Mechanics, Dynamics, Aesthetics and Iteration

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Come back – it’s not as techie as it sounds…

… just some great ideas I picked up on Sunday night from Robin Hunicke ‘s talk She Got Game at the Byte Me Festival.

Robin Hunicke was lead designer on the MySims game written for the wii console. She spoke about what game designers actually do, a bit about the process of game design, and about her experience with tailoring a game for a platform that hadn’t yet been released.

Lots that she said can be related to libraries.

Mechanics > Dynamics > Aesthetics model

Mechanics are the rules and structure of a game – set by the game designers (eg. in chess there are rules about how to move pieces. In The Sims there are rules about how to keep your Sims happy and productive)

Dynamics are the way people behave due to these rules – determined by the players (eg. in chess players think several moves ahead and sometimes make sacrificial moves. In The Sims, people realised they could make the Sims sick and unhappy and did so).

Aesthetics is the way it feels to play the game (eg. chess becomes a solemn and serious battle of wits. In The Sims the experience becomes to savour and create)

How does it relate to libraries? Well, we set up rules, the mechanics for using our data. (eg. to get to an authenticated journal title, you have to do a title search in the catalogue) . How our users relate to our systems is the dynamics (eg. confusion, attempts to enter an article title not journal title, google it instead ) . The user experience is the aesthetics (eg. success or frustration, incomprehension, defeat ) .

What if we started with the aesthetics – the user experience – then worked backwards to produce the mechanics that gave this? What if we acknowledged the layer of dynamics in the system – ie that users may not follow our rules and that this may produce a different aesthetics ? I think this model can apply to our offline activities as well as our online ones.

Waterfall vs Iterative vs Agile product design/testing

Robin contrasted the traditional “waterfall” model of product design with her preferred iterative product design. Waterfall has linear stages like Imagine > See > Handle >Use . Iterative testing builds in constant revisiting of the stages as the product is created.

It made me think about the decisions we make about any system in our libraries. At what point are we building in retesting, review, checking and re-evaluation? How often do we check the external circumstances and see whether the systems are still relevant? Are we building this into our cycle of product use and procedures?

( When researching this post, I found another more recent model, agile testing )

User created content – balancing the work in the fun.

Game users are changing. They are now more interested in the mechanics of games and in “putting them through their paces” (eg. creating downloadable objects for Sims to use). They are not so tied into a compulsive narrative. They want to co-create.

There is a point, however, when co-creation becomes less like fun and more like work. Robin’s example is the real lilfe co-ordination needed to get together a guild for a World of Warcraft raid at a specific time. Or the constant playing needed to go up a level in a game.

The challenge for game designers is to determine and stop short of that point where the creativity, independence and control of co-creation becomes more of a chore than a pleasure.

As we consider allowing our users to co-create our libraries, we need to consider the work / fun balance too. Will the ability to rate items in the catalogue, for example, seem like too much work for little reward?

Let the students be your voice

During question time, I asked Robin (who also works in academia) the best way to get university staff to take gaming seriously – and to understand that that gaming techniques can be a new form of information delivery and human/PC interface . I liked her answer, that it is best to “let the students be your voice”.

Gaming? But this is an academic library.

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Although my weekend in Melbourne was awesome, a teeny-tiny bit of me was off in Chicago at the Gaming, Learning and Libraries Symposium that was being held at the same time. Just check out the program to understand why.

If you want to see a nice shot of the Australian Farmer’s reading room we made in the Australian Libraries Builiding in Second Life, which is a well..umm…dunny….check out John Kirriemuir’s Off the Beaten Track slide 14 (and 23).

I was fascinated that there were quite a few presentations about gaming in academic libraries – for example Gaming in Academic Libraries: the why and how and Academic Libraries, Transformation, and Supporting Innovation in Gaming.

Very nice, I thought…can’t see it happening in Western Australia….. Then I thought a bit more.

Pokemon teaches kids to respect libraries. Uploaded to Flickr on May 8, 2007 by Klara Kim

Like many academic libraries, our library has just remodelled two floors to make a Learning Common. It is aimed at capitalising on the building as a social space – a place that creates a community of learners and provides a venue for students to hang out and (hopefully) do some self directed learning. We are opening part of it 24/7 and have soft drink vending machines, junkfood vending machines, comfy couches, a coffee shop…

Is a gaming space really so far from that continuum? During mid semester break, we have PC labs that stand empty. Would a leisure reading collection also fit in somewhere? I’ll bet our DVD collection isn’t borrowed primarily for scholarly reasons. Would it be just too hard to justify to funders who want academic libraries to be only about research? Would our funders laugh and ask when we were going to install the laudromat, the minibar and the exercise benches?

People who know how to game know a lot about human/computer interfaces. They have an intuitive understanding of how to quickly read and understand a screen. Problem solving, creative thinking, and even teamwork in MMPOGs are developed via gaming.

A buzz word in the Higher Ed sector is “engagement” of undergraduates. Although I can see that it has a pastoral element and includes lofty ideas about intellectual/community involvement, to me it equates roughly to “getting bums on seats and keeping them there” – ie. attracting students and keeping them happy long enough so that they learn something and the university gets the funding dollars that come with them.

I wonder whether providing a couple of consoles, one or two screens in a gaming corner would create a place for students to take a break and socialize – maybe making some new friends – and then keep on with their engagement in their studies.

Hack, slash and….pray?…..

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While John Howard Yoder may have written the Politics of Jesus, his namesake and our Prime Minister, John Howard, is pushing for a more Christian society in Australia. Add to this a newly elected leader of the opposition who declares it to be his duty to bring his faith to politics, and we are ripe for revivalism, evangelism and fundamentalism.

I hope we never reach the extremism that could produce Left Behind: Eternal Forces..not the Left Behind book series…the PC game. Yep, that’s right, if you’re choosing games for your YA collection, you can now select one with an aim to hold hands and pray, build cafes and banks for your followers and generally smite the heck out of non-believers with “spirit balls” while you wait through seven years of plagues for Christ to return.

The Laughing Librarian has a link to this review from Beta Game Revolution, Left Behind: Eternal Forces. The review is a hoot, although may offend some Christians…it is witty and gives a thorough description of the game (it rated it an “F” by the way).

Everything’s up to date in Cybrary City!

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Wooo and hoo! Talis and Alliance Library System have just announced the construction of a new island in Second Life – Cybrary City. Read more about Cybrary City here.

It will have resources for librarians, plus provide space for real life libraries to have a SL prescence. No mention of the word “free”, but here’s hoping.

Rochelle and CW have recently written about their first experiences in Second Life. Mine was similar when there wasn’t an event on, but I had a great time at the Grand Opening of Info Island – watching Lorelei Junot behead herself with a guillotine at the spooky costume party and sitting in the cinema watching Rocky Horror Picture Show with other Library Friends. Oh yes, I also enjoyed the learning in the auditorium.

Image: Home not so sweet. Not sure about the pink hippo either.

The Linden gods of Second Life have played dice with my avatar, poor Emerald Dumont (green hill – geddit?) by making her home inside a small model of a volcano in Mahulu. Everytime I teleport home, I end up in the volcano, thrashing about in fire and have to ask passerbys to teleport me out. At least I’m not like John Blyberg, who in SL had a grand piano stuck on his head for a while.

I’m beginning to think of SL not as a game or a virtual world, but as a user interface, similar to a web browser. A successful game would be interesting all the time. A successful virtual world would feel “real” all of the time.

A user interface can be friendly or unfriendly, but if it works well, then your focus should be on what you used it for, rather than the interface itself. If you browse the web with Firefox and what you find is boring, offensive, or unsatisfying, you don’t walk away disenchanted with Firefox.

In academic libraries, we will soon have huge numbers of undergraduates who are used to this type of interface from gaming. They love it and understand it. To deliver the services where they are, we should understand it – and maybe learn to love it – pink hippos and all.

TODAY’S HIPPIE CARD: Move away

( I never, ever cheat with these cards, just draw ’em as they come, but they keep being pertinent to my posts!)