Flash On the Beach Coda

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I just returned from a fantastic time speaking at Flash on the Beach ‘07. I’ve been to quite a few conferences over the years and this was by far the best I’ve ever been part of. John Davey really looked after everyone well and got together a brilliant line-up of speakers. My thanks to him and all the speakers for a great time.

I’m going to be writing a round-up piece for Creative Review, but briefly some of the highlights for me were Robert Hodgin’s incredible work using Processing, Brendan Dawes on how to break things and also Hillman Curtis and Neville Brody who both spoke much more about creative approaches than the tools.

For my part I gave a talk called Playful Revolutions, which took a look back over a whole load of work - a lot of it from the Antirom days (which was fun) - and looking at the importance of play in the creative and interactive process. It seemed to be a running theme in a lot of the talks actually. Flash has become a powerful and complex tool, but the danger with it is that it puts off people wanting to noodle about with it. I think it’s essential to break down those barriers so that more experimental work gets made because interactivity is still very young and there’s a lot left to discover.

The revolution in the title was also about how I’m seeing a lot of experiments and ideas that we played around with 14 years or ago or so coming round again. I think since flash has been able to manipulate bitmaps so much better coders and designers have broken free of the vector finally. In some respects its re-inventing the wheel, but it was clear that there is a whole younger generation of Flash people that don’t even remember tellTarget let alone Director and bitmaps - so it’s good to see this exploration. Either way, it just goes to show how much the tools influence the output.

I recorded almost all of the talks with my nice new Zoom H4 so the quality is pretty good. I also did a fireside chat with Brendan Dawes for a podcast.

I’ll put all those up as podcasts/downloads over the coming few days/weeks. UPDATE: I’ve been a bit slack on this because I’ve been so busy, but egotistically I’ve uploaded my presentation if you would like to hear it. You can download the MP3 of Playful Revolutions here or listen to it in the player below.

[tags]FOTB07, presentation, speaking, conference, flash, processing[/tags]

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Purchasing Pleasure

I recently bought the very useful MarsEdit external blog editor from Red Sweater. I’d tried an earlier version and wasn’t so enamoured, but my blogging output and needs have increased and I’ve found the features of the latest version and process really great.

But that’s not what this post is about, it’s about the purchasing experience.

In the online world almost the only customer experience is the website, the purchasing process and support when things go wrong. And we’re a fickle lot - there’s always another option just a click away. I recently bought Undercover for my laptops and whilst Orbicule themselves are excellent in terms of contact and support, the purchasing process through Kagi was awful. So boringly so that I’m not going to write about it. But in a really great service design experience the whole process counts, which is why buying MarsEdit made me smile.

More after the jump…

Read the rest of this entry »

Games, Play and Web Applications

Dan Saffer’s is a great summary of many of the themes I’ve covered over the years, which is gratifying to see.

In his presentation Saffer looks at the way games are structured, the difference between games and toys and also interactivity and flow, which I also wrote about a while back.

Flow

The flow principle was developed by Mihaly Csikszentmihalyi and, amongst other things, looks as the border between boredom and anxiety. The idea being that when a task is perfectly pitched to our abilities - not too hard and not too easy - we become fully engaged in it. Games designers have been using this process for years building up these skill levels via game levels.

Toys, Play and Games

Much of what Saffer has to say about toys versus games is also really valuable and echoes what we were banging on about back in the 90s at Antirom. Toys are things without goals and rules in the way that games have them. There’s a lot to learn from toys because people simply pick them up and play with them, sometimes becoming quickly bored, but other times becoming absorbed and inventing games from that play. It’s a great way of getting people to explore and learn a new interface and it’s one of the things that Apple do very well.

Part of my ongoing PhD is about this very aspect of interactivity and uses OS X as an example. As Brenda Laurel argued way back in 1993 in Computers as Theatre, computers have grown from the paradigm of being a ‘tool’. Windows has always separated the ‘business’ side of computing from the gaming side and the OS itself (prior to Vista) has always had quite a utilitarian attitude. The Mac OS has always had a sense of humour and this leads to nosing around and playing and thus discovering its hidden secrets. That irritates those wanting to ‘just get the work done’ but it also emotionally engages people and is, I think, one of the reasons Mac fanboys (and girls) are so passionate about their emotional attachment to all things Apple.

Saffer breaks down the structure of games thus:

Mechanics create Dynamics which create Aesthetics

and argues that this is how most development works. The business or technical mechanics come first and then the aesthetics are bolted on top, when actually we should be thinking the other way around (or perhaps not thinking directionally at all):

we should really be designing like game designers do: you start from the opposite side of the equation. We should figure out the aesthetics–what should this feel like? what is the emotional response to this application?–and work backwards from there. What dynamics will create these feelings? And what mechanics will support that?

It’s one of the reasons the iPhone interface looks like it does and most other mobiles are a complete nightmare to navigate and configure

The point is that in a world where so many interfaces are competing for our attention those that fail to engage from the first contact (and this is usually an aesthetic, playful moment) fail entirely. Put simply, if someone can’t be bothered to play with your GUI all the technical wonders in the world behind it won’t ever get seen or used.

Cultural Play and Change

The main thrust of Saffer’s presentation is about web apps, of course. The last chapter of my PhD is about social play in this realm. A few months ago I wrote that StumbleUpon is the Antirom of the Web as an example. Social software is about play and discovery and ‘work’ or ‘business’ benefits are spin-offs from that, not the other way around.

I would go further than Saffer, though, an argue that it’s not just designers and developers who need to get playful with their design, but that corporate and company structures need to become more playful. In a presentation to Neue Digitale in Frankfurt last year I spoke about play and playfulness not only being useful design outcomes but also an essential design approach. But for this to happen the playfulness needs to be structured into the company workings not just bolted on in the same way as we argue that design should be integral to the entire process as it is in service design.

Much of this I’m going to be talking about next week in my session at Flash on the Beach in Brighton - if any of you are there, please come and say hello!

[tags]Dan Saffer, interactivity, play, design, flow, antirom, presentations[/tags]

New magneticNorth website

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Check out magneticNorth’s new website. As Brendan (mN’s Creative Director) says “Look beyond the site you see and you may discover something…”. Great to see more irreverence and playfulness from the mN folks.

I’ll leave it as enigmatic as that and just hint that the background is not all that it seems….

Speaking at Icograda World Design Congress

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I’ll be in Cuba this weekend (20th and 21st October) to give a presentation at the Icograda World Design Congress with my Omnium colleague, Rick Bennett.

On the crazy off-chance that any of you who read Playpen are going to also be there in Cuba, do come and say hello!

[tags]icograda, cuba, lectures, presentations, omnium[/tags]

Omnium need a Sys Admin

Just a quickie to say that the Omnium Research Group with whom I work in Australia are looking to hire a sys-admin.

So if you’re a Linux, Apache, PHP, MySQL and Shell scripting genius (pretty darn good will do) and want to work in a lively design studio at the College of Fine Arts or send Sam an e-mail.

Pass it on.

[tags]Omniun[/tags]

Google Moon faked in a holodeck

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I’m not actually a believer that NASA faked the moon landings but had an amusing moment looking through Google’s wonderful new Google Moon where there aren’t enough images to complete the 360-degree panorama. The result is that you see the grid of the pano and it looks like the backdrop of a studio. Or a holodeck, but then that doesn’t really exist either except in secret NASA labs.

[tags]googlemaps, moon, nasa[/tags]