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  Posts in category 'Play'
2 August 2007
TI working with end-users to design their perfect product
video projector for gamers Bryan Hynecek of Ignition reports on Core77 how his company teamed up with the Texas Instruments DLP Products Group and students from The Guildhall at Southern Methodist University, putting together a program that would enable video gaming experts the chance to design their “ideal product”–a video projector design specifically for gamers.

“Companies are investing more into understanding their customers and trying to anticipate the perfect product. As designers we have seen or participated in focus groups, surveys, questionnaires, beta programs, and various forms of ethnographic research and observation in order to understand what consumers really want. More recently some organizations have begun to use co-creation sessions. These are participatory gatherings where designers and researchers sit with a panel of target users and, through story telling and with the help of “toolkits” (a collection of objects that may represent features, functions, or forms), try to elicit features that consumers might want but never knew how to explain. Although co-creation is still a far cry from users designing their own products, it is the closest we can get to translating user wants and needs. But what is the next level? Can we get even closer? [...]

According to the designers involved in this exercise, it was an eye opening exercise, confirming to the designers what they had already suspected: that to a significant degree, consumers or end users really do know what they want or need in a product–even what they aspire to. But it is the job of the designer to tease it out of them, like a therapist helping a patient unlock their inner feelings. Sitting down with the students, evaluating their concepts, explaining the system architecture problems, the back-end of mechanical design—all through a combination of explaining and educating—thesee were the steps in helping them to refine their raw content into the idealized end product they desired.”

Read full story

27 July 2007
Social scientists studying human interaction in online worlds
Virtual world The BBC reports on how social scientists are starting to use game worlds as laboratories to study human interaction.

“Researchers are getting insights into real life by studying what people do in virtual worlds, reveals a review in the journal Science.

It suggests virtual worlds could help scientists studying ideas of government and even concepts of self. Others are looking at behaviours peculiar to online worlds and how they differ from real life.

Online worlds offer great potential to social scientists because they overcome some of the problems these researchers encounter when gathering subjects in the real world, Dr William Bainbridge, head of Human-Centred Computing at the US National Science Foundation, wrote in the journal.

For instance, he wrote, social scientists often face problems finding subjects fast enough or securing funds to carry out the research.

The popularity of online worlds such as Second Life and World of Warcraft meant there was a ready pool of subjects that could be recruited over long periods of time for little cost, he said.

The game worlds also gather huge amounts of data about what players do that could easily be analysed by social scientists, wrote Dr Bainbridge.”

Read full story

25 July 2007
Using design games
The Secret Life of Cars Jess McMullin and others (Luke Hohmann, Serious Games, LEGO, Pat Kane) are using games and play within product, software, service and even policy development.

In this article on boxesandarrows McMullin describes why we use games, core game principles, how to apply games, and how to sell design games to your organisation or client. There’s also some good links and great commentary.

“One tool that I started to use in 2002 is design games: game-like activities that help my team gain insight, understanding, and clarity while avoiding dry and often unproductive meetings.

I’m a passionate proponent of ethnographic field studies and other ways of gaining human-centered insight. At the end of the day, that work needs to dovetail with organizational realities and requirements—and understanding business vision and drivers is where we often use design games.”

(via Ireland’s Centre for Design Innovation)

28 June 2007
Wikipedia in Second Life
Brunel University Say a term or a word, and the ring will search it in wikipedia, getting the information directly to your second life ear.

Yaniv Steiner, Experientia’s director of R&D, has been working (together with some of our other collaborators) on Feedamass, a new application that can take information from Wikipedia, Google Definitions, and what not, and send it in a clear text format to almost anything. In other words, you ask a question and Feedamass answers it immediately, e.g. as a text message on your mobile phone. Now it has been implemented in Second Life.

Feedamass, the “know-it-all” sidekick that fetches information to nearly any device, is also eligible to function on virtual spaces as well. Second Life, for instance. Its services might be needed not just in the real world, but habitantes of online communities, and their aliases, might also find it useful to have answers “whispered in their ears”.

From word definitions to encyclopedic entries, from “what’s ‘Gesundheit’ in spanish” to “how to change my avatar’s hair-style”, Simulated characters will surely encounter the necessity to know stuff. And just as people employ Feedamass to retrieve content as SMS to their mobile-phones, as an example, web entities might also like to send out for data, without leaving the screen.

Feedamass can manifest itself on different interfaces. It can be part of a toolbar, or a HUD (Head Up Display), just like it is able to take the form of a chatting contact on an IM application, or an E-mail address to where queries are sent.

- Read more
- View video

27 April 2007
User-centered design game
User-Centered Design Game The UCD game allows human-computer interaction practitioners to demonstrate the key user-centered design (UCD) process and methods to those who are unfamiliar with UCD. The game teaches how to incorporate user-centered design into every step in the software development process. Overall, the purpose of this game is to promote a better understanding of a good design process by demonstrating the importance of understanding and focusing on the end user.

The target audience for this game is those unfamiliar with UCD, yet whose work relates to the definition, creation, and update of a product or service. In other words, everyone involved in the software development process.

The UCD game is structured in 4 sections mimicking a standard user-centered design project: defining the users, analyzing the users’ characteristics, designing and evaluating the designed artifact. The last station – evaluating the process – requires the participants to look back on the three previous stations and reflect their design process.

The game was developed by three people associated with the Universitat Oberta de Catalunya (Open University of Catalonia, Spain).

3 April 2007
The Vodafone journey
The Vodafone Journey One of the sections of Vodafone’s new website is called The Vodafone Journey.

The first item in the menu of this flash-based mini-site are Vodafone’s customers. Ten stories explain how Vodafone has changed the way people work and play. The stories are quite promotional, but they nevertheless clearly emphasise the people-centred approach of the company.

Nice too is that the people featured are from New Zealand, Germany, Australia, Greece, Tanzania, Ireland, Spain, Egypt, UK and Italy, and that everyone speaks their own language.

12 March 2007
Next step for games: social networking [San Jose Mercury News]
Playstation@Network “Running throughout last week’s Game Developers Conference was the theme that the industry wants to help create better social experiences for gamers,” writes Dean Takahashi in the Mercury News. “Developers are trying to mimic popular sites like MySpace, which enable members to express themselves in their own Web sites and create social networks with friends.”

“While I’m not sure any one company has this figured out, all the chatter clearly shows that everyone thinks there is a gold mine for those who can combine games and social networks. [...]

This is happening because people in modern society are suffering from the “lost village” syndrome, says Trip Hawkins, the CEO of cell phone game maker Digital Chocolate and founder of Electronic Arts.

Hawkins’ theory: We’re all basket cases because we no longer live in closely-knit villages. People reside among strangers in big cities far from families, work away from home, and don’t know their neighbors. To him, we’re all desperately using technology to restore or extend our social networks so we won’t be isolated anymore.”

In conclusion: “Game consoles have penetrated only about half the homes in the country. Maybe social networking will get everybody involved.” Remains to be seen, I might add.

Read full story

10 March 2007
Experiencing love in games [BBC]
Peter Molyneux Veteran designer Peter Molyneux has said that he wants to put love into his next game, Fable 2, reports technology editor Darren Waters on the BBC News website.

“This is my bold claim – I need you to experience something in Fable that you as gamers have never experienced before,” he declared.

Gamers will be able to start a family and watch their child grow over time.

Emotional reactions to gaming, such as love, fear and even empathy, remain the holy grail for many developers.

“Everybody is talking about emotion, story, engagement and narrative,” Mr Molyneux said. “We have tried to approach it in a different way. We are going to explore love.”

Read full story

22 February 2007
Social networking for 9-year olds [Newsweek]
MyFirst MySpace “Club Penguin is a leader among a tidal wave of new community Web sites designed specifically for tweens and even younger kids: think of it as MySpace in braces,” writes Brian Braiker in Newsweek.

“At Club Penguin, which launched in October 2005 and had 4 million unique visitors in January, according to comScore Media Metrix, your 8- to 14-year-old can waddle through a virtual world as a flightless waterfowl, interacting with other penguins of her choice. Registration is free, but if junior wants to decorate her penguin’s igloo or use other advanced features on the site, you’ll need to pay a $5.95 monthly membership. And Club Penguin is just the tip of the iceberg.

A new site designed for the skinned-knee demographic seems to pop up nearly every day. Their potential market is huge: there are some 28.5 million kids between the ages of 8 and 14 in the United States, according to emarketer.com. A 2006 Los Angeles Times/Bloomberg survey found that an equal 38 percent of both male and female teens aged 12 to 14 use MySpace (even though the site’s age cutoff is 14) or some other social-networking site.”

Sites featured: Club Penguin, Whyville, Habbo, Imbee, Tweenland, Webkinz, Nicktropolis, and Disney Xtreme Digital.

Read full story

17 February 2007
Monocle interview with Lego CEO
Jørgen Vig Knudstorp The newly launched Monocle magazine features a video interview with Lego CEO Jørgen Vig Knudstorp on its home page.

In the interview, Knudstorp starts of by explaining how they became a user-centred toy company by involving their users to an extreme degree. He also states the core brand value as “the joy of building and the pride of creating things”, which is a description of an experience.

The interview, which was conducted by Monocle editor-in-chief Tyler Brûlé and took place at the company’s innovation centre in Billund, Denmark, then goes in to an interesting discussion on the changing nature of play. Knudstorp describes some insights from an anthropological survey the company did recently, in particular about interactivity, community and what children expect from a brand.

Watch interview
(Note that the actual video file seems to be huge and the streaming is not exactly smooth. I couldn’t get beyond the first half: it simply stalled. Unfortunately a download is not possible.)

10 February 2007
Europe takes lead in Second Life [Reuters]
Reuters Second Life “Europeans make up the largest block of Second Life residents with more than 54 percent of active users in January ahead of North America’s 34.5 percent, according to new Linden Lab data,” as reported on Reuters/Second Life.

“U.S. residents made up only 31.2 percent of active Second Life users in the month. France has the second-highest number of users after the virtual world became a battleground for the country’s presidential election.

Although French residents had long been a part of Second Life, thousands more joined Second Life in January as demonstrators picketed the virtual offices of Jean Marie Le Pen’s far-right National Front party. Socialist candidate Ségolène Royal also established a Second Life presence.”

Read full story

(via Loic Le Meur)

9 February 2007
Toy fair becomes tech fair for kids [Wired News]
Toyfair “If you suspect that kids today are growing up too fast, next week’s American International Toy Fair at the Jacob K. Javits Convention Center may be all the proof you need,” writes Alexander Gelfand on Wired News.

“In keeping with the general trend toward ‘age compression’ or KGOY (industry shorthand for “kids getting older younger”), toy manufacturers will be introducing a host of adult technologies aimed at small children — including kid-friendly laptops, graphics tablets, digital cameras and a host of other high-tech items.

Consumer electronics for kids is the fastest growing trend in the $22 billion toy industry. With children becoming ever more tech savvy at ever-younger ages, toymakers are scrambling to capitalize on the rapidly growing market for youth electronics.”

The article features the following products:

  • colorful optical mice by Kutoka Interactive
  • digital cameras and graphics tablets by French toy giant Smoby
  • Click & Create With Mia — a kind of Photoshop for tots that teaches kids to draw, paint and animate shapes on screen, and allows them to create posters, invitations and birthday cards
  • the SmartKids laptop for children aged 3 to 6 that features a piano keyboard and bilingual programs in Spanish and English
  • the Marvel Ani-Movie Studio, which allows kids to create digital stop-motion films starring Marvel Comics characters
  • Pressman Toy’s iGamez, which allows kids to play a digital version of Name That Tune
  • Fisher-Price’s Digital Arts and Crafts Studio, a graphics tablet and software package
  • Fisher-Price’s Smart Cycle, a small stationary bike that allows kids to peddle their way through a virtual environment on a standard television set
  • Pyramat’s PM440-W wireless gaming chair

Read full story

7 February 2007
Audio interview with Bill Moggridge on interaction design
Bill Moggridge Leisa Reichelt (an Australian user experience consultant based in the UK) has published two audio interviews with Bill Moggridge, designer of the first laptop computer (the GRiD Compass, 1981), founder of the design firm IDEO, and author of the book “Designing Interactions“.

In part one of the interview (10:01), Moggridge talks about the process he went through to design/write the book (yes, there was a prototype involved!) as well as some thoughts on what factors are common where good interaction design is created.

In the second part (05:48), Moggridge talks about designing games and what interactions can learn from games design.

Part three (10:28) finally, deals with the ingredients of successful design teams – who is in them, how do they work together, where do they work, etc.

(via Usability in the News)

5 February 2007
Internet boom in China is built on virtual fun [International Herald Tribune]
Pony Ma, whose real name is Ma Huateng, at Tencent's headquarters in Shenzhen Instant messaging, game-playing and social networking online are major obsessions, now central to Chinese culture, reports The International Herald Tribune.

“While America’s Internet users send e-mail messages and surf for information on their personal computers, young people in China are playing online games, downloading video and music into their cellphones and MP3 players and entering imaginary worlds where they can swap virtual goods and assume online personas.

Another distinguishing feature is the youthful face of China’s online community. In the United States, roughly 70 percent of Internet users are over the age of 30; in China, it is the other way around — 70 percent of users here are under 30, according to the investment bank Morgan Stanley.

Because few people in China have credit cards or trust the Internet for financial transactions, e-commerce is emerging slowly. But instant messaging and game-playing are major obsessions, now central to Chinese culture. So is social networking, a natural fit in a country full of young people without siblings.

[This] is one reason America’s biggest Internet companies, like Yahoo, Google and eBay, have largely flopped in China. Analysts say the American companies struggle here partly because of regulatory restrictions that favor homegrown companies, but also because foreign companies often do not understand China’s Internet market, which is geared primarily to entertainment and mobile phones.”

Read full story

1 February 2007
Experientia partner Jan-Christoph Zoels on interaction design
Antwerp This Monday (29 January 2007), Experientia partner Jan-Christoph Zoels gave the opening speech during an interaction design workshop week at the Higher Institute of Integrated Product Development, Antwerp, Belgium.

During his presentation, he started from the definition (by Rogers, Sharp and Preece) that interaction design is about “creating experiences that enhance and extend the way people work, communicate and interact.” He then described the four key areas that interaction design is focusing on — human-computer interaction and interfaces; technologically mediated human to human interaction; interaction between humans and devices in contained enviroments like museums, shops and offices; and responsive architectures and spaces — and showed a large number of examples to highlight how the field of interaction design is developing.

A video of the lecture (30 min.) can be seen on Google Video.

30 January 2007
Nickelodeon begins a web site focusing on interactive play [The New York Times]
Nicktropolis “Nickelodeon, the popular children’s cable network, is pushing hard into the online world with Nicktropolis.com, a new Web site that will let its young users enter their own world of Internet activities,” writes Geraldine Fabrikant in The New York Times.

“The web site, which is to be activated today, is aimed at children ages 6 to 14, and plays heavily to their appetite for games, the company said yesterday.

Nickelodeon was prompted to join the surging world of online activities for children in part by research that showed that 86 percent of 8- to 14-year-olds were playing games online, more than 51 percent were watching TV shows and videos online and 37 percent were sending instant messages, the company said.

In virtual worlds like Nicktropolis, visitors create alter egos — termed avatars — which then interact with other avatars and the web site environment, like people do in the physical world.”

Read full story

27 January 2007
Tadam: reinventing the puppet theatre experience
Tadam Puppet theatre is a triple craft. It is about the crafting of the puppets and the set. It is about the skill of operating the string-suspended marionettes in a convincing and lifelike way. And it is about theatre, which means storytelling and continuous engaging interaction with the audience. It is, in short, about the making of magic.

A few months back I was a jury member of the EUROPRIX Top Talent Award, a contest for the best in European multimedia from young producers, and was delighted to see the puppet theatre reinvented in Tadam, an entry by students of Gobelins, a Paris school of visual communication.

The young team responsible for Tadam (a French onomatopoeia used to express an excited announcement) have deeply understood the fascination of this magic and the three essential aspects it implies, and created an interactive and computer-supported experience that brings delightful freshness to the old art.

The joy of crafting is present in just about everything the project contains: from the soldering of the theatre frame out of metal tubes, to the knitting of the red and gold theatre curtains, from the careful computer rendering of the puppet faces (based on the actual faces of the project members) to the hand-sown clothes of the digital marionettes, from the intricacies of computer coding to the hand-drawn storyboards, and from the electronics-in-a-wooden-box prototypes to the sweet toy instrument music.

The marionettes are digital and only exist on a projected screen. Yet, they are operated like any other marionette: a skilled puppeteer holds a wooden cross that manipulates their arm, leg and head movements, and brings thrilling life to the inanimate forms.

Finally, the direct interaction between the puppeteer and the digital marionette allows for a direct dynamic with the audience, which is essential to this type of storytelling.

As a bonus, the making-off video is a splendid presentation of the project, conveying very well the pleasure the young team felt while working on their challenge.

Technical description

Tadam is a multimedia puppet show which brings computer animations to life and stages the animation film in a traditional theatre. Users initially build up a plot scene by scene through the director module and can select different well-designed graphic environments and themes. The show can be pre-cut in several parts. Using software similar to moviemaker, static sequences (e.g. transition, fade or text) or sound effects can be added, edited and saved. The puppeteers are free to manipulate 3D marionettes in real time by interacting with a wooden cross lever which is equipped with movement sensors. The puppet’s mouth can even be animated by speaking through a microphone. Once the show is performed, it can be burned on DVD. Tadam is hand-crafted and fully customisable for beginners or professionals.

Tadam, which was rightfully selected as a Europrix Top Talent Award 2006 winner in the category “Digital Video & Animations”, has a project website in French only. The Medias section also contains a shorter presentation video (which is however not as good as the “making-of” one, due to poor music and voice choices).

5 January 2007
Educational benefits of electronic toys questioned
Interplay According to the Wall Street Journal, “two recent studies suggest that the oft-touted educational benefits of such toys are illusory, and child development experts caution that kiddie electronics, even those bought purely for fun, can have negative side effects such as inhibiting creativity and promoting short attention spans.”

“A two-year, government-funded study by researchers at the University of Stirling in Scotland found that electronic toys marketed for their supposed educational benefits, such as the LeapFrog LeapPad, an interactive learning activity toy, and the Vtech V provided no obvious benefits to children. “In terms of basic literacy and number skills I don’t think they are more efficient than the more traditional approaches,| researcher Lydia Plowman told the Guardian. Although no Luddite (Ms. Plowman makes the rather perverse recommendation that parents give children their old cellphones so that they can learn to “model” adult behavior with technology).”

At a Boston University conference on language development in November, researchers from Temple University’s Infant Laboratory and the Erikson Institute in Chicago described the results of their research on electronic books. The Fisher-Price toy company, which contributed funding for the study, was not pleased. “Parents who are talking about the content [of stories] with their child while reading traditional books are encouraging early literacy,” says researcher Julia Parish-Morris, “whereas parents and children reading electronic books together are having a severely truncated experience.” Electronic books encouraged a “slightly coercive parent-child interaction,” the study found, and were not as effective in promoting early literacy skills as traditional books.”

(via Pasta and Vinegar)

20 December 2006
Vodafone’s Receiver magazine on gaming and playing
Vodafone Receiver 17 Vodafone has just published the 17th issue of Receiver, its online magazine on the future of communications technologies, which is entirely devoted to gaming and playing.

“While the urge to play is a human universal, gaming cultures differ widely across different societies – that goes for the games people enjoy as well as how they enjoy them. You can play with interactive media alone or to socialise, to compete or to relax, at home or in the street. What is play and what’s in a game?”

In “The space to play“, Matt Jones, director of user experience design for Nokia Design Multimedia, explores themes from his research into the universal human urge to play – and how it relates to the way we design our technology, our environments and our future.

Lucky Wander Boy – the microsurgeon winner” is the title of a story about a man who finds a purpose through and is ruined by his obsession with video games. It is written by D.B. Weiss, who is currently in the headlines for working on the script for a movie adaption of the “Halo” video game series.

In “Gaming International“, Jim Rossignol, a British technology author specialising in video games, tells us about his experiences in Seoul and compares European and Asian approaches to gaming.

Mobile gaming – the troubled teenage years” is the title of a contribution by technology writer Stuart Dredge, in which he takes a look at the future of mobile gaming, focusing on how mobile games could move beyond the familiar hits like Tetris and Pac-Man to new concepts blending innovation and connectivity.

In “Games in spite of themselves“, Auriea Harvey and Michaël Samyn of the Belgian design studio Tale of Tales discuss “The Endless Forest”, a multiplayer game in which everybody plays a deer.

In “Playing by creating“, David Edery, the Worldwide Games Portfolio Planner for Xbox Live Arcade (Microsoft) tells us why we should be excited about user-generated content.

Playing the news“: games are the new news, argues Gonzalo Frasca, a video game theorist and developer, currently researching serious gaming at IT University of Copenhagen, and the co-founder of Powerful Robot Games, a studio known for its work on election video games as well as its newsgaming.com project.

In “Three play effects – Eliza, Tale-Spin and SimCity“, Noah Wardrip-Fruin, a digital media creator and scholar whose current work focuses on digital fiction and play, looks at three different models of what we experience through play.

Finally “Interaction as an aesthetic event“, is the title of the contribution by media theorist Lev Manovich, a Professor of Visual Arts at UCSD, in which he takes a look at the playful user interaction in recent cell phone models and other personal information technology.

2 December 2006
LEGO Serious Play: a tool to enhance innovation and business performance
LEGO Serious Play Playful learning is going to be a very important people-centred design theme in the near future, and LEGO seems to have understood:

“LEGO Serious Play is an innovative, experiential process designed to enhance innovation and business performance. Based on research that shows that this kind of hands-on, minds-on learning produces a deeper, more meaningful understanding of the world and its possibilities, LEGO Serious Play is an efficient, practical and effective process that works for everyone within an organization.”

“LEGO Serious Play uses LEGO bricks and elements and a unique method where people are empowered to “think through their fingers” – unleashing insight, inspiration and imagination.”

Visit the LEGO Serious Play website