Christian Crumlish - Designing for play

Published: July 19, 2010, 2:21 a.m.

Taking ideas from game design, musical instrument design, and play-acting techniques including improv and bodystorming, Christian will address the role of play in digital experiences and how we can design to foster and encourage play rather than squeeze all the joy out of life one pixel at a time. In game design, you create an arena for play. You establish boundaries and rules and you work to tune game dynamics that yield fun experiences rather than boring, mechanical, or pointless drudgery. Within those boundaries and rules the players create their own unique experience, collaboratively, every time. Again the marriage of strict purposeful constraints with open space and room for human variation creates the best game experiences. Can an enterprise app, maybe one that looks like a spreadsheet and reports to HR ever actually be fun? That’s a stretch but you can absolutely introduce elements of play into the most buttoned-down context. Consider one primitive gesture from games: collecting. Many games offer some form of gather, arranging, and displaying objects. Just so, even an HR portal may offer some opportunity to incorporate a collecting “game” into the workflow. Christian will share techniques for introducing a sense of play into the experiences we’re designing and will exhort the assembled crowd to make life more fun for our users and to thrive while doing so. Licensed as Creative Commons Attribution-Share Alike 3.0 (http://creativecommons.org/licenses/by-sa/3.0/).