ludic interfaces

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LUDIC INTERFACES AND DESIGN Semana do Design -Novembro de 2011 Prof. MSc. Vicente Martin Mastrocola

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LUDIC INTERFACES AND DESIGNSemana do Design -Novembro de 2011Prof. MSc. Vicente Martin Mastrocola

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.

Ludic Interfaces and Design – november 2011

Inspiration of this presentation

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!