Categories
game design gaming

Exploring possible futures

Josh Tanenbaum

How to use narratives as a way of exploring possible futures – both desired futures and frightening futures.

Dr Josh Tanenbaum Assistant Professor at UC Irvine. He runs the transformative play lab, focussing on the experiences of traditionally marginalised. We also talk narrative games and ask what can we learn from steam punk?

Talking points

Designing for character transformation in games

How do you design a game that gives people an understanding of what the experience of being transgendered? Or the experience of living below the poverty line? Or the experience of being racially marginalised. Without stereotyping or appropriating. It combines participatory design, designing within these communities.

How to produce empathy?

Games that are successful in transformation are not that those tat providing with knowledge – what games do really well is provide experiences.

“Tomorrow as it used to be” provides a retrofuture lens, that has values for sustainability, it does a really good job of re-appropriating technology.

Steam Punk struggles a lot with the fact that the era that it draws its aesthetic inspiration from is really politically problematic -it was the colonialist time, women were treated terribly, ethic minorities were treated terribly – it was not an era of equality by any imagination. But the retrofuturistic lens provides a means to critique those aspects.

The closest analogue is the Arts and Crafts movement, and if you look at Ruskin you can see that it was a reaction against industrialisation, against mass production, against mass labour, it was a return to handicraft, a return to individual practice, the Arts and Crafts returned to the ornamentation of baroque and Gothic, and steam punk returns to the ornamentation of the Arts and crafts perion in a fantastic bit of historical cannibalism.

You see the same ethos in the Steam Punk making where you see people say I don’t want my mobile phone to look like everyone else’s I want it to reflect something about myself. People are rejecting at the cheap plastic things that result from industrialisation – these material outcomes of mass industrialisation are no longer satisfactory or acceptable.

Steam punk is characterised by a sense of optimism. This can be problematic if people whitewash and sugar-coat the past. There are post-colonial and indigenous steam punk researchers that doing very interesting work.

Unknowable what is the right thing to do.

Right now we are living with the consequences of choices just being made in the Victorian era, the outcome of 150 years of “isn’t this amazing we have all this power now!” but not realising the consequences of the power that industrialisation gave us. Its more nuanced than simply saying let’s learn from the mistakes of the past.

Every technological epoch is unable to look past its own assumptions.

Previously inconceivable resource consumption.

Modernism believed that there was a knowable truth in the universe that if you designed things according to the principles of modernism, that you would produce something that was empirically and objectively good, and good for all people. But in the process it spackled over and covered over a bunch of historical beauty – it tried to reshape into the vision that it had, of this attainable perfection. And then the post-modern realisation that we were only designing one vision of perfection, and that this vision didn’t serve the majority of humans in the world. We’re still grappling with that.

We have an infinite diversity on this planet with an infinite set of optimum needs, how do we reconcile that with a system that’s been designed to produce material goods and industry… in a way that tends to be very homogenising.

Games allow consequence free exploration of alternatives.

(How can games go beyond resource use?) What explores spatial impacts? Minecraft. Experiments where resource areas are limited, quickly result in decimation of the game landscape. But in games there’s very little promotion of living harmoniously, as soon as you take away the resource frontier, most game environments fail.

There has been a successful pacifist WoW player – but he was so unusual he made the news.

Journey is based on helpful interactions, cooperation and a sense of connectedness to other people and the world around you.

We have sunk ourselves into spatially biased communication. And sustainability asks us to move more to the temproal bias (see Harold Innes – bias of communication).

Games to experience loss of agency – it’s easy to judge someone of not properly exercising agency when you have lots of it.

Situations where you are given only bad choices

(Success in last couple of years?) Captain Chronomek

(Activist?) More and more so. Activist is a title like “artist” in that you are one if you say so. Meaningfully express changes I want to see in the world.

(Motivation?) Doing more things I love. For a long time that was enough, but now we’ve got a kid on the way, that’s changed a lot of my motivation, it’s changed a lot of how I think about the future. Its very easy when presented with the realities of our current situation, our environment, to give in to despair, but the current situation is the result of people giving into the easy choice. So giving in to despair as the easy choice is not the right choice. If I can do work that in some way participates in the conversation that leaves a little bit more of the world for my daughter, then I guess its worth it.

(Challenges?) Articulate work in a way that attracts funding.

(Miracle? or smallest thing that would make the biggest impact?) Tell a story that could actually stir people to reexamine deeply held partisan biases, tell a story that would really stop and question.

(Advice for listeners?) Take ownership of what you what want to do in the world – its not enough to wait for other people to do it for you. You have to determine what your goals and values are, and work your ass off to acheive them. If enough of us do that, we’ll find the world that we want.

This Sustainable Lens is from a series of conversations at University California Irvine. Sam’s visit was supported by the Newkirk Center for Science and Society, and coincided with Limits 2015.

Categories
computing energy

Energy literacy

Robert Brewer

An intuition of  what is a kilowatt hour..it’s a fundamental thing about our society that you need to know now.  And people’s intuition tends to be stunningly bad.

Dr Robert Brewer  is a postdoctoral researcher on the EcoSense and Virtual Power Plant for Smart Grid Ready Buildings and Customers(VPP4) projects in theComputer Science department of Aarhus University in Denmark, with a focus on residential energy-use behaviors guided by sensor data.    For  several years Robert was an entrepreneur in Hawaii then for his PhD he developed the Kukui Cup, a gamified energy challenge for university dorms.

Talking points:  

An Inconvenient Truth was a turning point for me, I’d always considered myself green – tried to recycle and so forth – but An Inconvenient Truth made me feel ‘this is what I should focus my life on’, my research, why should I do my research on something else when I can do my research on something I feel passionately about.

It is common that people have the attitudes and knowledge about the importance of sustainability but that societal structures are such that it is very hard sometimes to put these into effect.

Sometimes people want to express energy as – say number of hamburgers or miles driven and , but … understanding what a kilowatt hour is, or having an  intuition of  what is a kilowatt hour…. is the same as you should really have an intuition of what kilometer is, or a kilogram.  It’s a fundamental thing about our society that you need to know now.  And people’s intuition tends to be stunningly bad.

People focus on things like their phones as ‘energy hogs’ and are concerned about charging their cellular phone, but the refrigerator uses vastly more energy than their phone does, even including the infrastructure, because the refrigerator is on 24/7 for the rest of your life.

I looked at energy literacy and energy use.

When people ask us how much electricity we (the challenge saved), we say that’s the wrong question, we hoped that there would be significant energy savings, we didn’t see that but the fact that there was so much variation shows us that trying to compress the entire behaviour of these floors into a number – into kilowatt hours – is just a bad idea. That’s driven my change in perspective to this practice orientation, you need to understand whats going on in the dorms in a way that we didn’t have the opportunity to find out.

Some game action was clearly not sustainable – camping out rather than using the measured dorms.   Other game techniques had social benefits such as more time visiting other floors.

A better measure of success is engagement and energy literacy.

A key is not just to reduce energy use but to shift its time of use – to reduce large peaks.

We need shifts in sustainable computing that are scaleable, sticky and multidisciplinary.

Scalability: Since the scale of sustainability is a multi-generational issue, that’s going to take really big changes…to get the scale we need to have tools and services that scale.

Sticky:  We need to have ways that keep people engaged. There are lots things that look and sound really cool when you first see them…but people use it a lot when they first got it, but then the device makes mistakes and the people think its working and the novelty has worn off.

If it’s primarily novelty that’s keeping you involved, you’ll find out that the novelty wears off. You need a reason to come back.

We’re mixing the practice orientation with a rich set of sensors into what we hope is a virtuous cycle.

Take a look at the resources you are using…it goes back to building the intuition of what you are using.

Categories
architecture design

Architectural games: designing complex emergent systems

Ann Pendleton-Jullian

It is not about how you necessarily design a finished object, but how do you design the conditions for that object to emerge?

Ann Pendleton-Jullian is an architect, writer, and educator whose work explores the interchange between culture, environment, and technology. She brings to sustainability her experience in architecture – but it’s not all about buildings. She says it is “not about how you necessarily design a finished object, but how do you design the conditions for that object to emerge?”.  In her studio she goes “beyond a complex juggling act of all the conditions” to adopt a ludic design process.

games by nature…are the way by which we push boundaries of the conditions that reality gives us, and in pushing boundaries – identity boundaries, physical boundaries – we test out alternative possibilities and they are very constructive for moving society forward.

it’s trickery, they’re designing complex adaptive systems without knowing they’re doing it at first

The four themes she consistently publishes on are:

  • emergent forms of architecture and urbanism
  • game design as a way to tool the mind to work with and design complex emergent systems
  • design and education innovation
  • architectural analysis and theory about anything that has to do with the intersection of culture, technology and the natural and built environment within a global ecology.
  • Until we have shifted from a narrative of guilt and fear to a narrative of desire it’s going to be a real hard thing to win

Ann Pendleton-Jullian was in New Zealand to give a keynote speech at HERDSA13.  The title of her talk was Upside Down and Inside Out. The Future of the University as a Design Problem.

Some of the works referenced in our conversation:

 

Categories
art computing

Experiencing changing trajectories

Steve Benford

Deliberately and systematically creating uncomfortable interactions as part of powerful cultural experiences

Prof Steve Benford is Professor of Collaborative Computing at The University of Nottingham’s Horizon Digital Economy Research Hub. He is the first ever academic to take part in the new ‘Dream Fellowship’ at the BBC. Steve’s work on understanding trajectories through experiences provides us with insights into understanding and behaviour change. Working at the interaction of art and science, Steve focusses on pushing boundaries and engineering compelling experiences. His work into uncomfortable interaction may lead us to better ways of supporting societal change.

In partnership with artists group Blast Theory, Steve and his team have worked on Desert Rain, a combination of virtual reality, installation and performance to problematise the boundary between the real and the virtual. Similarly, Uncle Roy all arround you explored social changes and ubiquity in the city.

In recent work, Steve has been involved in Conversation with Trees. This has brought together art and science around issues of climate change, providing compelling experiences and provoking responses through sometimes deliberate ambiguity.

Recorded at CHI13. Photo on this image cc Frank Boyd.

Categories
computing education

Levelling up: sustainability is the epic challenge

Daniel Pargman

As the lines between games and reality become blurred, sustainability is the epic challenge

Dr Daniel Pargman is from Stockholm’s KTH where he holds several roles in the School of Computer Science and Communication, the Department of Media Technology and Interaction, and is associated with the Centre for Sustainable Communication. He teaches courses on the Future of Media, and on Social Media Technologies.

A specialist in virtual communities, particularly those in games, Daniel has another side, a deeply sustainable side that until recently he kept hidden in the manner of Clark Kent. We explore how these two personas and professional lives are increasingly becoming integrated.

This is the last in a series of four on  the interplay of gaming and sustainability.

Categories
behaviour change

The game is engaging people

Paula_Owen_sq

We want to reach people who have been turned off by the misery messaging

Dr Paula Owen realised during her PhD in atmospheric chemistry that her future in the communication of science. Since then she has made a career in engaging people in the environment, sustainability and behaviour change.

Paula is author of “How Gamification Can Help Your Business Engage in Sustainability” and creator of the Eco Action series of games.

This is the third in a series of four on  the interplay of gaming and sustainability.

This recording was made with the cooperation of the Science Museum in London where Paula and her team were operating a “climate playground” as part of the Climate Change Late.

Update: Here’s Paula’s report “Can we play our way to a more sustainable future?“.

Categories
computing game design

Information ecologies

Bonnie Nardi

“Information ecologies, using technology with heart”- the heart refers to both bonding with technology and using for social good

As humans we are very attracted to technology, the amount of time we are spending starting at a screen is unprecedented in human history. How can we harness that relationship to facilitate the changes we need to make for a sustainable future. We talk with Professor Bonnie Nardi for some insights.

Recently inducted to the CHI Academy in 2013 , Professor Bonnie Nardi is an anthropologist working in Computer Science at the University of California Irvine. In this extended interview we talk about Bonni’s background in anthropology and social ecologies before going on to explore what we can learn from virtual game worlds for sustainable societal change.

Recorded at CHI 2013 (adding to the collection of Sustainable HCI), this is the second in a series of four on the interplay of gaming and sustainability.

Categories
computing game design

Gaming reality

Carlo Fabricatore Ximena Lopez

 

Reality is already gamified, the dynamics could give us levers for sustainability

Worcester-based Drs Carlo Fabricatore & Ximena López have developed a model for considering computer games through a sustainable lens (paper).   This combines Carlo’s background in game design with Ximena’s experience in Educational Psychology.  We talk about what makes a good game, explore how these characteristics cross to promoting changes in wider society.  How, for example could we make use of mastery, challenge and reward in sustainable behaviour change in our gamified reality?

Resources:   Stefan Kreitmayer’s 4decades is described.  Here’s the Sustainable Lens interview with Stefan.

First in a series of four on the interplay of gaming and sustainability.

Categories
computing design

Stefan Kreitmayer

Stefan Kreitmayer is from both the Open University’s Centre for Research in Computing and University College London’s Interaction Centre. Stefan has a varied background developing interactive and reactive computer graphics for live performances and installations in collaboration with composers, directors, designers, and choreographers. Earlier activities included film music and sound design. Stefan tells us how this background led to the development of the 4decades simulation game. 4Decades is a game developed to enable large groups to explore and critique scientific models of global climate economics. It is based on a real-time dynamic simulation that teams interact with via distributed tablets and public displays.