Showing posts with label designforfun. Show all posts
Showing posts with label designforfun. Show all posts

Friday, May 9, 2008

What's happening to play?


What’s happening to play?

Here’s a cool idea: give your kid a box. It’ll keep her entertained. And guess what? It’s cheap!

The interesting thing about toys is that kids have no say really in what gets bought. Parents make the final call on all purchases. And parents buy things they think are cool. Depending on a parent, a kid might get educational toys, or maybe they’ll get something outrageous and loud.

The thing about kids is that they’re really creative. Kids all over the place love to play with simple things like boxes, so why do we spend so much money on toys?

This questions hits pretty close to home for me since I have two sisters ages 4 and 9. I know it wasn’t too long ago, but when I was a kid, my sister and I kept each other company. We designed elaborate worlds with our friends to play our games in. One of my friends and I spent countless hours digging a hole in her backyard (in hopes of making a fort.) Every time we had a play date we’d dig deeper, for about a year. Somehow this kept us entertained. It must have made things easy on her parents too! And remembering all of this, I can’t remember a single toy that I used to be attached to. I had a calculator that I’d play with, and maybe a few plush animals. I remember playing with Hot Wheels and Polly Pockets occasionally, but mostly with things like Lego’s, Tinker Toys, and K’nex. Maybe this toy list for me happens to reflect my gravitation toward engineering, but I also feel like the toys I used to play with were things that let me be creative. Sure, K’nex gave me a little book to start off with, but after that I could just build whatever I imagined. And I never had trouble keeping myself amused.

The worst thing I can remember as a kid was running errands at Home Depot. This store was designed for people fixing up their homes-the last thing a kid wants to do. My sister and I used to go to the paint section together and play with all the different colors. After that we’d look at the countertop tile samples. We’d try to collect as many as we could every time we went. It was a game to try and remember how many we already had, and not to take too many that the man at the counter noticed.

So what’s wrong with the toys today? They’re educational, aren’t they?

Honestly, I can’t stand them. Maybe I’m idealistic about my childhood, but I see my sisters today who start whining as soon as they are apart from their Gameboys and Pokémon cards. I’ll usually try to suggest a game to them, but to no avail. They need something to keep them entertained. And this worries me a little. I guess it stands out because I can see the difference so clearly between my childhood and my little sisters, only about 10 years apart. I guess what bothers me about it is that as we (the toymakers) define a world more and more for these kids to play in, this leaves less and less room for the kids to imagine. And when you can get online and go to Neopets.com or to webkinz.com, why bother using your imagination? It’s all right there in front of you.

Play has transformed from some creative, fun interaction to some now form of managing assets given to you online, or playing by someone else’s rules. This is still play, but it’s radically different from my definition of play. I know this doesn’t tie into the idea of design too much, but my point here is that there’s an art to designing for fun. And that lies in the ability to create something that children can interact with in a way that allows them to fully be themselves, not something that constrains them to operating inside some outwardly defined criteria.

Sunday, April 27, 2008

Playgrounds

I loved playgrounds when I was little. I lived across the street from my elementary school, and frequently went to play on the playground it had. It wasn't that big, and I got used to it, so when we traveled across town to the other schools' playgrounds it was a big adventure. They were unknown and half of the fun was exploring them. Sometimes we even went to really big playgrounds that schools in other towns had.

Ultimately, what makes playgrounds awesome is that they're a place with no rules, and you have to invent them for yourself.

Playgrounds for Adults

Last summer I visited the Ontario Science Center, which features an area called the Weston Family Innovation Centre. While a somewhat vague name, the actual place is a giant room with all types of activities geared at people roughly ages 14 to 22. There's an area to take apart and put together electronics, making your own paper airplanes, comparing friction of different materials, and more. While it's full of "exhibits", most of them are entirely free-form and you have to figure out what you're going to do with it to play. Being presented with a set of tools and toys and having to figure out how you want to combine them is a very different experience than walking through a flat 2D museum.

Similarly, when I visit LEGO stores, I notice that it's just as often parents playing with the LEGOs as kids. Fathers and sons both build little cars out of LEGO and race them down a ramp, or bored parents put things together while their kids run around looking at all the different kits in the store. Opportunity in the form of supplies, but with no specified direction.

What Should I Make?

Lately I have been playing with an Arduino microcontroller. The Arduino sites defines an Arduino as "an open-source electronics prototyping platform based on flexible, easy-to-use hardware and software. It's intended for artists, designers, hobbyists, and anyone interested in creating interactive objects or environments." I borrowed a bunch of electronics parts (LEDs, resistors, a breadboard, connectors, etc) from my friend Brad and have been putting little things together to try out the different functions of the Arduino. So far I have replicated a red-yellow-green traffic light and written some stuff to a SerLCD I had laying around from last semester.

I am finding it lots of fun to make all these little things, but I am just doing it for fun. I have no class project, no goal I am trying to attain, and I don't know what I should make next. I am in a sandbox - what is the next cool thing to build? I'm going to keep poking at different things so I can figure out all of the Arduino's capabilities, but then I will probably bring it all together into some bigger project. Why? Why not.

No Rules, No Requirements

I feel like the major advantage to free form playing with ideas and tools is that everyone can put a different spin on what it is that they are making and doing. Everyone has a unique view on the world, and everyone finds different things fun. Giving people tools lets them do and lets them make. I like this concept, and want to try to figure out how to engage more people in this creative playing and making.

How can we build more sandboxes for "grown ups"?

Friday, April 25, 2008

Who says what Fun is anyway?

A distraction

I know you really want to read this blog post, but here, play this game first.

Google Image Labeler

I'll wait - don't worry about me.

Wasn't that fun?

Congratulations, you just spent your time, for free, improving the quality of Google's image search projects. I bet you don't feel ripped off or cheated at all. In fact, you may have even enjoyed it so much that you played a few rounds. So Google, a big company, is getting you to do work for them by disguising it as a game.

Disguising? They pretty much flat out told you what you were doing.

Who says what's Fun?

Tom Sawyer, that's who.

I think that this concept of turning things normally considered "work" into "fun" is a really powerful idea that can change the way people view certain tasks. Google's Image Label game is one example, and Tom Sawyer convincing his friends that whitewashing a fence is a fun activity - even getting them to pay him for the privilege - is another, but they seem relatively isolated. What are other ways our society promotes "fun is work is fun"?

Look at Toys

Toys are fun, right? We make balls, puzzles, and action figures, and all of these are great "non-work" things to do. But what else do we make?

Oh man, I love chores and yard work! They're the best! I can't wait till I get some free time, I am going to go vacuum every room in my house! While I, as a budding young adult, may not enjoy these activities, the sense of 'helping out' and the fantasy play that children get out of these toys are what make them fun.

Skewed Perspective on Fun?
Ultimately, what I think everything boils down to is a misguided sense that work and fun must be separate activities. People who love their jobs find them enjoyable, and people who don't can't wait to get home to do something else. Notice that retirees tend to play golf and work on hobbies instead of continuing to do what they were doing professionally? This implies that there were things that they wanted to do while working that they didn't get to do. If someone totally completely loved their job, why would they ever leave it?

Make it Fun

Here is a list of businesses that work because the products they produce are fun.


  • Hollywood

  • Music Industry

  • Apple

  • Soap Bubble Companies

  • Board Games

  • Bowling Alleys

  • Laser Tag



When was the last time you got really excited about your thumb tacks, your stapler, or your forks?

What about glow in the dark thumbtacks, those big twisty straws, or bowls with cartoon characters on the bottom?

Make the experience fun.