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Future Of Play - Keynote MIT 2010 - Sandbox Summit

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Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open......

Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.

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  • 1. THE MEDIUM DOESN’T June 17, 2010 MATTER Shaping the Future of Play Keynote: Laura Seargeant Richardson June 17, 2010 © 2010 frog design. Confidential and Proprietary.
  • 2. Speaker Notes This 45-MINUTE presentation was given as the keynote at Plato once said, necessity is the mother of invention. What do the 2010 MIT Education Arcade/Sandbox Summit. Find our children really need to create for themselves when we o!er out more about Sandbox here: such a packaged, formed, curated and designed world? There is http://www.sandboxsummit.org a consequence in removing the “need.” Note: What you are missing in this presentation: the Throw Down Consequence Cards: presentation is very participatory: attendees experienced a 1)  In just 5 years the amount of time the average 6 – 8 year old demo of a “paint and play” turntable (Fisher Price hack by frog spends on creative play has diminished by 1/3rd. technologists), smelling a scent alphabet, listening to urine 2)  Harvard: by the time they are around 6 years old they slow analysis, experiencing touch, and launching a paper airplane. down asking questions because they quickly learn that This pdf is 10% of the overall keynote experience. teachers value the right answers more than provocative questions. Find out more in my interview with Ypulse Magazine: 3)  Fast Company: the art of being bored is lost. They want their http://www.ypulse.com/ypulse-interview-laura-richardson fun to be quick and easy. -frog-design 4)  TIME: Today’s students are less tolerant of ambiguity and have an aversion to complexity Title Slide: ask audience if they still have toys they played with 5)  The Futurist: A critical challenge facing our children: their as children...ask one or two to describe. Mine is the “anti inability to think realistically, creatively and hopefully about -coloring” book...from the author, “coloring books cheat kids. the future Passively coloring in lines instead of creating.” Because of this book, I have spent my life trying to color outside the lines, break Slide 8: From education to play consumption, I think we have barriers, and make my own rules – and that’s ultimately why ultimately created more game players than game designers… I’m a designer. Fast forward 30 years…where are we today? Why is this distinction important? Does our play call for passive filling in or coloring outside the lines? Is it more like a coloring book or an anti-coloring book? Slide 9: Players feel empowered in the game, designers are empowered by making the game. While players may feel Slide 6: In 2007 Howard wrote this, “children less able to capable of changing a virtual world, designers believe they are transform their playthings”... Could this be true? capable of changing the real world. The medium doesn’t matter. Whether it’s o"ine or online, we need more kids making Slide 7: Consider this handmade ball– this wasn’t made in their games designing their futures. America…or Asia – rather it was made in Africa...for the African child play started when he had the idea to make a ball out of Slide 10: Working at a company like frog design, surrounded by whatever he can find; often for our kids play starts when an a design community, one thing becomes pretty apparent. We all existing ball is kicked. want our children not simply to be designers, but to think like designers. And often this starts by designing their play. Client Name Project Name © 2010 frog design. Confidential & Proprietary. 2
  • 3. Speaker Notes Slide 11: I think this interview with Eric Zimmerman is rather Slide 18: 1) narrowed their scope, making them quite literal striking. GCG: What do you like best about being a game interpretations (chris’ example of farm blocks); and player? EZ: A game player? Wow. I have to say that I think I like being a designer more than a player. Maybe that's because as a Slide 19: 2) made them complete and often closed designer, you're also playing (Examples of kids creating their environments own games and how powerful that can be. John DeMatteo) Slide 20: If we look at a simple two axis matrix showing open Slide 12: Several years ago when I was at M3 Design, we ran an to closed (running horizontally) and physical to digital (running experiment – can we make a game player a game designer? vertically), We can see that play started in the lower left – fairly What is the outcome, what skills do they need? open game play and interpretation. Then the industry moved First, we had them individually collage an ideal game… counterclockwise more to physical and closed. We have toys, like Furby or a tool like a cellphone, which are moving closer to Slide 13: then we took them through a series of game inputs digital, but still closed systems. Even the Wii and ipad were created as consumption (not creation) platforms. With the Slide 14: and finally they designed their own game. Let’s step advent of digital, such as video games, we still stayed closed into their world for a moment and see what they designed… and I would suggest we’ve been there for awhile. Much is a game or game environment defined by someone else – we just Slide 15: but they didn’t stop there…by the end, here is the get to play the game. As cool as webkinz is, for example, the game they created. A two-sided book that accompanied the world was created by someone else entirely and you play their game, holes in the game board to drop them into other games to get points for outfits they designed. As we move dimensions, an epic battle between man and machine, one forward we are seeing games like Ridemakerz and Xtractaurus, wrong move and they would be forced to change sides – to which bridge the physical/digital divide, but also enable understand another view point. Unknowingly, they had created creators to design some aspects of their play. Both came out as a part of the game the very real constructs they needed as in 2009. Where we need to be, and where we are starting to see designers. So, what are these constructs, what can we do to more play is in the open and digital space – with Shidonni, help game players become play designers? Spore and Scribblenauts, we have closed environments, but play that is so open no one cares that someone else wrote the Slide 16: We need to provide them the open environments, rules. And with Scratch, Kodu, Kerpoof and Alice, kids get to flexible tools and the opportunity to make their own rules. This make their own games in real time. In the open digital quadrant in turn helps develop their design skills – which I like to call we see LEGO, Pleo and a very recent entrant – the Spy Trackr “super powers.” from Wild Planet, which enables kids to write their own applications for a remotely controlled vehicle.The sweet spot, I Slide 17: Originally toys were tools…like a stick, a ball, even believe, is in the webjects space – a term coined by a frog LEGOS. But manufacturing has transformed these toys in two colleague regarding the overlap between physical objects and significant ways: the web. Client Name Project Name © 2010 frog design. Confidential & Proprietary. 3
  • 4. Speaker Notes Slide 21: Screen 1: My colleague, Alis Cambol and I, took on the Slide 29: How many of you remember what the periodic table challenge of concepting the ideal future webject – one that might of elements looks like? Like this, right? embody an open environment, flexible tools, and How many of you also learned that there are another 450 valid spontaneous rule making and that had no literal representations of the periodic table that look nothing like interpretation. The result is wearable in the form of a gloved this? How are our minds to be flexible when we are told there is sleeve. Run through tech components. only one way? Slide 22: Screen 2: It would be supported by an open Slide 30: it means the toy is so formed that you need to hack ecosystem of flexible components it to get the magic out of it. Hacking has a purpose though – it sets our imagination free, it answers the question, “what if?” Slide 23-25: Screen 3 – 5: and enable various scenarios of and in the world of post consumption and DIY crowd, hacking game play – like paintball, hide and seek and enhanced game is even seen as healing. board play that is not bounded by time. Two of our amazing technologists at frog – Gregg Wygonick Slide 26: While role play serves an important purpose, at some and David Wood asked the question “what if?” of a Fisher Price point children realize they cannot be superman. It makes me turntable. The result is a paint and play turn table. Instead of incredibly sad to hear my daughter tell me she is not a hero or playing records it plays paintings…LEGOs…and anything else that she doesn’t have super powers – that is reserved for you might have that is colored red, green or blue. Spiderman. When Wild Planet Toys was developing their Spy Game, they asked kids who they wanted to be (Spy Kids, James Slide 31: Frank Wilson in his book The Hand describes how the Bond, etc.) and kids answered, “I want to be me. I want to be brain and hand are linked. New York Time article, Taking Play the spy.” which is why their packaging shows regular kids, not a Seriously. In it they discussed that students who hadn’t character. worked with their hands were no longer able to solve problems. And both NASA and Boeing will no longer hire engineers who Slide 27: So after leveraging my own research and the research fail to demonstrate a history of working with their hands (fixing or sources of 50 others, I created a framework to demonstrate cars, playing instruments). the real super powers kids need to develop. This is your chance to experience with some of the super powers. My colleague, Kate Canales, has created an entire class based on the idea of thinking with your hands. The kids have taken Slide 28: Let’s take the first one. Everyone should have a piece apart household appliances, feel with their eyes and see with of paper. The goal is to see if any of you can reach the stage their hands. with the paper. The idea of flexible thinking is probably best represented by the book “Paper Airplane: Flight of Change.” Read excerpt. Client Name Project Name © 2010 frog design. Confidential & Proprietary. 4
  • 5. Speaker Notes Continued: We would get a deeper and enhanced Slide 32: To send the point home, I thought we all might try to understanding of this man-made construct. It would aid in see with our hands. Everyone has an envelope marked with a memory, in learning, in association, in appreciation. For the black 1. without looking at the object, tear open the envelope, visually impaired, "A" which they cannot "see" (but which they feel your object and try to draw what you think you feel. can sound and feel) would now have another sensorial element for interpretation and recognition. It would be a deeper way of knowing and being intimate with "A.” Slide 33: Describe analogy. Consider this sound…what do you think you hear? Dr. Charles Sweeley found that he could better Sir Francis Galton, known for many eminent distinctions, determine diseases in urine samples by hearing what his including being the half cousin of Charles Darwin, decided to do a little experiment and taught himself "smell arithmetic." eyes could not see. Visually, we can only scan one line at a Galton associated specific smells with specific numbers; - for time, but aurally we can hear a complete song or the 57 unique example two whi!s of peppermint = 1 whi! of camphor - and instruments that may make up the song. claimed that he could add and subtract quite well with This has also been done for DNA. imaginary scents, but that multiplication was too di#cult.” Slide 39 : This is my daughter’s painting…and this is what a Slide 34 and 35: Games as framework, Scientific American color painting sounds like (play clip). Lottolab studio is using article, 2010. mold for micro-fluidics work, such as stem cell its Synaesthetic software to enable users to create and control research. Made micro fluidics chips directly from shrinky dink an orchestras with colour -which we call 'colour scores'. The plastic. 'mapping' between notes and colour is also predefined by the user. The basis of our workshops is the patterns we see and Slide 36 and 37: Crayola glasses - thinking about math and hear and the possibility to create a never previously english di!erently. What FAMPS should do is let us combine experienced relationship between them. powers – insight combination. It’s in the multi-dimensional that we learn. Slide 41: Yawns Are Yellow is a story I co-wrote with my daughter. It meant to introduce synaesthesia to kids, but to Slide 38: First, a simple experiment…Everyone close your eyes. also help them see di!erently. What if there is more than one Can you imagine what the letter A looks like in your mind? right answers/ What if there is more than one way to see? can you hear the sound A makes in your head? Can you imagine how A feels in your hand? Slide 42: Read Excerpt: “And yawns, oh yawns, they were Can you smell A? yellow. She loved to see someone yawn. Can you yawn right Why doesn't "A" have a smell associated with it, just like a now? Her father’s yawn was the deep golden color of marigold visualization, shape, or sound? There's no reason actually. We flowers. Her mother’s was the light yellow of lemon drops. Her just haven't considered it yet. As a matter of fact, as humans teacher, Ms. Nuttenbutter, had the lightest yellow of all – like we never forget a scent. What would we get from a scent alphabet, even if its unique to each of us? squinting into the bright sun and seeing just the rays. Sometimes, Charlotte would try to yawn just to see the yellow mist it made. “ Client Name Project Name © 2010 frog design. Confidential & Proprietary. 5
  • 6. June 17, 2010 © 2010 frog design. Confidential and Proprietary.
  • 7. June 17, 2010 © 2010 frog design. Confidential and Proprietary.
  • 8. players > designers Client Name Project Name © 2010 frog design. Confidential & Proprietary. 8
  • 9. “[Game players] are people who believe they are individually capable of changing the world… The only problem is they believe they are capable of changing virtual worlds and not the real world.” Jane McConigal, game designer & futurist Client Name Project Name © 2010 frog design. Confidential & Proprietary. 9
  • 10. What do you like best about being a game player? “A game player? Wow. I have to say that I think I like being a designer more than a player. Maybe that’s because as a designer, you’re also June 17, 2010 playing.” Eric Zimmerman, game designer Author, Rules of Play © 2010 frog design. Confidential and Proprietary. Photo Credit: Vincent Lam, M3 Design
  • 11. What do you like best about being a game player? “A game player? Wow. I have to say that I think I like being a designer more than a player. Maybe that’s because as a designer, you’re also June 17, 2010 playing.” Eric Zimmerman, game designer Author, Rules of Play © 2010 frog design. Confidential and Proprietary.
  • 12. Client Name Project Name © 2010 frog design. Confidential & Proprietary. 12 Photo Credit: Vincent Lam, M3 Design
  • 13. Client Name Project Name © 2010 frog design. Confidential & Proprietary. 13 Photo Credit: Vincent Lam, M3 Design
  • 14. Client Name Project Name © 2010 frog design. Confidential & Proprietary. 14 Photo Credit: Vincent Lam, M3 Design
  • 15. Client Name Project Name © 2010 frog design. Confidential & Proprietary. 15 Photo Credit: Vincent Lam, M3 Design
  • 16. environments tools rules design skills “super powers” Client Name Project Name © 2010 frog design. Confidential & Proprietary. 16
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  • 25. Client Name Project Name © 2010 frog design. Confidential & Proprietary. 25
  • 26. June 17, 2010 © 2010 frog design. Confidential and Proprietary.
  • 27. June 17, 2010 © 2010 frog design. Confidential and Proprietary.
  • 28. Morph: Flexible Sight June 17, 2010 © 2010 frog design. Confidential and Proprietary. Photo Credit: igniteseattle.com
  • 29. Morph: Flexible Sight June 17, 2010 © 2010 frog design. Confidential and Proprietary.
  • 30. Manipulate: Hacking June 17, 2010 © 2010 frog design. Confidential and Proprietary.
  • 31. Move: Body Thinking Client Name Project Name © 2010 frog design. Confidential & Proprietary. Kate Canales Photo Credit: 31
  • 32. Move: Body Thinking Client Name Project Name © 2010 frog design. Confidential & Proprietary. Kate Canales Photo Credit: 32
  • 33. What do you hear? Stretch: Analogy June 17, 2010 © 2010 frog design. Confidential and Proprietary.
  • 34. Stretch: Analogy Client Name Project Name © 2010 frog design. Confidential & Proprietary. 34
  • 35. Stretch: Analogy Client Name Project Name © 2010 frog design. Confidential & Proprietary. 35
  • 36. Combine: Dimension June 17, 2010 © 2010 frog design. Confidential and Proprietary.
  • 37. Combine: Dimension June 17, 2010 © 2010 frog design. Confidential and Proprietary.
  • 38. Combine: Synthesis Client Name Project Name © 2010 frog design. Confidential & Proprietary. 38
  • 39. Combine: Combine: Synthesis Synthesis June 17, 2010 © 2010 frog design. Confidential and Proprietary.
  • 40. Combine: Synthesis June 17, 2010 © 2010 frog design. Confidential and Proprietary.
  • 41. Yawns Are Yellow Client Name Project Name © 2010 frog design. Confidential & Proprietary. 41
  • 42. June 17, 2010 © 2010 frog design. Confidential and Proprietary.
  • 43. Play is the greatest natural resource in our creative economy. Let’s help kids make more. Client Name Project Name © 2010 frog design. Confidential & Proprietary. 43