ludic interfaces
TRANSCRIPT
Hi! I’m Vince! I’m a teacher, Master of Science in communication and consumption, researcher, fun theorist and game designer from Brazil, andhere are some important tags about me: #games #videogames #boardgames #ludus#starwars #rpg #mmorpg #narrative#gamingconcepts #gamedesign #mechanics
Ludic Interfaces and Design – november 2011
About the speaker
Ludic Interfaces and Design – november 2011
Insight of this presentation
Analyze the uses and impacts of ludic interfaces in contemporary world and the importance of the Design in this context.
Real World:
- Questioning- Fear- Uncertainties- Responsibilities
- Dreams- Immersion- Narration- Catharsis- Challenge
Magic circle:
- Experience- Meanings
Ludic Interfaces and Design – november 2011
Johan Huizinga's magic circle
Ludic Interfaces and Design – november 2011
What is ludic interfaces?
According to European Masters in Ludic Interfaces program:
“Ludic interfaces are playful interfaces. The notion of a
homo ludens, introduced by Johan Huizinga, is the
conceptual backbone of the tools we are looking at.
Think of devices like the Wii console, solar power operated
building facades, unconventional musical instrument
controllers, game art devices...”.
Source: http://creativegames.org.uk/LUDICI/masters/what-is
Ludic Interfaces and Design – november 2011
What is ludic interfaces?
“The tools and concepts applied with the concept of ludic
interfaces differ from traditional technological systems
as they are playful, user-generated and user-driven, flexible,
low-cost and cooperative. Ludic interfaces take the best
from computer games, artistic experiment, interactive
media, media conversion, social networks and modding
cultures and result in tools that offer an ease of use
and playfulness to cope with a rapidly changing society”.
Source: http://creativegames.org.uk/LUDICI/masters/what-is
Ludic Interfaces and Design – november 2011
What is ludic interfaces?
“At its core, "ludic interfaces" is a subcategory of interfaces
in general. The notion is not restricted to electronics or HCI,
even if the terminology was developed in respect to digital
technology. Various authors suggest to use the term "ludic
interfaces" for non-digital phenomena, e.g. architectural
facades, skins, wearable computers, media art”.
Source: http://en.wikipedia.org/wiki/Ludic_Interfaces
Ludic Interfaces and Design – november 2011
So...
The idea is to put games everywhere.
I think this is “Gamification”. Right?
Source: http://creativegames.org.uk/LUDICI/masters/what-is
humm... i'veheard about it in a site or a magazine...
Ludic Interfaces and Design – november 2011
What about gamification?
Professor Espen Aarseth – a major figure in the emerging fields of video game studies and electronic literature – remebered in his text “Ludus Revisited” there´s a lot of important concepts when we talk about inserting game mechanics in a non-game atmosphere.
The idea of “gamification” appears to be narrow with so many others kinds of ludicinterfaces beyond the game.
Ludic Interfaces and Design – november 2011
What about ludification?
In order to continue this argument, I propose a term to
dwell on: "ludification", instead of "gamification". When
we discuss "gamification", we are only talking about
games, and I believe the idea is to go beyond that.
When we use the word ludus – latin for “play” – we
realize that the idea is to instert much more than just
game mechanics for processes that are not games.
Ludic Interfaces and Design – november 2011
What about ludification?
I believe that, when talking about "ludification", we are
thinking of playful interfaces in a broader way.
It can be a game mechanic, as well as a deeper way
of telling a story.
Ludic Interfaces and Design – november 2011
Ludic Interfaces and Design
The core of a good ludic interface lies in the design.
Ludic Interfaces and Design – november 2011
Cases & examples
Quest to Learn
Quest to Learn is an exciting new school designed using gaming principles to increase student engagement with the curriculum as well as the real world.
Students learn by “taking on” the behaviors and practices of the people in real-life knowledge domains. Students learn to be biologists, historians and mathematicians instead of learning about biology or history or math. By using the structure of games, Quest to Learn creates powerful educational tools to teach [to] 6th-12th graders. Games works as rule-based learning systems, creating worlds in which players actively participate, use strategic thinking to make choice, solve complex problems, seek content knowledge and consider the point of view of others.
Source: http://tinyurl.com/5wtj7z9 & http://q2l.org/
Ludic Interfaces and Design – november 2011
Cases & examples
Romach, Using Roleplaying as Social Therapy
Romach is an organization in Israel that runs role-playing games as therapy for troubled kids.
The organizers have enlisted a psychiatrist and some therapists for the project. They trained them as to how RPGs work (their RPG of choice is Warhammer Fantasy) and they received training on how to run the sessions to ensure that each child encounters situations that can help them work through issues. The sessions, and the club, look nothing like therapy, which is the point.
Source: http://tinyurl.com/5wtj7z9
Ludic Interfaces and Design – november 2011
Cases & examples
Nike +
Source: http://tinyurl.com/mc5adx
Ludic Interfaces and Design – november 2011
Cases & examples
Foursquare
Source: http://www.youtube.com/watch?v=DFXzyJ8mUh4
Ludic Interfaces and Design – november 2011
Cases & examples
Music + game + sport
Source: http://www.youtube.com/watch?v=0XjwoVqM_qE
Ludic Interfaces and Design – november 2011
Cases & examples
Xbox Kinect
Source: http://www.youtube.com/watch?v=KMQmnp6GTJ8
Ludic Interfaces and Design – november 2011
Cases & examples
Board game + iPad
Source: http://tinyurl.com/3sfalku
Game Changer it's a combination iPaddock and playing board that isn't limited to a single game. The Apple slate becomes an integral part of play, where you spin a virtual wheel to determine how many spots to move while the app tracks your progress.
Ludic Interfaces and Design – november 2011
Conclusion
We can design ludic interfaces in publicity/promotion.
A ludic interface could be a brand experience.
A ludic interface could be an advertising space for companies and people.
We can design ludic interfaces to teach, to learn and to create experiences.
E-mail: [email protected]
Facebook: Vince Vader
Site: www.vincevader.net
Blog: gamingconceptz.blogspot.com
May the force be with you!
Ludic Interfaces and Design – november 2011
THANK YOU!