antirom

Games, Play and Web Applications

by Andy Polaine on October 30, 2007

in General

[Dan Saffer's](http://www.odannyboy.com/blog/newarchives/2007/10/presentationga.html] latest presentation called Gaming The Web: Using the structures of games to design better web apps 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]

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StumbleUpon is the Antirom of the Web

by Andy Polaine on July 18, 2007

in Uncategorized

Antirom - Misfits Toy

Or – In Praise of Randomness

Whilst thinking about writing a post in praise of randomness in interaction design, I realised that StumbleUpon is, in many ways, the Antirom CD-ROM of the Web. In many, many ways StumbleUpon is much better, but here is the parallel with the original Antirom CD-ROM:

(Read On for more… this is going be a longer post than usual)

[click to continue…]

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Another Antirom RGB performance

June 12, 2007

I was clearing out some old CDs and found a Videobrasil XII one with this Antirom RGB performace on it. I think Gisela may have shot the footage as there are also some interviews with us at the Antirom office (looking very young). But I’m not sure where this performance was and have no doubt [...]

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More Surface Information

June 1, 2007

Chris over at Pixelsumo just mailed me some more links to do with the background and technology behind the Microsoft Surface table. One is from Ars Technica and explores the technology more (much of which is available in the press download from Microsoft). The other from Popular Mechanics has some more demos of other systems, [...]

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Interview with Andy Cameron

September 11, 2006

The ever-brilliant and plugged-in Regine Debatty from http://www.we-make-money-not-art.com/ recently interviewed my previous lecturer and co-Antirommer, Andy Cameron, now head of interactive at Fabrica.

It makes an interesting read…

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Easi-Breathe Interactive Exhibit (1998)

June 7, 1998

  An interactive exhibit for Norton Healthcare housed at the Science Museum, London. The exhibit used capacitive sensors that work through glass and explored the advantages of a new kind of asthma inhaler, the Easi-Breathe, by making participants co-ordinate the pressing of different buttons simulating an asthma attack and using the inhaler. It was housed [...]

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RGB Performance (1996-1999)

June 7, 1997

  A performance of interactive sound and vision toys with Antirom members, Nicolas Roope and Joe Stephenson. Using two to three computers, vision and audio mixers we combined live performance and interactivity to create a unique audio-visual experience. Several pieces involved physical interaction such as the pressure pads pictured here (I’m the bald blue guy). [...]

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Levi Strauss & Co. Choose Fun CD-ROM (1997)

June 7, 1997

  Interactive CD-ROM developed as part of a marketing project for Levi Strauss and Co. Ltd. The CD-ROM was essentially a sponsored artwork as it was entirely filled with Antirom’s interactive toys with low-level Levi’s branding.

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Levi Strauss & Co. Kiosk (1995-1999)

June 7, 1996

  Several iterations of an in-store kiosk for Levi Strauss and Co. Ltd were created over a period of four years. Each season (twice a year) a new set of interactive works would be made to a theme, this also included an interactive shop window. All material was designed, shot and programmed by antirom. The [...]

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JAM exhibition (1996)

February 7, 1996

  Nine screen video wall installation for the JAM Exhibition at the Barbican Centre, London. JAM was billed as a “walk-in magazine” and featured current trendsetters across the creative industries. The exhibition was taken on tour internationally. The six screens on the left were separated from the column on the right. The left-hand screens contained [...]

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