Entries by Mike Karlesky (135)

Friday
Aug262011

Attention, Mad Scientists. This is my lab. Mwuuuhahaha!

[For those using feed readers, hit the original article source link to see the photo gallery.]

Behold, the Game Innovation Lab. My adviser’s baby and my new home for my research and project work. I have a desk. With great big monitors. And my beloved leg lamp (it’s a major award). We have a soundproof testing lab and floofy-but-firm things to sit on.

My first day in the lab was yesterday. I finally got to meet Chrystanaa Brown. She’s our lab manager. We are going to get along famously. I also met Widget, our resident techy geek support guy extraordinaire. Judging by their hats, you can tell that I’ve fallen hopelessly in love with them both.

Sadly, at the time of these photos, the massive media wall outside the lab was on the fritz. So no massive media. Just a wall.

For the record, I intend my research area to focus on unstructured play rather than games, but this is a great place to play around nonetheless, don’t you think?

Saturday
Aug202011

A Game minus all the gaminess equals an Ungame

In an attempt to flesh out the scope of what I mean by playful technologies or playful media, I’ve recently been trying out the term “ungame.” (I get that it’s not a good idea long-term to define a new thing in the negative of another thing, but all this is an evoluation of thought. So cut me some slack, jack.)

Playful media encompasses both structured play like games as well as unstructured play like playing with blocks. So I’ve been speaking of “ungames” to help give context to the latter as distinct from the former. And, of course, ultimately, I’m interested in kicking things way up by marrying technology to unstructured play in wholly new ways.

Recently, I’ve been thinking about the arc of video game history to give context to where I think these ideas are headed. Games (i.e. structured play) have been around since the dawn of man. Fast forward to the Industrial Revolution and suddenly there’s opportunity to create products that embody games (e.g. board games, sports equipment, card sets, etc.). Fast forward further still to the digital age, and video games explode onto the scene. Still, each of these iterations embody the same basic structured play mechanics of rules, points, competition, etc. What of the same evolutionary arc for unstructured play? Sure we have toys and various amusements, but they’ve not been developed in any purposeful way beyond elaborate blinking lights and digitized facsimiles of classic play interactions.

Russell Davies starts to get at certain aspects of the distinction I’m trying to make by talking about barely games. Though he focuses on what he terms a little less than games, he calls out essential elements to my notion of an ungame: pretend and interactions outside of only screens.

First, his thoughts on pretending:

Partly because they’re just interesting, partly because these things, and especially pretending, don’t seem to find their way much into the discussion about games. I listen to a lot of chat about games and hear lots about story and play, but very rarely hear about pretending, when, of course, pretending is central to the whole business.

As with lots of luxury goods. What we’re really buying is an object that lets us pretend.

We don’t have the sort of life that requires a Pelican case full of weapons, but we can get some barbecue tools in a case that feels a bit similar. Designers will talk about ‘cues’, brand people will talk about ‘associations’ but it’s all pretending.

Indeed, when we dress up, when we’re on display and at our most public, these are the times when our costumes get the most pretendy — we get married dressed as princesses and officers — then go back to our everyday lives dressed as squaddies, rockstars or resting athletes.

Another thing — I’ve always wondered why software/OS makers don’t do more with the power of pretending. Look, for instance, at the average desktop. It’s using a pretending metaphor — but it’s not much of an imaginative leap is it? It’s a desktop on your desk. I can see how this would have been useful in the early days, getting people used to interfaces and everything, but surely there’s more opportunity to have some fun now — to make software more compelling by adding some pretending value to it.

There have been some notable attempts at this; Tactile 3D make movie-like interfaces where you can fly around your files like an authentic 80s cyberpunk. And the genius of 3D Mailbox must be experienced to be believed…

Second, Davies discusses another topic near and dear to my heart — playful interfaces that do not absorb our visual attention and allow / encourage us to interact directly with one another:

And there’s one mandatory requirement: “No Touch The Screen” — I’d love to build a mobile application that doesn’t demand you stare at and stroke it the whole time. To me the attention-hogging aspects of most games has found perfect embodiment in the AR craze. They want to impose another screen between us and the world. There must be a way to harnass the power of pretending to create something that you can play with while walking around, that doesn’t want you to look at the screen all the time.

(The best example I’ve found to date is RJDJ — again, not really a game, but it fulfills a lot of my criteria, it feels like a game without actually being one. And it is, of course, lovely.)

So we made a Barely Game prototype — The Situated Audio Platform, a browser for geotagged audio files. The idea is that it only has one button, the whole screen, which you use to switch it on, and then you never have to look at it. You can leave it in your pocket, monitoring the world for tagged files, quitely pinging, while you listen to your music. Then if it detects something, you hold it at your side and sweep the area until you home in on whatever it’s found…

But if you wanted to do some pretending, and some stupidness, it could turn into a social fighting game. Where the files you explore are mines and traps laid by other people and you sweep and destroy them to stay alive. All while never looking at your device… So you can be commuting in a crowd and fighting enemies in your head.

Voilá. Technology that fosters pretend and social interaction outside of screens and does so without strict rules. Now we’re getting somewhere.

Thursday
Aug182011

Taking a bite out of the Big Apple

As of yesterday, I am officially a New Yorker. My graduate program begins in a little less than three weeks. I’m now keeping a separate blog from this here smarty pants number, chronicling my New York experience (mostly for all my people back home). My first two posts:

  1. My first 18 hours as a New Yorker. Give or take.
  2. The halls smell vaguely of urine.

Wish me luck.

Wednesday
Aug102011

We have spaces like Central Park. Why not also Central Playground?

I’ve written before about playful spaces. While I am most definitely interested in play + technology, that interest extends beyond gadgets and toys and objects to physical environments as well. I think some of the most interesting applications of playful technologies will be found in playful spaces.

Play promotes creativity and exploration. It fosters social connection and inhibits the self-censoring adults often engage that limits innovation. In my view, I believe playful spaces can utterly transform how we learn, work, and even interact with our cities.

Though there’s not much in the way of high-tech in the following examples (with one exception), the two links that follow provide a little taste of what might be possible in applying playful design to our environments:

 

Ring Around a Tree A tree at the Fuji Kindergarten in Japan served as a “place-playmate” for children since before the school was founded. Architects wrapped an inventive structure around the tree capitalizing on freedom of movement as a tool for learning. The project’s name was inpsired by the nursery rhyme Ring Around the Rosy… A pocketful of posies… Interestingly, all the existing classrooms now face a playground at the center of the school, and the ring itself is used as a teaching space without furniture.

A wood and glass volume spiraling upward, enveloping a Japanese Zelkova tree. It’s like a treehouse and a school had a baby.

 

10 Unusual Playgrounds From Around the World My favorite magazine, mental_floss, has compiled some seriously cool and inventive playground spaces unlike any you may have seen. One incorporates various pieces of technology not unlike an Epcot pavilion. Another is a playground expressly for senior citizens. 

Berlin’s Pruessen Park, nicknamed the “Playground for Grown-Ups.”

 

ADDENDUM (8/20/2011): More play space goodness — just came across greyworld (via Russel Davies). They describe themselves…

greyworld are a group of artists that create public art — usually in urban spaces.

Our work is about play, and allowing creative expression in parts of the city that usually exclude it. Over the years. we have created permanent installations in many countries around the world.

Many of their installations involve some inventive uses of technology.

 

(Ring Around a Tree via Bobulate)

Thursday
Jul212011

Meet my adviser Katherine Isbister + her Google Tech Talk

Everyone (all twelve of you), meet Katherine Isbister. I met her last October at Meaningful Play 2010. Fast forward several months. Katherine is now my Ph.D. adviser, and I’m moving to New York City.

Katherine is super cool. But don’t take my word for it. In March of this year, she presented a Google Tech Talk Emotion and Motion: Using Movement Design to Shape User Experience [youtube]. She presented an overview of her research into how motion and gesture-based user interfaces influence how we feel… Can power poses used within a video game teaching kids fractions generate confidence to reinforce learning? Could the stress of processing our email inbox be better managed if we interacted with email like we were tending a garden? Maybe the unlock motion for the iPhone feels good — and maybe it does because it’s like petting your kitty.