Archive for May, 2002

Packing Continues

I’m just over a week away from leaving San Francisco, going to Iowa for a couple of weeks before heading on to grad school in late June. Next Wednesday (5/29) I’m having a little going away thing at An Bodhran, a bar by my place in the Lower Haight, from 6 to 8 PM. If you feel like stopping by and saying hi/goodbye, it would be great to meet up, even if it’s for the first time.

Do you ever stop to think about how many cubic feet of stuff you own, and what, if anything, this says about you as a person?

I have far too many books to reasonably transport to and from school, so I’m boxing them all up and leaving half in storage. It’s a surprisingly emotional process, trying to figure out which books to take, which to leave, and which to give away. If you’re a bibliophile and want to keep better track of what you own (and what you loan), check out Readerware. The app lets you type in the ISBN numbers for your books (generally above the barcode on the back cover) and it goes online and downloads all the metadata for your books from sites like Amazon and the Library of Congress, storing it in a searchable/browseable database that sits on your computer. Or you could get really slick and put it online to start a booklending program, or just show off your good taste.

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Flirting as Interaction

Elan recently linked to the Guide to Flirting, from the Social Issues Research Centre in Oxford. He linked to it because, well, he’s a flirt (and he’d be the first to admit as much). But it got me thinking a bit, and it’s worth a link for a couple of other reasons…

  • It’s a concise and generally accurate overview of the behavioral interactions that occur when people flirt. Everyone engages in flirtation, so it’s both a universal and highly personal topic. My undergrad thesis focused on sexual selection as an evolutionary force, so I once spent a lot of time reading up on stuff like this. Yep, who knew biology could be so interesting?
  • Many of the readers of this site are designers of some sort - call it infousabilinter-experitechtual design or whatever’s hip this week. As people all engaged in similar work, we become highly accustomed to thinking in a very particular way about people and their behavior when we design: we call them “users”, we watch them in carefully controlled, semi-scientific settings, we create aggregated yet highly specific representations called “personas”, and so on. Sometimes I need to remind myself that a designer’s mental model for understanding human behavior is just that - a model - and as such it’s worth challenging. Reading about flirting behavior is a fun way of shaking up our generally pragmatic view of interaction and the act of designing for interaction. Go read about The Jack Principles for another whack on the interactive head.
  • Finally (and most importantly), it’s pretty damn funny reading some cheeky English social scientists talk about the scientifically correct way to hit on someone at a party.

    So, anyway, go read and apply your newfound knowledge. At the very least, knowing some of this stuff makes an otherwise boring party much more fun to observe….

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    Text Messaging on Mobiles

    BBC article on a redesign of cellphone keypads - it does an elegant job of interspersing two separate sets of keys amongst each other. The article mentions that the designer was the head of human factors at Apple for five years. I wonder if this will actually end up on any mobiles….

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    Stephen Johnson on Blogging

    You’ve got to love it when a Salon article turns into a software development jam session. Even if Stephen Johnson is just riffing by himself, he’s one hell of a soloist. This is easily the most interesting article I’ve read on blogging by the mainstream media. (does Salon count as mainstream?)

    Salon: Use the blog, Luke

    The collective future of blogs lies not in dethroning the New York Times — but in becoming a force that can make sense of the Web’s infinity of links.

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    Participatory Game Design

    This seems timely, given that the next Star Wars movie is coming so soon (but hey, Spiderman already made up for the absence of great movies over the past several months).

    Star Wars Galaxies: A Case Study in Participatory Design

    It’s interesting to see how far community involvement went in the development of this massively-multi-player online community/game. For example, users debated with developers over what characters they could play and what it took to be a jedi. This is the best part of the article…

    More important than the answers to these questions was how the issues were handled. The designers took a strong stand on issues central to the nature of the community, and then proceeded to respond to players’ concerns on the board, publicly, until the issue had been reasonably resolved in the community. Through the ensuing dialogue, readers gained not a thorough explanation, but unique insight into the reflections of top game designers as they practice their craft. As Holocron commented at the time , how community leaders respond to these issues is critically important in establishing the gaming community. The theory goes that if community leaders establish a social norm of open dialogue and civil discourse, thoughtful players will be attracted to the game, and civility and openness will become the social norms of the community. The designers hope that this core group of early game adopters will embrace this ethic, and make it the community ethos. So, in a very real way, building an active, involved player base — even months before release — is a critical part of the game design process.

    Seems like this is a much more involved effort than most examples of participatory design (at least that I’ve heard). Involvement from users lasted a year, was considerably substantial, and involved a (relatively) large number of users. This type of approach seems ideally suited for online gaming communities, though I wonder how it would play out for other development efforts.

    Does most open source development count as participatory design, if those who “participate” are coders as well? Hmmm. What are other examples along the participatory design continuum between a Star Wars Galaxy-level effort and gathering feedback from beta releases or harvesting feature requests from support bulletin boards? Thoughts? Anyone?

    There’s also a link to the companion site for the book “Community Building on the Web”, which has a nice overview of the principles involved in community building.

    Here’s a class on Simulations and Gaming that’s taught by Kurt Squire, who wrote the article and runs Joystick101.org, which he describes as focusing on “on examining issues surrounding games in depth — particularly the intersections betweeen games, human behavior, culture, design, and society.”

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