Play

Understanding Interactivity Through Play

by Andy Polaine on December 28, 2010

in General

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Some months ago I officially became Dr. Polaine (Andy Polaine, PhD. for you Americans) and have been planning to write a series of posts about the main themes of my thesis, Developing A Language Of Interactivity Through The Theory Of Play, for some time.

So to coincide with a post over at Core77 about the journey of doing a design PhD, this is the first installment to introduce the main themes and to provide a link to download the entire thesis (5.9MB).

The background to doing the PhD was largely everything I had learned since the early Antirom days when we were trying to discover and uncover the essence of interactive media and really trying to understand what makes it different from other media. At the same time I was getting more and more interested in storytelling and was fascinated by fact that great stories, regardless of their content and style, tended to adhere to clearly defined structures that had been honed over thousands of years.

These converging interests gave rise to some apparently simple questions: What makes one interactive experience more engaging than another? What makes an interactive experience engaging? Why are some simple interactions so satisfying and others so dull? Why do technological marvels sometimes fail to satisfy whilst a cardboard box can provide hours of entertainment?

They sound trivial, but turned out to be very difficult to answer in a rigorous way. The easy answer is, like love and pornography, “I know it when I see it,” but that doesn’t really help anyone develop a strategy to analyse or create new interactive works. New Media (to use an uncomfortable term) has had its fair share of academic attention, but most of it I have found pretty tedious and often distanced from my own experience of creating and using interactive media. So at the one end we have the media and cultural theorists and at the other we have the HCI folk. In the middle somewhere are the media art aficionados.

At Antirom we were playing with the affordances of the tools, playing with our understanding of narrative structure, playing games and, most importantly, playing at making interactive ‘things’. We were not terribly sure what one should call these ‘things’ that we were making. Sometimes it was tempting to refer to the medium itself, such as CD-ROMs, but this only described the storage format, not the interactive experiences. Partly because many of these interactive experiments were incomplete and partly because we felt they were experiments in play in both their creation and usage, we settled on calling them ‘toys’ for the most part. Sometimes we would take the code guts of one ‘toy’ and re-use or re-combine it with another and these guts we would call an ‘engine’.

Thus, within the same breath, we would use both non-industrial and industrial terminology for the same ‘thing’. It soon became clear to us that the “interactives” (as we now describe them) we were making a marked departure from the media forms that had gone before and that a language to describe them, think about them and create them also had to be invented. The media theory we had imbibed as students, that helped us deconstruct the complex layers of semiotics in traditional media, was rendered weak and impotent.

I couldn’t use HCI or common user-experience frameworks to examine an interactive artwork and at the same time I couldn’t view a commercial website or application design with a media arts lens. Yet I felt I could understand an interactive artwork with the same sensibility as a might analyse a piece of iPhone UI design, but there wasn’t a framework for me to articulate that understanding.

This is what became the subject of my PhD, which explores a still-developing discipline and thus borrows from a wide range of existing, established and not-so-established disciplines. Art and media historians and theorists may feel it does not draw upon enough cultural theory, nor does it draw on the often opaque language of those disciplines. HCI proponents will want more empirical and technical data. Behavioural psychologists may also have wished for more direct experimental data and linguists a deeper examination of the semiotics, semantics and syntax of interactivity.

The key to the whole exploration is play. Understanding how play and playfulness work, what constitutes play (still undefinable) and how much everyone like to engage in play when given the chance, is central to the thesis. But along the way it was necessary to draw upon a wide range of disciplines – from design, art, cognitive science, linguistics and more.

I argue that play is such a fundamental building block of culture, society, technology and cognition that it is the ideal lens through which to examine the interactive experience. It is versatile enough to cross boundaries and fundamental enough to be understood intuitively. Through an understanding of the intersection between movement, embodied cognition, metaphor and play, a set of principles of interactivity are developed that are flexible enough to analyse and be applied to a broad spectrum of interactive experiences, from interactive artworks to services to individual user interface elements.

The four main principles are a deconstruction of the interactive experience, which might last a second or several days. You can squash or stretch the timescale, but I have found the principles to hold true regardless of the context. I’ll post more detail on each one in coming weeks, but here they are for now:

  1. The Invitation to Play
  2. The Playing Field & the Rules
  3. Challenge, Boredom and Anxiety
  4. Triviality, Open-endedness, Promises

Writing a thesis like this is like painting a large bridge – once you get to the end, you have to start all over again. Naturally, in the six years it took me to write the thesis (part-time!), technology and culture moved on rapidly. The iPod was in its second generation when I started and the iPad was just about to be released when I finished. The latter was important because it confirmed my thoughts on “the disappearing interface” and the need for a deep understanding of metaphor when examining interactivity.

Social networks also exploded onto the scene as I was writing my PhD. The final section of the thesis is somewhat of a postscript and proposes that these principles provide a way to examine the phenomenal growth of social networks and the fundamental cultural shifts we are experiencing today as a result of the friction generated between emerging networked technologies and the industrial age structures they are dismantling.

In future posts I’ll go into more detail on the various sections, but in the meantime I’d welcome your feedback via the comments or Twitter.

Teaching, Learning and Mazes

by Andy Polaine on May 25, 2010

in General

The COTEN project is gaining momentum and there are some excellent discussions going on. A lot of the conversation is about different teaching and institutional structures and the styles of learning they encourage or discourage.

I just wrote a response to a post, which delves a little bit into my PhD subject, which is about understanding interactivity through play. As I came to the end of my PhD I realised that the principles of interactivity that I developed (more on this soon) held true for a number of other areas, including teaching and service design. I posted a response on the COTEN forums, but I’d like to air it here as a blog post in its own right:

Teaching, Learning and Mazes

Over my years of teaching I’ve tried all sorts of approaches, from leaving things very open to having things very structured. I have found it to be totally context dependent. Some students love to be left to their own devices while others crave structure. The challenge is to cater for both. It also depends on individual courses and the backgrounds of those taking them.

I also realised that the more I hands-on helped, the more helpless my students became because I was doing all the learning on their behalf. When I first started teaching, it took me a semester before I realised that helping them less actually helped them more because they worked things out for themselves and learned by doing.

Finding the right balance is the main skill of teaching I think and you really have to go with your intuition combined with direct student feedback and ignore most of the other pedagogical literature. I’m sure colleagues will shoot me down for saying that, but I found this when I did study the literature and work on this on a short post-grad course in teaching at higher education level – in the attempt to create the perfect course, it just got over structured and sapped the life and energy out of it for both me and the students.

Writing my PhD on interactivity and play, I developed a set of principles for understanding interactivity through the lens of play that I think applies here. Bear with me, because it’s going to sound like I’m going way off topic, but we’ll come back to the point:

The central principles, among others, are about finding the “magic circle” – the space of play that defines being in play and out of play (such as the lines on a football pitch, the sides of a cardboard box, etc.) and the rules of play. These rules allow for different behaviour during play (e.g. you can tackle someone holding a ball to the ground) than during “normal” life. One of the things that I argue is that knowing these two things is essential to any interaction – from interpersonal through interface to society. On the interactive interface front, users need to understand what game they’re playing and the interface needs to be set up in the right way. In this way you can explore, analyse and design for both tightly controlled UI environments such as an iPhone app or a part of an operating system, but the principles also allow for the same analysis of an interactive art installation. The key is understanding the context. In the latter example, it might be desired that the interactor is deliberately tricked or gets lost or that the interface is ambiguous unlike the clarity of an iPhone app. On the other hand that iPhone app might have playful elements that encourage you to explore the boundaries of the play space (the magic circle) and help you to learn the interface without ever really feeling like you’re learning at all, such as the iPhone’s “one free interaction”.

In the art installation example, the critical aspect of getting the interaction right is that interactors understand that they are meant to be lost. That is, they understand that they’re supposed to not understand the interface straight away and that discovering how it all works is part of the experience. Experienced videogamers will understand this idea straight away, because in most videogames the point is not to read the rules and then play the game, the point is that finding out what the rules are is part of the gameplay experience.

It struck me a while ago as I was deconstructing all of this how much it parallels the learning experience. Learning, by definition, involves a journey into unknown territory, otherwise you would not need to learn it (because it’s not unknown). This is often and usually inherently uncomfortable – nobody likes to feel stupid or confused. It’s rather like being in a maze – at least it is if the teaching and learning experience is going well, because when you are in a maze you know that you are meant to be confused and that somewhere there is a way out and/or if you yell out, somebody will come and help you. This kind of learning experience is usually very positive and why we hear so much terminology of good teachers being ‘guides’. But simply giving someone a map would be “cheating” in play and game terminology and we all know that this takes the fun out of playing.

Another kind of learning experience that is extremely negative is feeling lost, but not knowing you are in a maze that you are supposed to work your way out of. When that’s the case, you just feel lost and confused and it’s all pretty scary because wherever you turn it seems like a dead end. In this example, a map of the maze is equivalent to the tools and methods and technology or techniques that lost students often cling to at the expense of the learning experience they might have if they could work out their own way out of the maze. It’s a completely understandable emotional state, but it doesn’t lead to much lifelong or long-lasting learning.

In both cases you are in a maze, so the context is the same, but the overarching difference is the conceptual space you are in mentally. Setting up this space – the magic circle and the rules of play – seem to me to be the skill that not only the teacher needs to bring to the learning experience, but also that the institutions structures need to encourage.

Most of the time it seems that a lot of effort is spent on making maps to the maze and not on trying to develop the mental space. I think this is because the former is concrete and feels manageable and measurable, while the latter is highly personal and not directly measurable (but the results do show). It’s rather like the difference between Apple’s approach to usability and Jakob Nielsen’s obsessively warped understanding of it (in which he exclaims that, “users don’t know where they can click” when referring to a multitouch device).

Sparks – Playful Innovation

July 14, 2009

Philips Design has created a boardgame called Spark to help generate insights. It looks like it is a pretty simple premise – there are a set of characters (basic personas) and a set of situations. As you roll the dice and the characters land on the situations, you have to brainstorm the implications. According to [...]

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Social Play

June 15, 2009

I’ve just finished up a chapter in my PhD about social play. Most of it is about online interaction, but quite a bit is about how to bring strangers together to make connections in public spaces. Serendipitously, Iain just posted this clip thanks to Knotty’s. If you don’t get why social networks work, watch this:

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New magneticNorth web site

April 30, 2009

Great to see magneticNorth’s new website live. Brendan gave me a sneak peek of it yesterday and I love it. The navigation is very playful and intuitive. Actually it is intuitive because it is playful. You basically scribble a doodle and this makes a mask into which a piece from their portfolio opens. You can [...]

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Chrome Experiments

April 30, 2009

Josh Nimoy has made a version of his (unpleasantly named) Ball Droppings piece for Google’s Chrome Experiments site. Simple and addictive, you basically draw lines and adjust the dropping rate to set the balls in bouncy, musical motion. The Javascript version doesn’t work in Safari (sigh), but Firefox on the Mac does the job. The [...]

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Tonematrix

April 19, 2009

Inspired by the Tenori-On, Andre Michelle put together Tonematrix. Each square creates a wave force that spreads across the grid (I don’t think that affects the sound though). It reminds me quite a bit of a piece Andy Allenson made at Antirom years ago that was a multi-user grid sequencer. The smart thing about it [...]

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IDEO Play with VR

April 17, 2009

Regular readers will know I’m pretty cynical about VR and I’ve never been much of a fan of the CAVE system. The last time I used one at iCinema I was treated to an interface that looked like it was designed in 1989 and a headache from the glasses. The above video is from IDEO’s [...]

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One free (playful) interaction

February 10, 2009

Snapback pages from Chris No on Vimeo. Great collection of “free interactions” and insightful commentary from Chris Noessel on the Cooper blog. Basically these are little interactive extras, sometimes by-products of a design, sometimes seemingly deliberate (like the iPhone example above). Things that you like to just play with and that have no obvious, functional [...]

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Playing Word Games in Blog Comments

November 23, 2008

I just noticed a whole series of word-association and other games going on in the comments of Fail Blog posts. I have no idea if this is a new phenomenon, but I haven’t seen it before. Nor is it clear if any of these people know each other from elsewhere, but there is a whole [...]

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