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
 


Making Camparc
This is a writeup of how we went about making Camparc, a panoramic camera ball. The story starts in July 2014 when STRP asks us to make a public space game for a ‘scene’ — one of the events leading up to their 2015 biennial. They were looking for something eye-catching, accessible to a broad […]