Saturday
May222010

Geeking out about Google’s PAC-MAN logo

Yesterday, in honor of PAC-MAN’s 30th anniversary, Google’s unveiled their latest Google Doodle on the main search page — a playable version of PAC-MAN.

This news has been all over the Internet, and people have gone completely gaga over it (for good reason). So fun. It’s more proof to me of how deeply play resonates with us — that it’s a hardwired and essential component of our human experience.

UPDATE (May 23, 2010): The PAC-MAN Google Doodle has been such a hit that today it was announced to have now been made permanently available. So the first Google Doodle to be “curated” for the public is one you can play. Huh. Imagine that.

Thursday
May202010

Pal Mickey & Creating Experiences with the New Media of Context Aware Toys

Pal Mickey: Context-Aware Disney Technology

I was just recently introduced to Pal Mickey:

[Pal Mickey] is a ten inch (26.5 cm) Mickey Mouse, soft and easy for children to hold. Inside, it contains a microprocessor, a speaker, three AA batteries, three squeeze sensors (one in each hand and one in its belly), and an infrared receiver in its nose.

Pal Mickey was sold for use at the four theme parks at Walt Disney World Resort… It communicates invisibly with more than four hundred infrared transmitters around [the] parks. It will periodically giggle and vibrate to indicate that it has information to provide; when its belly or hand is squeezed, it will speak up with information about the immediate area, parade and showtime reminders, tips on what costumed walkaround characters may be nearby, and attractions with short queue times. It “remembers” where it has been so as to avoid repeating itself.

Pal Mickey also played games and interacted with kids (young and old) when not physically within the Disney parks. You can read more about Pal Mickey’s development in an interview with Disney Imagineering.

Pal Mickey is no longer produced or sold. Perhaps it was ahead of its time. Perhaps the experience Pal Mickey created was simply too limited as to be successful in relation both to the associated cost and to the prospect of carrying a doll around the parks all day. Whatever the case, this Disney toy concept got me thinking about the possibilities of context-aware toys and thinking of play experiences as an entirely new kind of media.

 

Amusements vs. Connections

Let’s suppose today’s interactive toys have plateaued in their abilities. Let me explain my broad meaning by drawing a comparison. Personal Computers around the early 90s hit a certain plateau of ability too. PCs began as number-crunching devices and evolved into productivity tools and gaming platforms, among other uses. However, in all cases, PCs were constrained by local data and local interactions. They were quite “inwardly” oriented and their continued evolution stagnated. Then ubiquitous network connectivity came on the scene, and the Internet (or more specifically the web) went thermonuclear. At that transition PCs evolved into connection machines and shifted to become “outwardly” focused. The experience of computing was fundamentally transformed.

Yes, there are Internet-connected toys and toys with responsive sensing technologies, but the form factor and the interactions more often than not simply don’t work well or aren’t particularly compelling. But the basic idea of connecting toys to the world around them is a really good one.

To greatly over generalize — toys have most often been amusement devices that direct attention toward themselves; the toy experience is limited to the toy itself. But what if instead of capturing a player’s focus, toys guided their player outwardly to connect with and re-imagine the surrounding world and relationships?

 

The New Media of Play Experiences

Toys like Teddy Ruxpin and Pal Mickey have dipped their plush little toy toes in the water I’m describing. Imagine these type of toys supercharged with wireless broadband, geolocation, and any number of context-aware sensors. Then forget all that techno mumbo jumbo and think in terms of play experiences. To echo my earlier comparison, imagine this toy on the other side of the transition from a mere amusement to a connector — a play guide, storyteller, something else entirely that transforms the experience of the surrounding world. Interactive toys have long offered games and stories but what’s truly possible when the games and stories are shaped by and react to the mood of the player(s); incorporate the physical location of play; build on schoolwork; and encourage the player to explore the history, colors, and culture of the immediate environment through play?

Now, of course, all this presupposes certain technological advances and cost reductions, but I’m confident we will reach that point of connectivity and affordability. For when we do I envision a new media model where, like books and movies, play experiences are crafted and then “published” through toys. Further, though it might seem I’m concentrating on children’s toys, I see no reason why this same model might not apply to adults. A huge appetite already exists for fiction of all sorts. Why couldn’t familiar fiction play out on the backdrop of your own home or neighborhood? Why couldn’t social media extend to social play and become a normal part of dinners and dates. Kids have play dates. Why not adults? Why couldn’t learning of all sorts incorporate guided play through specialized toys? I’m reminded to a degree here of the Young Lady’s Illustrated Primer from Stephenson’s Diamond Age.

 

Final Thoughts

My one concern in all of this is the inevitable corrupting of the play experiences for ulterior motives. No doubt marketers will “extend brands” using these envisioned toys in a cheaply manipulative way. Think of the horrors of happy meal toys and movie tie-ins that could result. Still, I hope good taste will prevail and that the benefits will far outweigh any such costs.

If you found this article interesting, you might also like Rituals as Creative Play for Adults + Playful Ritual Objects.

Saturday
May152010

Couch Cushion Architecture; A Critical Analysis

An architecture firm offers a review and critique of important living room fort construction efforts. Photos, commentary, and a grading system provide a wealth of insight. (Har.)

Couch Cushion Architecture; A Critical Analysis Part 1

Before we were influenced by Mies van der Rohe or Frank Lloyd Wright, before we had seen the visual delights of Ronchamp, Pompidou Center and the Bauhaus school in Weimar, we were driven by a greater force of design inspiration. More primal and immediate than any of the previously mentioned examples, it was couch cushion architecture that established the basic building blocks of our design logic. Unrepresented and ignored for too long in the architectural industry, today’s post pays respect to the wonders of couch cushion architecture.

Couch Cushion Architecture; A Critical Analysis Part 2

Part two of Couch Cushion Architecture expands on the known collection of significant couch cushion projects in the western hemisphere and continues the discourse. As with part 1 of the study, the basic DNA of design logic can be observed in these works. At the root of any great designer lies a strong connection to the fundamentals of couch cushion design and construction.

Thursday
May132010

Finite and Infinite Games: A Philosophy Text about Life as Play Birthed Flickr

Finite and Infinite Games:

Finite and Infinite Games is a book by religion scholar James P. Carse.

With this philosophy text, Carse demonstrates a way of looking at actions in life as being a part of at least two types of what he describes as “games”, finite and infinite. Both games are played within rules, as agreed upon by the participants; however, the meaning of the rules are different between the two types of games. The book stresses a non-serious (or “playful”) view of life on the part of “players”…

Finite games have a definite beginning and ending. They are played with the goal of winning. A finite game is resolved within the context of its rules, with a winner of the contest being declared and receiving a victory. The rules exist to ensure the game is finite. Examples are debates, sports, receiving a degree from an educational institution, belonging to a society, or engaging in war.

Infinite games, on the other hand, do not have a knowable beginning or ending. They are played with the goal of continuing play. An infinite game continues play, for sake of play. If the game is approaching resolution because of the rules of play, the rules must be changed to allow continued play. The rules exist to ensure the game is infinite. The only known example is life.

Carse’s book inspired the development of the massively multiplayer online game Game Neverending. Though the business was ultimately unsuccessful, the tools developed for Game Neverending lead to the creation of Flickr. You can read part of the story… in a photo of a postcard on (what else?) Flickr.

ADDENDUM: Despite Carse’s assertion, life may not be the only example of an infinite game. Calvinball comes to mind — as played by Calvin and Hobbes. Do games played by fictional characters in comic strips count?

Wednesday
May122010

New Toy Story 3 Video Game: Spirit of Play

Generally the topics here are much broader than only traditional video games, and it’s rare that I might highlight a specific game. But this one caught my attention.

I’m actually not much of a gamer, but I do find myself drawn to what I’ve seen of this new Toy Story 3 game. The two things most compelling to me are:

  1. The game’s focus on playfulness above and beyond only gameplay
  2. A “toy box” mode — a version of the game’s universe that allows players to goof off and do within the environment whatever they wish (i.e. unstructured free play)

The game offers both story-driven gameplay and this fun toy box mode. I suspect this game is going to be a hit. This is due, no doubt, to Pixar’s high level of direct involvement.

Photos and video are embedded in the links that follow.

Toy Story 3 game celebrates Pixar’s spirit of play:

To Blackburn, the feelings he took away from his 2007 meeting with Lasseter and the rest of the “Toy Story 3” brain trust were the “power and imagination of play” and the “whole idea of the joy of play.”

Disney-Pixar’s Toy Story 3: The Videogame Lets Players Create a Story of Their Own:

A primary feature on Toy Story 3: The Video Game console offerings, Toy Box is a virtual box full of toys. With an open-world sandbox-style of play, Toy Story 3: The Video Game taps into the beloved franchise’s humor and brings fans into the toys’ world to create their own unique story. The game’s developer, Avalanche Software, is working in close collaboration with filmmakers at Pixar to create an authentic Toy Story experience that inspires imagination and celebrates the joy of play.

Designed to replicate the universal experience of playing with toys as a kid, Toy Box mode brings cowboys, space rangers, dinosaurs, and little green aliens together to create adventures only possible in a child’s imagination. Kids, families and fans will dive into Andy’s toy box with creativity driving their own stories and adventures.

“With Toy Story 3: The Video Game, audiences will have multiple ways to experience and enjoy the Toy Story world,” said Craig Relyea, senior vice president of global marketing, Disney Interactive Studios. “Story Mode follows the film’s story and adventures, while Toy Box Mode gets to the playful heart of the Toy Story franchise. By combining the power of imagination with the Toy Story universe, the game appeals to the joy of play in all of us.”