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Playful engagement: Public perception


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What does it mean to make a public library playful? Can games create ongoing engagement and generate greater learning? This unique workshop will explore the answers to these and your own questions around how games, digital networks, and public programming facilitate connectedness, awareness, and partnerships with the community. The workshop will expand upon key experiences with innovative games and technology programs, including the challenges in making it happen and the feedback from the attending public. It will also explore the ways in which we connect to online communities and key people to build networks and collaborators, as well as highlighting other examples of playful engagement from around the world. Being playful means being active, so the workshop will also feature several tasks using games, the ways space can be a key factor, and developing some approaches to modes of engagement using some design thinking principles.

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Playful engagement: Public perception

  1. 1. Intelligent Information Symposium #iiauPlayful engagement:Public perception
  2. 2. P–2Your pilotHamish
  3. 3. P–3‘Using playful design or devicesto give people permission toexperience something complexwhere barriers to access or useare broken down.’Playful engagement
  4. 4. Playful engagementP–4
  5. 5. Battle #1P–5RISKvs.DISINFECTION
  6. 6. P–6‘Well, you cant never letanything happen to him. Thennothing would ever happen tohim. Not much fun for littleHarpo.’Dory, Finding NemoRisk vs. Disinfection
  7. 7. P–7Risk vs. DisinfectionInnovationUniqueCuriositySerendipityNeotenyTechnology
  8. 8. P–8‘Being playful is not a strategybut an outlook on interactingwith the world.’Risk vs. Disinfection
  9. 9.
  10. 10. P–10Risk vs. DisinfectionInfection!Playful mindsetImagination and navigationStorytelling – various mediumsUrgency – the power of nowZombie LibGuidesDr. Who series (Splendid Chaps)Library Wars manga
  11. 11.
  12. 12. P–14Risk vs. DisinfectionGame traitsA goal(a sense of purpose)Rules(unleash creativity and fosterstrategic thinking)A feedback system(the promise of goals and themotivation to keep playing)Voluntary participationJane McGonigal, Reality is broken
  13. 13. P–16Risk vs. DisinfectionProgrammingCommunity groupsVolunteersBusiness connectionsInfrastructureA goal, an outcome
  14. 14. Risk vs. DisinfectionP–17
  15. 15. P–18Game Name:Name a collection strength andassociate as many games with thatthose resources as possible.Risk vs. Disinfection
  16. 16. P–19Risk vs. disinfectionLevel 1 Complete!“feed your brains”
  17. 17. Battle #2P–20DIGITALvs.PHYSICAL
  18. 18. P–21Digital vs. Physical
  19. 19. P–22Digital vs. Physical
  20. 20. P–23“We help the virtual worldgrow by planting little bits ofhumanity for other people tosee and connect with.”Aleks KrotoskiDigital vs. Physical
  21. 21. P–24Digital vs. PhysicalSpecial PowersSpaceSpeedTechnologyIterationPersonalisedAccessible
  22. 22. P–25“The digital revolution shouldspark library evolution.”Dan TerzianDigital vs. Physical
  23. 23. P–26Digital vs. PhysicalGame changerMobile accessTablet computingVirtual layersData, big dataCreativitySharing - digitising
  24. 24.
  25. 25. P–28Digital vs. PhysicalMakers & hackersSharingOpennessCollaborationHands-on imperativeOGDC:•Build consensus•Build community•Share ideas•Make things
  26. 26. P–30Digital vs. PhysicalForces on spaceCapacityPull onsitePush onlineVoicesChannels
  27. 27. P–31Digital vs. PhysicalDesign thinking1.Discovery2.Interpretation3.Ideation4.Experimentation5.Evolution
  28. 28. P–32Space Race:Design your perfect ‘playful’ spacewithout writing or drawing it. Useobjects at your disposal/tables.Digital vs. Physical
  29. 29. P–33Risk vs. disinfectionLevel 2 Complete!“use the force”
  30. 30. Battle #3 Double-tag round!P–34INDIVIDUAL & NOISEvs.GROUP & ATTENTION
  31. 31. P–35Individual vs. GroupFactorsTraditionalPlayful toolsWhere’s the expertise?Collection trendsMerge local needsThink in public
  32. 32. P–36Individual vs. GroupCommunityWhere are the people?Observe & interactJoin & contribute
  33. 33. P–37Individual vs. GroupPartnershipsGrow new networksBuild shared purposeTest the relationshipReputationReach
  34. 34. P–38Noise vs. AttentionOur methodsLibrary websiteFacebook, Twitter, FlickrSignageRadioOther websitesPostcardsPressWord of mouth
  35. 35. P–39Noise vs. Attention – Freeplay: Independent Games Festival
  36. 36. P–40Individual vs. Group: Outside-In Cinema
  37. 37. P–41Individual vs. Group: Outside-In Cinema
  38. 38. P–42Individual vs. Group: Outside-In Cinema
  39. 39. P–43Individual vs. Group: Outside-In Cinema76%24%
  40. 40. P–44Individual vs. Group: Outside-In Cinema
  41. 41. P–45“I had no idea this is whatyou guys really did!”
  42. 42. P–46“It was great to see a publicresource used creatively.”
  43. 43. P–47Individual vs. Group: Outside-In Cinema
  44. 44. P–48Amplification:Pick a ‘new & surprising’ channel orpartner that would make a differenceto your engagement.Noise vs. Attention
  45. 45. P–49Noise vs. AttentionLevel 3 Complete!“network nodes”
  46. 46. Battle #4 Final round!P–50MEMORY & CONSUMPTIONvs.MEMORABLE & CREATION
  47. 47. P–51InformationPieces to patterns‘Apophenia’Scarcity to abundanceTrusted sourcesMemory vs. Memorable
  48. 48. P–52A connected siteGLAM in the 1870sOld systemsNew driversInformation glutFilter failureDigital dietsMemory vs. Memorable
  49. 49. Consumption vs. CreationP–53DataMeaningfulLocalizedInfographicsVisualisationsPlay = explore
  50. 50. Consumption vs. CreationAudienceWant discoveryWant an experienceWant to learnEmotional reaction
  51. 51. P–55 vs. Creation
  52. 52. Memory vs. MemorableP–56LibrariesInspiration service provider
  53. 53. P–57Consume vs. CreateLevel 4 Complete!“1TB RAM added”
  54. 54. P–58“A library platform should bemeasured less on thecirculation of its works than inthe circulation of the ideas andpassions these works spark.”David Weinberger