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hello!



         1
i’m ari.



           2
3
4
it’s nice to
be home.



               5
productive play



                                                      6


Today I’m going to be talking about productive play
7


We begin to play at an early age. Play allows us to learn about
ourselves, and our environment. We learn about social systems, and
are able to build, construct and experiment, much like the iterative
design process. A lot of research has been done into children and
play. But do we ever really stop playing?
playful experiences
  in non-playful contexts



                                                                         8


Most of what we do professionally does not include any form of
formal play. Yet play is coming back into our lives in a big way, even
though we may not realize it. Today I hope to uncover a lot of these
playful experiences and explain why play is important.
visceral allure



                                                                    9


The play I describe today can be called a visceral allure, an
emotional connection we have with an application or context. What
do I mean?
10


I’m sure many of you are familiar with the pull-to-refresh gesture in
iOS. This feature has been baked into iOS 6, and by using some
simple physics, the system feels like you’re pulling apart a water
droplet or piece of silly putty.
animation



                                  AM


                                                                     11


Another example is the animation of scrolling up to the top of the
page when one taps on the status bar on iOS.
what’s so alluring?



                                                                    12


These are two really simple design patterns built into the mobile OS,
and in and of themselves have barely anything to do with games or
play, but yet it’s hard to argue that these small details are not
playful. This is really similar to Dan’s talk on Microinteractions
yesterday. These things feel good. Why?
13


Well these design patterns are a sort of wayfinding. They bring the
system to life and reflect the real world in a virtual environment.
14


It makes us feel more connected to the system, because now we feel
like we can reach out and grab it. We understand context. The
system is approachable.
15


Let’s look at another example. Siri, the now ubiquitous personal
assistant. Most of the time, Siri works as a simple question-and-
answer style system. You ask for information, it gives it to you.
16


But sometimes, the unexpected happens. Siri talks back and
becomes playful. Siri has a personality. She’s actually pretty sassy.
Why did Apple go through the trouble of baking this in? They clearly
spent a lot of time on it. They didn’t necessarily need to. Why did
they do it?
17


Well, it’s because we’re human. We like to engage with the world on
many levels; the emotional level being one of them. Siri’s quips
humanizes the experience of working with this otherwise soulless
system, and allows us to reflect our own humanness onto the device
we are interacting with, ultimately bringing us closer to it. Isn’t this
a beautiful use of play,something seemingly frivolous having great
emotional utility?
self-actualization
                  esteem
       love / belonging
                safety
       physiological



                                                                       18


We can think of this playfulness as a parallel to maslow’s hierarchy
of needs, a layer-cake style approach to the things we need as
humans.
usability
             reliability
        functionality



                                                                      19


In the context of application design, we have a similar tiered
approach of function, reliability and usability, but what about the
emotional factors of engaging with an application?
play?

                usability
             reliability
        functionality



                                                                        20


Taking from some research by Aarron Walter, perhaps play is the
level that sits with usability, and actually lets us connect with the
system emotionally.

Aarron Walter http://blog.teamtreehouse.com/emotional-interface-
design-the-gateway-to-passionate-users
21


We as humans are built on these notions of affection, connection,
and intimacy. Play brings these elements back into the things we do,
and helps to remind us that we’re alive.
22


Much like a schoolyard ball, the patterns of play are not solutions,
they are simply tools to be used in a context that the human
chooses to use.
23


We really never stop engaging with objects in our world in this
context. The Twine which was released a few months ago is a
connected object with sensors and triggers. Much like the ball, it
was left very open ended to allow it’s users to experiment and figure
out the Twine’s utility.
24


You might think that as we grow and develop, we lose our sense of
play, and maybe that’s true to a certain degree. However, I argue
that we never lose the elements of play that make our life
meaningful, like discovery, self-actualization, and social interaction.
Ultimately these two images are essentially the same activity with
different tools. Play isn’t dead, it’s all around us and it is what
makes us human.
Ari Zilnik
  ari@zilnik.com
http://ari.zilnik.com


                        25

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Ari's Vision of Playful Technology

  • 1. hello! 1
  • 3. 3
  • 4. 4
  • 6. productive play 6 Today I’m going to be talking about productive play
  • 7. 7 We begin to play at an early age. Play allows us to learn about ourselves, and our environment. We learn about social systems, and are able to build, construct and experiment, much like the iterative design process. A lot of research has been done into children and play. But do we ever really stop playing?
  • 8. playful experiences in non-playful contexts 8 Most of what we do professionally does not include any form of formal play. Yet play is coming back into our lives in a big way, even though we may not realize it. Today I hope to uncover a lot of these playful experiences and explain why play is important.
  • 9. visceral allure 9 The play I describe today can be called a visceral allure, an emotional connection we have with an application or context. What do I mean?
  • 10. 10 I’m sure many of you are familiar with the pull-to-refresh gesture in iOS. This feature has been baked into iOS 6, and by using some simple physics, the system feels like you’re pulling apart a water droplet or piece of silly putty.
  • 11. animation AM 11 Another example is the animation of scrolling up to the top of the page when one taps on the status bar on iOS.
  • 12. what’s so alluring? 12 These are two really simple design patterns built into the mobile OS, and in and of themselves have barely anything to do with games or play, but yet it’s hard to argue that these small details are not playful. This is really similar to Dan’s talk on Microinteractions yesterday. These things feel good. Why?
  • 13. 13 Well these design patterns are a sort of wayfinding. They bring the system to life and reflect the real world in a virtual environment.
  • 14. 14 It makes us feel more connected to the system, because now we feel like we can reach out and grab it. We understand context. The system is approachable.
  • 15. 15 Let’s look at another example. Siri, the now ubiquitous personal assistant. Most of the time, Siri works as a simple question-and- answer style system. You ask for information, it gives it to you.
  • 16. 16 But sometimes, the unexpected happens. Siri talks back and becomes playful. Siri has a personality. She’s actually pretty sassy. Why did Apple go through the trouble of baking this in? They clearly spent a lot of time on it. They didn’t necessarily need to. Why did they do it?
  • 17. 17 Well, it’s because we’re human. We like to engage with the world on many levels; the emotional level being one of them. Siri’s quips humanizes the experience of working with this otherwise soulless system, and allows us to reflect our own humanness onto the device we are interacting with, ultimately bringing us closer to it. Isn’t this a beautiful use of play,something seemingly frivolous having great emotional utility?
  • 18. self-actualization esteem love / belonging safety physiological 18 We can think of this playfulness as a parallel to maslow’s hierarchy of needs, a layer-cake style approach to the things we need as humans.
  • 19. usability reliability functionality 19 In the context of application design, we have a similar tiered approach of function, reliability and usability, but what about the emotional factors of engaging with an application?
  • 20. play? usability reliability functionality 20 Taking from some research by Aarron Walter, perhaps play is the level that sits with usability, and actually lets us connect with the system emotionally. Aarron Walter http://blog.teamtreehouse.com/emotional-interface- design-the-gateway-to-passionate-users
  • 21. 21 We as humans are built on these notions of affection, connection, and intimacy. Play brings these elements back into the things we do, and helps to remind us that we’re alive.
  • 22. 22 Much like a schoolyard ball, the patterns of play are not solutions, they are simply tools to be used in a context that the human chooses to use.
  • 23. 23 We really never stop engaging with objects in our world in this context. The Twine which was released a few months ago is a connected object with sensors and triggers. Much like the ball, it was left very open ended to allow it’s users to experiment and figure out the Twine’s utility.
  • 24. 24 You might think that as we grow and develop, we lose our sense of play, and maybe that’s true to a certain degree. However, I argue that we never lose the elements of play that make our life meaningful, like discovery, self-actualization, and social interaction. Ultimately these two images are essentially the same activity with different tools. Play isn’t dead, it’s all around us and it is what makes us human.
  • 25. Ari Zilnik ari@zilnik.com http://ari.zilnik.com 25