Podcast interview with Jason Bruges

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My latest Core77 Broadcast interview with Jason Bruges from Jason Bruges Studio is now online.

In a slightly echoing room in Jason’s studio, accompanied by the usual sirens and car alarms of London’s Shoreditch, he talks about his roots in architecture, the journey to interactive surfaces, sustainability and his thoughts about giving this emerging area a proper name.

Hope you enjoy it.

The next one, coming soon, is with Troika.

[tags]Core77, Jason Bruges[/tags]

Programming for children

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Following on from my post and Nigel’s comments about Clicktoy, I just found Scratch, which is a simple multimedia authoring environment for children. It looks like it outputs to java applets as a playback format.

The team is led by Mitch Resnick at MIT’s Lifelong Kindergarten, which would frankly be my dream academic post.

Scratch is free to download and is for Windows and OS X.

[tags]games, programming, multimedia, children, MIT, Scratch[/tags]

Maze Frenzy

Some little games, like Line Rider are simple and instantly addictive.

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Quite a few of my students have tried to build something like Maze Frenzy in the past, but this one is great. Just click on the dot and move the mouse. I wasted at least four minutes of my time playing it. Not bad.

There’s also a more difficult version if you’re already the maze master.

[tags]games, maze[/tags]

ClickToy - A game for two year-olds

Old skool interaction designers will remember Grandma and Me and the rest of Broderbund’s Living Books series. Those early ‘multimedia’ children’s books were some of the best examples of simple, playful interactivity. Anything on the screen that looked like it could be clicked did something - there was rarely a disappointment. Every tiny corner held a little interactive surprise and was surprisingly compelling. Some of those principles still influence the way I think about interactivity 15 years on.

Much of that approach has been lost in many current videogames, yet the truth is, many two year-olds play around on the computer and most of the stuff available is either a bit too gruesome or a bit too ‘edutainment’ focussed.

Clicktoy by long-time games developer, Ken Kavanagh, is a completely unstructured play environment. The first game, Meadow, is, well, a meadow. You can navigate around the space and press keys to make things happen. That’s it.

Kavanagh says that he was trying to think of something that his two year-old could use and enjoy and spent some time staring at the keyboard. Eventually he boiled it down to the idea that there are 101 buttons and thought, “What can I make happen if you make every button do something different?”.

It’s a good approach to interaction design - look at what you have and think about what you can do with it, rather than dream up something grand and make a half-baked version of the dream. The open-ended play helps make the most of this approach.

“Children’s toys, like Fisher-Price toys, are super simple, they’re sandbox toys, open-ended play, no structure or goal, you just simply play with it,” says Kavanagh. “I wasn’t seeing that in software.”

The meadow, replete with bunny rabbits, deer, bumble bees, rainbows and flowers, was as innocent and as wholesome an environment as he could think of and also reflected his son’s existing soft toy collection.

Press a key and the bunnies hug each other, press another and an acorn falls from a tree and comically bounces of the deer’s head who looks around in surprise.

The lack of any story, which normally drives children’s games is also an interesting aspect, as anyone who has made up a story or watched a child make up a story can attest to.

“Since the game provides no narration I think it’s actually a wonderful opportunity to provide it as a parent. We can make up a story about the bunnies visiting their friends.”

It’ll be interesting to see whether this kind of thing gains ground. There’s no doubt that it’s unlikely that very young children are going to ignore the computer. Letting them play seems like a good idea to me. Taking them to a real meadow to see the living ‘characters’ is probably a good idea too. Like Disney without the associated McDonald’s merchandising.

(Via CBC News)

[tags]games, clicktoy, children, broderbund, living books[/tags]

Jackson Pollock Interactive

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Once again proving that the simple interactives are often the most engaging and playful, this Jackson Pollockpiece by Miltos Manetas and Stamen has apparently been around since 2003, but I hadn’t seen it. It’s a simple click and move the mouse around affair, but the feeling of the paint splodging around is surprisingly pleasant.

You can also download the source-code from Stamen too.

[tags]stamen, pollock[/tags]

Game Controller Family Tree

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From the old, beloved Atari 2600 joystick to the Wiimote, how did we get from there to here?

The “Sock Master’s” family tree of controllers has the goods. There are some classics and some real stinkers like the The Nintendo Virtual Boy Controller. What were they thinking?

[tags]controllers, games, videogames, hardware[/tags]

Website Navigation Via Camera Tracking

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The website of Publicis & Hal Riney uses camera-tracking in Flash for the navigation - the first website to use it as far as I know.

Although described by a Twitterer as “Minority Report-like controls” (can we stop using that as the yardstick please!), it’s really more like the method used in the EyeToy Play.

I want to tell you it’s great and I’ll never want to navigate an old-skool website with a mouse again, but it isn’t and I don’t. The disconnect between my image (there in the bottom right) and the things I’m controlling (the arrows in the main part of the screen - you can see one on the right) destroys the most important part of any camera-tracking/multi-touch navigation: Because I’m having to mentally re-map the spacial relationships, the body as the affordance and direct manipulation of camera-based interaction is lost.

Besides, the mouse-based menu is a lot nicer to use and better designed.

They deserve kudos for giving it a go - and probably being the first - and the site itself uses the old ink-in-a-tank technique to great effect. It’s a nice job in Flash, but sadly the camera part is a novelty rather than ground-breaking - I soon went back to the mouse version.

The video loops of the head honchos talking on their mobiles is very cheesy agency style though. I’m pretty sure we’re beyond the time when talking on a mobile signifies you are important. Either that or my 13-year old nephew is running a multi-million dollar business.

[tags]camera tracking, navigation, Flash, Hal Riney, Publicis[/tags]