Monday, July 6, 2015

Knowing versus Knowing-About



The ideas from my previous post continue to weigh on my mind. Over the weekend I thought quite a bit about knowing people through their designs. It occurred to me that there may be some subtle but important differences between "knowing-about" and "knowing" a designer through their designs.

Part of this stems from a conversation I had with a designer about a year ago. This designer mentioned that when they run playtests for their games it is less about testing whether or not mechanisms work and more an effort to understand the experience that that players have as they play their game. This designer said that "mechanisms" can be tested mathematically but "experience" must be observed during gameplay. I think that this is a very interesting point and it hints at the difference between knowing and knowing-about a designer through their games. In my last post I outlined an example using the games of Stefan Feld. In that example I feel like I explored ideas that reflect more a "knowing-about" than a "knowing" model.

Perhaps...

"Knowing-about" seems to me a more quantitative approach. We can study the game as a mathematical model or as a system. For example we can read the rules for a game, analyzing the mechanisms, the system, the theme and on a basic level the components of the game. These characteristics and others can be learned without ever playing the game. This way of studying a game may provide us a way of "knowing-about" the designer.

I propose that the likelihood of being able to "know" the designer through their design increases greatly is we actually play the game with other people (assuming it's not a solo game). An example of this might be a game that includes a bluffing of a hidden information element. These characteristics might be very hard to understand by just reading the rules or studying the game system. But, really I believe that most games have these types of characteristics. This would include a player trying to guess what his competitors might be planning to do on future turns.

I try to teach my students this all the time — the users/players are an integral part of the system. So, understanding the system simply by a study of the rules, the theme or the components does not provide a clear understanding of the complete system. This is in part why the designer I mentioned earlier was so passionate about playtesting. And this is why in part I suspect that "knowing-about" happens through a study of the mechanisms and "knowing" happens more deeply through playing a design. It is only when we very literally include the humans in a study of HCI-D that we are able to even begin to have a deep understanding of a design and by extension the designer.

Testing, observing and analyzing the concepts of a game design through playing the game with other humans exposes the emotions and subtle human-human, human-game and human-game-human interactions that the designer may have intended for the users.



Wednesday, July 1, 2015

Fruits and Knowing

Stefan Feld's Aquasphere

I have had a particular phrase on my mind for a while now — "by their fruits yea shall know them." It's a phrase that is somewhat ancient in origins and shows up in a few books that many people cite as religious scripture. But, my recent interest in the phrase is not religious in nature. I am interested in this idea — that you can know someone by experiencing the things that they design. I'm not entirely convince that this is possible but the idea intrigues me. It is one of a handful of concepts that lie near the core of the research that I am interested in doing (and/or that I have been doing). I just had never really thought of it in these exact terms. The phrase (as I am familiar with it) is so interesting to me because of the many things that it does not say. It does not say — by their fruits you shall recognize or be reminded of or have hints about them. It says by their fruits yea shall know them. I accept it's possible that I am interpreting the phase wrong. It may well  be in this case that "know" is equal to "recognize." But, even so, this idea that you can know someone by the things that they create has stuck in my mind. If it's true then what?

I like examples. So, I will outline one here.

Let's look at the board games of Stefan Feld. He has designed many games that I have played and he is often cited as ... that guy who makes "point salad" games. In these games there are many, many ways to score points (i.e. the point salad). Usually, winning a game designed by Feld requires that you focus heavily on two or three of these point scoring mechanisms without entirely neglecting the other scoring mechanisms. Most Feld games also include a pervasive punishment for neglecting very specific mechanisms. These are design qualities or characteristics that I have become familiar with through playing his games or experiencing his designs. So, what can I know about Stefan Feld by playing his games?

Perhaps he is a person who believes or likes the idea that... in the things that we do there are many ways to succeed - and - that success will most likely be found in focusing heavily on a few things. In addition to this it is important to not forget that there are some things that cannot be ignored or we will be punished in some way. I'm not sure that Feld believes these things. If my perception is false then that too seems important. It's quite possible that these things have little to do with life habits and that he simply likes games that provide these types of an experience. But, even if that is the case then it seems that I learn something about him by experiencing his designs. The big question remains — can I begin to really know him by playing, experiencing or studying his games? It seems the answer in some way, shape, form or degree must be yes. I would be interested to hear what other people think about this.

I do believe that it's not possible to know someone with 100% accuracy or entirety through their designs. Firstly because there is just too much to know about another human being. Secondly because in the process of transferring ideas from one persons mind to an artifact (i.e. design) and then from that artifact back into another person's mind there will always be mistakes in the copying process (i.e. mutation). And thirdly because people are constantly changing — I'm not the same designer/person today that I was in the past.

What is the upshot of all this? I'm not sure I know. But, it interests me deeply.

Friday, June 19, 2015

"User" focused? Perhaps a Bad Idea.



For the past decade or so there has been a trend in design centric work towards titles that include ..."user"... user-research, user-centered, user-experience, etc. I am guilty of thinking in these terms myself. You may ask what is wrong with these ways of thinking and in some cases I think it's just fine. But, what keeps eating at me is the word itself — "user." It implies a very utility based concept of what a design is or should be. The design becomes a thing to be used — a tool. This again is fine provided you have a very broad definition of what a tool is. And that works for me. But I fear that few people hold that broad definition.

"Use" is largely singular in it's direction. "Use" based design focuses on artifacts that are acted upon or used to act upon other objectives. What happens to "meaning" when "use" becomes the priority. Humans are meaning making machines. So, when we design for use rather than meaning we forget that the artifact acts upon us whether we intend it to or not. Whether we like it or not designed artifacts change us. They mean something to us. They force meaning upon us and we have no choice in the matter because we are genetically programed to draw meaning from everything we experience.

Let's look at a very simple example — say a shovel... a sheet of metal strapped to the end of a stick that is used to move dirt. A poorly designed shovel sends a message to the person who will use it. Perhaps the meaning of such an artifact could be... "we don't really care... just do your job" or "hey we've got your money now and what did you expect... it's a SHOVEL!" If we understand that meaning will be drawn from everything we design then the way that we design shifts. "Use" is still there and as important as ever but a design then is not just about efficiency or utility.

Look closely at the wooden spoon pictured at the top of this post. There is meaning to be drawn from that spoon. It's shape, it's color, etc. means something. It will mean something different to different people. The person who will use it may not draw some deep profound meaning from it. But, there will be some kind of meaning drawn from the experience of using it. The tide of "use" in design is too strong I think to change things now. And that worries me... a LOT!

I would like to make a plea for — "Meaning-Centered Design."

My concern for this began some time ago when I read this article...

"The Birth of the User"

You should read it.

Tuesday, May 26, 2015

My Three Mutation Scenarios



I have done a great deal of participant observation in playtesting/design processes in the development of new designs. Over time I have observed three general ways that mutation occurs. I think that it is worthwhile to discuss these as it may be helpful to designers of all disciplines. There are no answers here. But, rather these perhaps can provide an interesting way to think about how we design.

First, the most common way it seems that mutation occurs is as a designer works on a new design they draw from past experiences (figure b). In this model a designer take ideas from artifacts and experiences that they have had in their past life and adapts them to the design at hand. This can in some cases be thought of as intuition. A designer perceives patterns in the project that they are working on that resemble patterns that they have see in other designs. The designer is able to adapt these old patterns to serve objectives and needs in the new design.

Second, and perhaps the least common scenario happens in a sort of closed system between the designer and the project at hand (figure a). In this scenario the designer "grinds" on their design and perceives relationships and possibilities purely within their current design. The designer develops new ideas strictly as a result of seeing patterns, relationships and possibilities within the design at hand. This is a sort of "pure brute force" approach and it's possible that this scenario is extremely rare or even that it never truly happens. Is it possible to design without referencing our past experiences in some way? It seems impossible. But, I want to leave open the possibility that on rare occasions this sort of closed system designing does happen. 

Third, and in my opinion the most powerful scenario, is when a designer is working with other people (figure c). These other people may be designers, playtesters, co-designers or simply some other types of acquaintances. In this model other people share their experience with the primary designer — feeding these ideas to the designer who applies these new ideas or together they find ways of applying past experiences and observations to the design at hand.

Of course it is most common for there to be some combination of these three scenarios that happen during the creation of a new design.

Earlier in my research I developed a very simple model that looked much like the second scenario (see below).


The reason for using this model was manifold but one of the primary purposes was to position the design in the middle of an evolutionary process. The designer becomes a source of mutation as ideas move from artifact to design-mind and back to new artifact. This model should more accurately be extended (see below).


This model is intended to illustrate how ideas move through artifact to design-mind, back to artifact and then to design-mind again. I think that this model shows how ideas evolve over time. If you look closely you'll see that I've added an ellipsis to left of the 1 on the left end and another to right of the 3 on the right end. This is meant to imply that the model repeats as ideas move through time and space.

These two models that I have been using in the past seem to work fine but are limited to showing the process in a very fundamental way. After attending a protospiel last month I began thinking about the evolution process and came up with the three scenarios present at the beginning of this post. I think "figure a" and "figure c" are an interesting extension to my older models.

As with most of the things I write or make these are all just ideas that I think are interesting. I'm just getting it of my head :)

Wednesday, May 20, 2015

Greater Than Board Games


One evening sometime in mid-March 2013 I was laying on the couch watching some worthless piece of television crap. My wife Vicki was siting in her chair at the end of couch playing sudoku or doing some such thing on her laptop. This had become our every evening. We'd come home from work, fix dinner, eat dinner and then "veg" for an hour or two before going to bed. She in her chair doing her thing... me on the couch doing my thing... day after day... week after week... month upon month. This had become the routine and it had been going on for a few years. It was slowly driving me crazy! I felt like we were alone together and I hated that feeling. Vicki loved games. Me... not so much. So, what happened that evening seemed extreme and shocking to me. Words came out of my mouth — something along the lines of, "let's go buy a couple of board games."

I was skeptical and apprehensive as we brought those first two games home, as we unboxed them, as we tried to understand the rules and play them. But, something kind of amazing happened as we played. Not only were Vicki and I no longer alone together — I saw wonderful things in those games. I was seeing complex systems in action, concept maps coming to life before my eyes, rich interaction and user experience. My relationship with Vicki was slowly and deeply being enhanced and my design brain was being fed a wonderful feast.

It's been over two years since my feet hit the path of board games and we now have a rather large collection of games (see the photo above). We play about six games a week — sometimes a few less and oftentimes many, many more. Modern board games are amazing and they have come to infect nearly ever part of my life. I'm not sure if there is some moral to the story here. I'm sure there are many. But I am also sure that I have a wonderful wife and we now share a deeply interesting hobby. In some ways we have become research partners as I have come to focus my work on how the designers of these games think and work. I hope it never ends.

Tuesday, April 14, 2015

Boardgame Designers as Anthropologists


I am a designer-researcher-teacher-anthropologist. How's that for a hyhpenated career title? Lately I've been thinking of myself as a design anthropologist and I feel that's an apt title for who I am becoming career-wise. I should be working on various research papers right now but here I am blogging. I had one of those ideas today that seems too interesting to not write a little about. So, here I am.

In my research I have turned to the study of board game designers. These people are awesome! In parallel to this I have been studying anthropology, it's methods, theories and history rather heavily for the past year or so. And it occurred to me today that board game designers might be wise to see themselves as cultural anthropologist. Weird right? Well, maybe not so weird as you'd like to think.

At the core of most cultural anthropology is a method catagory called "participant observation." This includes dozens of more specific methods but the foundational one is "fieldnotes" which can take the forms of "jotting," "sketching (in words)," "drawings,"  and many others. But the key idea here is that you spend time with the people you are interested in and take some form of notes describing events, ideas and whatever else strikes you as interesting or useful -- you participate, you observe and you take notes. What is this if not playtesting! Playtesting of course differs in some significant ways but my point here is that anthropological methods could be adapted to playtesting and perhaps yield some pretty interesting or even great results.

If participant observation were more thoughtfully incorporated it could reveal tendancies in gameplay such as king-making, alpha-gamer issues, etc. It believe it has the potential to provide many other types of insights but I need to keep this short.

Similar methods are used in various design disciplines. In user-experience and interaction design there is an emerging method called "participatory design." This method involves a design-researcher creating a set of tools or artifacts that they share with potential design users. The researcher provides the users with some set of instructions and cuts them loose to play with the tools and ideas. The researcher takes notes, collects feedback from the users and analyses the session and its outcomes. All of this is then taken and applied on some way to generate or improve a design. Doesn't that sound a lot like playtesting? 


Just some thoughts… I think this is a big idea. Now back to work ;)

Here are a couple of references ...

Bernard, H. R. (2011). Research methods in anthropology: Qualitative and quantitative approaches. Rowman Altamira.

Emerson, R. M., Fretz, R. I., & Shaw, L. L. (2011). Writing ethnographic fieldnotes. University of Chicago Press.

Sanders, E. B. N., & Stappers, P. J. (2012). Convivial toolbox: Generative research for the front end of design. BIS.

and a couple pages of fieldnotes I generated during a 20 minute visit to a local Starbucks…




Wednesday, December 31, 2014

Graphic Design and IX/UX




Ramble, ramble, ramble... rant, rant rant...

Recently I had a conversation in passing with people deeply embedded in IX/UX design. I was surprised to learn they considered graphic designers as less promising candidates for IX/UX design. I was so stunned in fact that I was left a bit speechless and frankly a little depressed. So, I have been reflecting on this a lot lately. Perhaps it is my own training that leads me to believe that graphic designers have high potential to be the very best IX/UX designers. My early training included the notion that the "concept" is foundational for any good design. Layered with this were strong emphasis's on understanding systems and semiotics (though I did not learn that it was called semiotics until later). I was taught that understanding design principles allowed a good designer to cross design disciplines. In my undergrad I designed 3D, 2D and time based projects.

The focus on concept was so strong in my undergrad education that student's portfolios coming out of the program were often lacking in visual appeal (at least that was my experience). Developing a compelling concept is a key factor in designerly ways of framing and redefining a problem statement. This pursuit of concept forces a designer to constantly revisit, rethink, re-frame and re-write the problem. It also is a catalyst for iteration as the problem evolves. It creates an integral feedback loop that joins the problem with the design space.

Systems thinking is what sets a good graphic designer apart from a mediocre one. A good graphic designer not only understands that there is a system across visual elements, pages, media and artifacts of all kinds but that the system includes the user, the context of use and the sociocultural context. Good graphic designers understand that designing in-between the elements of a system is crucial — i.e. it's as much or more about the relationships between the elements of the system than the elements themselves. It is in these in-between areas that leverage points can be designed into the system. This is where real and powerful design happens.

An understanding of semiotics is perhaps the most important quality of a good graphic designer. Many may not have an explicit understanding of semiotics. But all have at least a deep intuitive understanding. This understanding is a knowledge that every physical/visual element or system of elements that you create MEANS something. Making sure that users interpret your design the way that you intend is what makes you a designer. If you create a semiotic system that is misinterpreted you have probably failed. Semiotic systems not only create meaning but also enable people to use your design and can evoke emotion. Affordances and signifiers are inseparable — so, a poorly crafted signifier makes a design function poorly or not at all.

Good graphic designers are trained both formally and through experience to think/work in these ways. This makes them prime candidates to move into IX/UX design. These abilities can function for them on two levels. At a low level these skills allow them to work within design teams as a communication hub — crafting custom visual languages that unite the team and move projects forward in unique and powerful ways. On a higher level it makes them a valuable asset. An intuitive understanding that all design is about creating an experience enables a good graphic designer to transfer their abilities into the IX/UX design space.

All this rambling and ranting are based on my personal experience as a designer. I'm not entirely convinced that experience is shared by all graphic designers — I suspect there are many who do not share a similar experience. I believe that many graphic design undergrad and graduate programs fail to provided the foundation that I feel I have been so fortunate to receive. There needs to be a shift in such programs to help students establish a foundation first as designers and second as graphic designers.