alper mean­while explored the best tech­nolo­gies to pro­to­type with.

On Thurs­day I joined Erwin for a num­ber of Skype calls with teenagers about KOKO­RO’s sub­ject matter—what com­mon caus­es of “has­sle” are, how they deal with them, etc. We’re try­ing to involve the tar­get audi­ence in as many ways as pos­si­ble in this project. Chal­leng­ing, but enjoyable.

Last but not least, I processed the out­comes of our work­shop with SodaPro­duc­ties for project TEDASUKE into a sketch of a user jour­ney. I head­ed over to them as well to review and amend the sketch. The next step will be to clean it up, deliv­er it, and move on to sketch­ing of the prod­uct itself.

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Week 305

I was in the Nether­lands all of last week for some joint work with Kars. I hope to be sta­tion­ary in Berlin for a bit now since all the back and forth does get a bit tir­ing and we have lots of stu­dio work to chew on ahead of us.

Niels

Kars gave a demo of SHACHI to a bunch of muse­ums on Mon­day while I flew to Ams­ter­dam. Tues­day we fin­ished some final things for the playtest on Wednes­day. The playtest script was sim­i­lar though this time we had a game that was near­ly con­tent and fea­ture com­plete. Niels ‘t Hooft joined us to take a look at the Air­borne Muse­um and to help us doc­u­ment the entire thing. We’re dis­cussing the results with the client and plan­ning our next steps but we are con­fi­dent that we are head­ed into the right direction.

Kars planned the first design sprint for KOKORO which is an inter­est­ing project we will talk more about later.

Thurs­day morn­ing we went straight into a user jour­ney work­shop for TEDASUKE. That client has a social enter­prise which they want to realign into some­thing where the peo­ple doing stuff can self-orga­nize them­selves. We’ll be help­ing them come up with a strat­e­gy and con­cept that they can take to market.

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Week 304

Niels, Alper and Kars discussing project SHACHI

Yes, we work hard. But we man­age to enjoy our­selves as well, as you can tell from the nice pho­to above tak­en by Tim dur­ing a rare occa­sion: All of project SHACHI’s team phys­i­cal­ly cop­re­sent in our Utrecht studio.

Alper was in NL to run project KOKO­RO’s first work­shop togeth­er with me. We spent a full morn­ing with the client and var­i­ous experts map­ping a new prod­uct idea using engage­ment loops. It was very fruitful.

We will be playtest­ing a new ver­sion of SHACHI soon, so the team spent a week pol­ish­ing, while I main­ly con­cerned myself mak­ing sure all prepa­ra­tions for the test were made in time.

Halfway through the week Alper head­ed back to Berlin with a fresh batch of Bycatch copies in tow.

Mean­while, I did plan­ning work on the first design sprint for KOKORO and also for project TEDASUKE: We’ll be kick­ing this one off soon with a work­shop as well, but focused on map­ping user journeys.

Final­ly, I pub­lished a blog post on our work togeth­er with Rein­wardt Acad­e­my on play­ful design for muse­um exhi­bi­tions.

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Designing Playful Museum Exhibitions

In Feb­ru­ary of this year I went over to Rein­wardt Acad­e­my to work with exhi­bi­tion direc­tion stu­dents. I was invit­ed by Mario Jelle­ma to share my per­spec­tive on the role of play and play­ful­ness in muse­ums. I enjoy talk­ing to stu­dents, but I like work­ing hands-on with them even more. So we turned the ses­sion into a small work­shop. The result was an inter­est­ing and enjoy­able after­noon, which demon­strates what can hap­pen if we put the activ­i­ty of play front-and-cen­ter in a design project.

I start­ed by talk­ing a bit about our work in the muse­um area, using Beesten­bende as an exam­ple, and also the work we are cur­rent­ly doing in project SHACHI for the Muse­ums Asso­ci­a­tion. Our approach is always to look for the activ­i­ties that are at the heart of an exhi­bi­tion’s sub­ject, and use that as a start­ing point.

Beestenbende

I then intro­duced the assign­ment: To redesign the famous Art of this Cen­tu­ry gallery so that it becomes (more) play­ful. The gallery was cre­at­ed by Peg­gy Guggen­heim in the 1940s and was locat­ed on 57th Street in New York City. We chose this exhi­bi­tion because it was at the time rev­o­lu­tion­ary for its mar­riage of the gallery’s inte­ri­or archi­tec­ture with the art­works on dis­play. As such it would offer rich mate­r­i­al for the assignment.

The Art of the Century gallery

We had a con­ver­sa­tion about what play and play­ful­ness are. We dis­cussed how play is Con­tex­tu­al, Car­ni­va­lesque, Appro­pria­tive, Dis­rup­tive, Autotel­ic, Cre­ative and Per­son­al. We also talked about how play­ful­ness is dif­fer­ent from play in that it’s an atti­tude, not an activ­i­ty which lacks the autotel­ic aspect of play itself. For this I made lib­er­al use of Miguel Sicart’s excel­lent Play Mat­ters, which I’ve cov­ered in detail in a cou­ple of blog posts already.)

As an exam­ple we looked at Ann Hamil­ton’s piece The Event of a Thread. The piece fea­tures on the cov­er of Play Mat­ters, and I thought it would be a good fit for the work the stu­dents had ahead of them­selves, see­ing as how it is spa­tial, uses props, peo­ple and many oth­er things to cre­ate a deeply play­ful work of art.

Ann Hamilton, Park Avenue Armory

The main point I want­ed to get across was this: Play is like lan­guage; a way of under­stand­ing our­selves and the world around us. In this way it can be used as a tool along­side oth­ers in the design of an exhi­bi­tion. Even if the exhi­bi­tion isn’t to be a play­thing (a game or a toy or a play­ground), vis­i­tors can be encour­aged to approach it with a play­ful atti­tude. If they are, then they might engage more deeply with the exhibition.

The intend­ed out­come of the exer­cise was a phys­i­cal scale mod­el that one per­son can walk through with a fig­urine, while describ­ing and act­ing out what it is they do, while anoth­er per­son describes and acts out the respons­es of the exhibition.

Being a strong adher­ent of dog­food­ing, I shared a video of a sim­ple exam­ple I came up with myself. Start­ing from the curved can­vas wall that was part of the AotC gallery, I pro­posed mak­ing it adjustable by visitors.

Quick­ly whip­ping some­thing up with ready-to-hand mate­ri­als (in this case LEGO and paper) and act­ing out the inter­ac­tions is a basic inter­ac­tion design tech­nique. I short­ly talked about sketch­es ver­sus pro­to­types. I want­ed to be sure stu­dents under­stood that it would be fine for their mod­els to be more ten­ta­tive and evoca­tive, than spe­cif­ic and didac­tic. For this I referred to the clas­sic Sketch­ing User Expe­ri­ences by Bill Bux­ton, one of the few inter­ac­tion design text­books I know of that is as use­ful for play­ful design as it is for pure­ly instru­men­tal projects.

Sketches versus prototypes

A final bit of design the­o­ry I shared was the notion of an iter­a­tive process. I encour­aged them to move swift­ly from ideat­ing to sketch­ing to test­ing to reflect­ing and back to ideat­ing again. To that end, this is the struc­ture I gave them for the workshop:

Step 1: Ideate and pro­to­type one thing a per­son can do, solo.

Step 2: Pair up and play each other’s pro­to­types. Reflect on them. What was enjoy­able about it, and why?

Step 3: Come up with a new idea, based on the orig­i­nal two pro­to­types but bet­ter. Make sure you test it and improve it at least once.

Step 4: Present (demo) the ideas to each oth­er. Let peo­ple ask ques­tions and make sug­ges­tions for improve­ment. Mak­ers don’t respond but just listen.

There was plen­ty of paper to work with. I also brought a bunch of LEGO, includ­ing a fresh batch of minifigs still in pack­ag­ing. The plea­sure with which these were opened and admired was a nice way to segue into a more play­ful mind­set. I also brought a secret weapon: a Muji LEGO hole punch, which is a great tool for build­ing LEGO/paper hybrids. I wish I’d brought a cou­ple more back from Japan.

We also pro­vid­ed large print­outs of copies from an exhi­bi­tion cat­a­logue on the gallery for ref­er­ence and remix purposes.

Playful exhibition design workshop at Reinwardt Academy

This work­shop’s focus was on get­ting acquaint­ed with new con­cepts and process­es. Even so, some inter­est­ing and enjoy­able out­comes were pro­duced. They includ­ed a pic­ture gallery in which the pieces rotate to fol­low a par­tic­u­lar vis­i­tor (which remind­ed me of Ran­dom Inter­na­tion­al’s Audi­ence), and a cylin­dri­cal space which rotates as the vis­i­tor moves around it (rem­i­nis­cent of Vil­la Vol­ta in Dutch amuse­ment park Efteling).

Playful exhibition design workshop at Reinwardt Academy

Playful exhibition design workshop at Reinwardt Academy

Stu­dents learned about play and play­ful­ness, sketch­ing play­er expe­ri­ences and the iter­a­tive design process. But the most impor­tant thing they learned was the impor­tance of play­ing well togeth­er. This is a vital skill for suc­cess­ful­ly test­ing mod­els such as the ones made in this work­shop. It requires imag­i­na­tion and spon­tane­ity, sim­i­lar to that found in improv the­ater.

For exam­ple, those play­ing the role of the exhi­bi­tion had a ten­den­cy to tell the per­son play­ing the vis­i­tor what to do. It appears they would think of the cre­at­ed expe­ri­ence as a lin­ear path to be fol­lowed. It takes some time to adjust to the notion of a visitor/player being the per­son who com­pletes the expe­ri­ence. This also requires a par­tic­u­lar atti­tude from the play­er, to for­get about all they know as a co-cre­ator and to real­ly inhab­it the role of a first-time vis­i­tor, as they move their fig­urine through the mod­el and nar­rate their actions.

I am con­vinced such skills can be prac­ticed by play­ing many dif­fer­ent things, with many dif­fer­ent peo­ple, all the while being mind­ful of how phys­i­cal stuff and the social rules come togeth­er to shape an expe­ri­ence. It’s a valu­able skill to have as a design­er of exhi­bi­tions, or of any oth­er thing used or inhab­it­ed by peo­ple. Work­shops like this help devel­op those skills, and I always enjoy facil­i­tat­ing them.

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Week 303

Last week Kars talked with the Air­borne Muse­um about the upcom­ing playtest for SHACHI and also demoed our progress to the client. We are plan­ning a minor pol­ish sprint while we wait for that playtest.

Kars also attend­ed the Hack­ing Habi­tat life-hack marathon about debt and facil­i­tat­ed a ses­sion of Play­ing with Rules for a group of peo­ple involved with the subject.

In my absence Kars pre­pared the kick-off work­shop for our new project KOKORO where we will use the engage­ment loops mod­el to found our design with.

Hubbub Nerd 101

In media appear­ances: both of us are fea­tured sep­a­rate­ly in Vrij Ned­er­land’s rank­ing of the Nether­land­s’s top 101 nerds. We are hon­oured, kind of.

Presenting at ÜBERALL in Vienna

I spent last week in Vien­na from Tues­day onwards to present at the ÜBERALL app con­gress about play­ful design. I com­bined the vis­it with a fact-find­ing mis­sion for Cup­pings which proved to be extreme­ly fruit­ful. I drank lots of cof­fee in Vien­na’s excel­lent third wave cof­fee bars while prepar­ing my presentation.

I then took the train to Ams­ter­dam at the end of the week for a week of client engage­ments and pro­duc­tion work in the Netherlands.

Keep an eye out for Code­pot a work­shop con­fer­ence in War­saw this August where I will be giv­ing a work­shop on user engage­ment and app design.

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Week 302

I returned from a long hol­i­day in South-East Asia to find the busi­ness hum­ming along nice­ly thanks to Alper’s capa­ble stew­ard­ship. I’ve men­tioned this before, but the fact that all of our work lives in Asana makes it super easy for me to catch up on things and pick up where I left off.

I took over design direc­tion on SHACHI from Alper, who had the tough job of being both design and tech­ni­cal lead in the past few weeks, but per­formed admirably. We spent the remain­der of the week work­ing with Tim and Niels on the game’s sec­ond beta. It’s a joy to see an increas­ing amount of gor­geous art and wit­ty prose find its way into the game.

I called our friends at Drop to dis­cuss BANKEN’s progress, and lat­er on pro­vid­ed some sug­ges­tions on how to deal with a cou­ple of design issues that emerged from a recent test. They were most­ly relat­ed to clar­i­fy­ing the inter­ac­tions in inter­ac­tive video, which to a non-gamer audi­ence can be a lot less obvi­ous than to those who have played The Walk­ing Dead, etc.

We also start­ed prepar­ing work on two new projects. One is code named KOKORO and involves pro­to­typ­ing a play­ful prod­uct for the improve­ment of men­tal well-being of mid­dle school chil­dren. The oth­er is code named TEDASUKE, which is con­cept devel­op­ment for a tool with which vol­un­teer work­ers in a vari­ety of social enter­pris­es can devel­op their skills.

Towards the end of the week Alper and I had a call with Lekha to share sto­ries about Bycatch’s suc­cess­ful launch at TWO5SIX, and the sub­se­quent media cov­er­age. (Check out the blurbs on the game’s web­site. If you want to sup­port us in our efforts to break new ground in the issue game space, con­sid­er order­ing a copy or two, or share the sto­ry about the game with your friends.) We also dis­cussed mar­ket­ing efforts going forward.

Alper did a great job explain­ing Bycatch to Dutch nation­al radio, result­ing in a cool item which you can lis­ten to here (if you under­stand Dutch).

Odds and ends: I draft­ed a blog post on a play­ful muse­um exhi­bi­tion design work­shop which I ran a while ago, due to be pub­lished soon. Alper also went to anoth­er Uni­ty meet­up. He tells me he learned some stuff, which is always nice.

Final­ly, a heads-up: Alper will be in Vien­na for Über­all App Con­gress on June 10–11. He’s clos­ing keynote of the sec­ond day, and will be talk­ing about “design for a play­ful world” (of course).

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Week 301

Last week I processed the last of the media atten­tion for Bycatch. We now have a fair­ly hand­some list of praise in var­i­ous lan­guages at the top of the page (check it out!) with Kotaku, Killscreen, Deutsch­landra­dio Kul­tur, WIRED, NOS and Bright. We might add one or two more to that but with that it’s time to close off this chap­ter and move for­ward to our next steps. Next up most like­ly we will make a video about the game. We will also be talk­ing about and play­ing Bycatch around the world over the course of the year.

SHIJIMI hit a minor snag that will be resolved in the fol­low­ing weeks. It does look like every­body is enthu­si­as­tic about the project so it looks increas­ing­ly like­ly that this will move out of the ten­ta­tive stage.

Project SHACHI is well under­way con­sid­er­ing some changes hap­pen­ing over on the client side. For us it most­ly means that the cur­rent sprint could not be com­plet­ed due to exter­nal fac­tors and we will be post­pon­ing our playtest.

We will be involved in an upcom­ing sym­po­sium about auto­mat­ed game design orga­nized by the Ams­ter­dam Uni­ver­si­ty of Applied Sci­ences. We con­sult­ed on this before thanks to our asso­ciate Joris Dor­man­s’s involve­ment in the project. The top­ic of com­put­er aid­ed game design includ­ing fur­ther work on Machi­na­tions is some­thing that is high­ly rel­e­vant to our prac­tice. More on this later.

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Week 300

Last week we were most­ly con­cerned with cap­tur­ing the press atten­tion the launch of Bycatch net­ted us. You can see most of the atten­tion post­ed over at the offi­cial web­site but we were hap­py to read things writ­ten on WIRED, Kotaku, NOS, Con­trol-Online among oth­er places. Not to men­tion the stuff still in var­i­ous pipelines. All of that atten­tion result­ed in a lot of sales. So much in fact that our Berlin based ful­fil­ment oper­a­tion is run­ning low on prod­uct. Don’t let that stop you from order­ing our game though. We have plen­ty more in our Utrecht office.

On the oth­er track work on SHACHI picked up pace and we’re busy build­ing that while we wait for our next playtest oppor­tu­ni­ty. Oth­er than that it was a fair­ly qui­et week with a cou­ple of meet­ings here and there.

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Week 299

Last week I was in the Nether­lands to par­tic­i­pate in a pitch meet­ing in Tilburg. The rest of the week I worked at the Utrecht stu­dio in Kars’s absence, took some meet­ings and coin­ci­den­tal­ly caught up with a bunch of friends. I went over to SodaPro­duc­ties to talk over a bit of inven­tion we will be doing for them soon. Pic­tured below is their view on our studio.

Sky over Utrecht

The rest of the time I was busy pick­ing up project man­age­ment for SHACHI’s final beta sprint after which we should have a ful­ly func­tion­al though not yet fin­ished product.

My talk at Repub­li­ca has been record­ed at Voicere­pub­lic so it’s nice to be able to lis­ten to that again.

Before I flew back to Berlin on Fri­day evening I pre­pared every­thing for the launch of Bycatch the next day in Brook­lyn. Sub­alekha went on stage dur­ing TWO5SIX and talked about the game and the think­ing behind it. Now that we have final­ly launched, we’re busy keep­ing track the ongo­ing cov­er­age and orders that are com­ing in.

On cov­er­age: the press release is online and Bright was one of the first to cov­er the launch last Fri­day. More to follow.

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