Category Archives: Play

Retrospective: The Past and Future of Information Programs

Over the course of the last three months I’ve talked about a wide variety of things in my search for some kind of internal understanding about information programs and services. Other topics and subjects have found their way onto this blog in that time, and while they’re all still highly relevant, in the interest of good bookkeeping here’s an all-you-can-eat buffet of the INN333 highlights from the semester that was:

Cue a wavy distortion filter and tinkling music for a walk down memory lane.

Week 1 Primer on Personal Learning Networks

Week 2 Reflection on Information Overload 

Week 3 Reflection on Social Media & Micro Blogging 

Week 4 Reflection on Content Curation, Aggregation, and Web 2.0 

Play for Week 4 in which I tried my hand at some content curation of my own 

Week 5 Reflection on Library VoIP services 

Play for Week 5 in which Ben Harkin and I played silly buggers with Skype

Week 6 Reflection on The Failure of Google+ 

Week 7 Reflection on The Intersection of Creative Commons and 3D Fabrication

Play for Week 7 in which I finally joined the filter brigade on Instagram

Week 9 Reflection on Device Agnostic Applications 

Play for Week 9 in which I declare my love for the humble QR code 

And last but not least, some playful reflections for Week 10 in which I discuss games, gaming, and gamification in a two part after school special. (Part1) & (Part 2)

Now that we’re done wiping away the tears from all the good times we’ve shared I ask that you endure one last soapboxing for the semester as I reflect on what this all meant to me.

As a lifelong hobbyist of technology I have always had an insatiable desire to tinker with gadgets, play with the latest software and games, and test out the newest platforms and services.  Back in 2010—when the iPad first launched—I became increasingly interested in the potential effects of how technology was increasingly incorporated into day-to-day life and how profoundly transformative an effect this was having on how content was authored, published, and consumed.

As information consumers, we all live in an age of unimaginable abundance, uninhibited by traditional notions of material scarcity. The infinite shelf space of the internet paired with zero-cost reproduction of content had created a world inundated with increasingly complex and almost magical platforms for technologies and experiences that even a scant few decades ago would have been nothing more than science fiction. And here I was trying to make sense of it all.

At the time I was finishing a master’s degree in writing, editing, and publishing at the University of Queensland, and I began obsessing over how the commoditisation of information and digital publishing was converging and—by extension—devaluing digital works. I became convinced that the devices and services that were simultaneously enabling these transformative, futuristic experiences in our lives also represented the greatest danger to the quality of those experiences. Tapping into social media, RSS feeds, and inviting ‘push’ notifications into my life seemed to be nothing more than inviting a never-ending supply of indiscriminate garbage information to bother me.

My fleeting dalliance as a neo-Luddite evaporated fairly quickly, but left me with a healthy scepticism for the efficacy and capabilities of the digital products that had so quickly come to dominate our lives.

Fast-forward to July 2013, and I find myself facing down a semester entirely concerned with examining the practical application of these technologies. I was actually keen to welcome the chance to explore many of the themes I was fascinated by, and eagerly got stuck right in.

As I have a fairly high level of comfort with complicated IT systems, I had doubts that I would get anything worthwhile out of the practical side of the subject that—at face value—appeared to be an odd assortment of activities designed to familiarise students with crucial information services in the wild rather than do anything particularly complicated or revelatory with them.

I could not have been more wrong!

Being pushed to engage in—and more importantly—reflect on these experiences made me actually take the time to examine the many-faceted uses of these services, and better appreciate how they might be utilised by others. Enough time has passed that I can’t call to mind any anecdotes about the specific challenges I faced this semester, but I have a nebulous idea that I found the process of discovery and investigation to be meaningful and cool, and genuinely enjoyed playing with how I approached and interacted with the activities.

Paradoxically, although this subject has concerned itself primarily with social technologies, I couldn’t shake the divided and diminishing effect of lacking more direct social collaboration with my peers. Despite the ongoing conversations on Twitter and Facebook and regularly touring my colleague’s blogs, I felt displaced and distanced from my peers—despite our shared engagement. The handful of face-to-face workshops were undeniably highlights of the semester, but just drove home how much I regretted that more face time with the cohort was not available.

Ultimately, this subject helped me appreciate and articulate a deeper understanding not only of how and why certain services function the way they do, but also how crucially important it is to take the time to interrogate and examine these functions fully.

Although the heady season of INN333 has come to a close I’m not going anywhere. My journey of professional development is far from over and there are scores of blogs unwritten just waiting in the wings.

So stick around, the best is yet to come.

 

Gamification Part 2 A Plan for Play

So, I’ve soap boxed about what’s wrong with gamification but how would I actually do something good? What would *I* do to design library-games for a school that worked?

Anyone who’s listened to me talk about this for any length of time will know I’m a big fan of Amazon’s ecosystem. And their Kindle FreeTime initiative—pictured here—is an amazing leap forward in integrating gamification in a meaningful way with kid’s reading practices.PAperwhiteFreetime

There’s no universal panacea for getting gamification to work across different contexts. But, the FreeTime idea of allowing parents or teachers to set individually customised goals, and reward them appropriately really resonates with me.

Rewarding students for borrowing and returning books simply invites cheating, or gaming, the system—a delicious irony I realise. Integrating meaningful tracking metrics into a digital-reading experience is a far more robust approach to fusing play and engagement with ordinary reading activities. There’s an element of mastery to the experience too! Tracking and improving reading speed in a session or over time gives readers goals to meet and surpass. Tackling longer, harder books allows them to see their growth over time, and the achievement is a real, measurable thing.

This of course is entirely dependent on using eReading devices. But devices are becoming so ubiquitous in children these days that there’s no reason to hold back on this idea. Moreover, issues of attention and engagement are critical in young students, and reaching out to them on the platforms and devices they already use is key to getting them on board with literacy. If they see reading–and the rewards for reading–as just another thing they do on the devices they already use then traditional reluctance to pickup a book may diminish.

I’m not in favour of ‘tricking’ students into reading or getting involved in the library. But, coming to them on their own terms and saying “Hey, I get that you like your devices; I get that you like games; did you know we offer a way for you to access library content on your device in a way that acknowledges and tests your reading skills?” seems like a reasonable approach that is low-key enough to at least be worth a shot.

To launch a pilot program like this, I’d be in favour of custom developing unique apps that reflect the character of a given school environment. Every school–and every student–is different, and there’s not going to be a one-size-fits-all approach to designing activities that work for every library.

Failing all that, I’m keeping an eye on what Amazon do next with the rollout of FreeTime. When the new Paperwhite Kindle’s launch in October I’m certainly expecting a gamechanger!

 

Games, Gaming, and Gamification – Part 1

This is the first in a series of posts about Games, Gamification, and Libraries.

There’s a certain stubborn snobbery that associates gaming with children, which therefore assumes that adults who engage in meaningful play-based activities must be in some way juvenile too. It’s a huge generalisation, but there’s a pervasive unpleasantness demonstrated by a certain, narrow-minded breed of professionals that ‘objectively’ rules out games and gamification in a completely arbitrary way that doesn’t need to be explained, defended, or evaluated.

And that’s hugely frustrating!

To derail from the broader discussion for a moment, I’d just like to contextualise my soap boxing a little. I’m pretty savvy when it comes to games and gaming—in fact, if Gladwell’s litmus test of ’10 000 hours of an activity make you an expert’ then I’ve certainly covered the requirements a few times over.  Just this past week I participated in the Indie Speed Run 48 hour game jam—an excellent idea in the middle of a solid block of university assessment. This game jam tasked my team and me with the complete design and development of a game in just 48 hours with a random set of elements to include and adhere to.

GameJam

Immersing myself in a rapid-fire development environment for a whole weekend left me asking some of the high-level, design questions that are fundamental to all sorts of manifestations of ‘games’.

These core principals of play design—whether they in a 2D side-scroller or a library catalogue—ask the same sorts of questions about attention, motivation, and engagement. In taking on the mantle of a game designer I had to ask myself these questions in order to find meaningful verbs to describe play-based activities beyond the mundane tasks being performed.

Take Trove’s text correction initiative for example. Here we have a dull set of actions such as laborious information parsing and data entry. But, it’s packaged in such a way that we see it as exploration, discovery, and competition. Checking and correcting OCR’d articles becomes a quixotic race-to-the-top of who can demonstrate the highest level of commitment. Sure, it’s a highly insular community. But, within the space provided by Trove an entire currency of reputation has grown up around the dubious honour of correcting the most articles.

This isn’t profoundly high-level game design; but it works. The layers of progression and incentives give a positive feedback loop that rewards commitment and engagement. But, bootstrapping game systems onto existing mechanics is always going to be inherently flawed.

This is no ‘ground-up’ design. It’s simply re-contextualising something that already works and trying to make it fun and engaging. It’s really just expressing an existing system through new mechanics.

Play shouldn’t feel like work, and there is a wealth of work that needs to be contributed to libraries. Social data that enriches a catalogue such as tagging, reviewing, recommending, relating, and classifying records enriches a library in an amazing way. Slapping the veneer of a game onto the catalogue to ‘trick’ people into doing this work feels disingenuous, and smacks of exploitation.

Really, it’s a fundamental question of putting content into a game, rather than bootstrapping a game onto content.

Serious games have an element of mastery: your engagement and fun come from a progressive, skill-based unlocking of content. Gamification without meaningful mechanics might as well be a workplace KPI that just tracks your threshold for filling arbitrary quotas to achieve recognition.

 

Piqued QRiosity

I’m a big fan of QR codes!

Fellow students may remember my Information Retrieval assignment from Semester 1 (A copy of which is available here) that incorporated a QR code to keep the design aesthetic of my poster consistent, and provide a permanent way of tying the poster to my separate reference submission. poster

In the interest of exploring the uses for QR codes, I’ve also mocked-up a ‘calling card’ QR code that could potentially be embedded on business cards, or incorporated as a signature on my work.

I think there’s great potential for using QR codes in public spaces such as galleries to tie pertinent metadata or information to a piece of work without overwhelming the space. A subtle QR code next to a painting or sculpture could have embedded audio-tour information, history, and provenance of a piece without requiring cumbersome text bloating the area.

I’m less convinced of the uses of QR codes in my own professional contexts, as I’ve worked hard to streamline my online identities and contact details into a unified and easily transmittable form of using the moniker ‘mjjfeeney’ across networks, email address, and web presences.

Ultimately, I’d probably just hardlink a business card QR code to this blog. But, in the interest of playing with the medium I’ve mocked up a ‘mini-site’ that can be accessed by scanning the code below.

  About Me

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Camera Obscura

My reticence to jump on the filter bandwagon has finally crumbled.

Rejoice readers! After a brief struggle with the arcane vagaries of WordPress shortcode and some bootstrapped php I managed to wrangle together an effective way to pull my Instagram feed into this blog (and only broke everything completely once). There’s a lesson in here somewhere about keeping your plugins up to date and remembering to switch from visual layouts to manual text entry…but who has time for these things?

My wacky japes and capers surviving post-graduate study are now available in a full-colour (well, sepia mostly).

I’ve since removed the gallery from the core of this blog, but I’m still out there on Instagram!

Skype and beyond the infinite

Fooled around with Skype for a class activity on the weekend. Ben Harkin and I had a good run at discussing an upcoming assignment, and I took the opportunity to try and break Skype by simultaneously running the conversation on as many platforms as possible. It is a remarkably resilient application, try as I might I couldn’t get it to de-sync or really face any problems at all.

As far as IM platforms go, Skype is certainly the most prolific. The fact that it can pull in chat streams from other services (ie. Facebook chat) is situationally useful too. As with so many online services, their value increases exponentially based on the use-scenarios you can find for it in your day-to-day life. The ubiquity of Skype–the fact that it is so prolific–makes it the most powerful and useful chat service going.

What good is a messaging service if there’s no one to message?

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A Delicious Mess

Following on from my soap-boxing about the state of content curation online, I’ve setup a Delicious feed available here and embedded in this blog under my ‘What’s Interesting?’ tab at the top.

I’ll be collating and curating interesting articles about disruptive innovation, information futures, and just plain good writing in this feed, so stay tuned for more of that!