• "At the moment, however, the prevailing wisdom seems to be that audiences have to be tricked into buying digital toys. Toys have to be disguised as something else. They don't yet have the framework of expectations around them that allows people to decide whether the proposition is worth it on its own or not, whatever that phrase really means. They're yet to feel entirely legitimate." Lots of lovely stuff in Christian's article here, but this stood out particularly: having to disguise toys to sell them to current expectations and the current marketplace.
  • "Over the past few months I have been collaborating with her to curate her first ever career-spanning exhibition. Retrospective Posy Simmonds: Essentially English opens on June 12th at the beautiful Art Nouveau, Victor Horta-designed Belgian Comic Strip Centre in Brussels and continues until November 25th 2012. I’ll be adding photos from the exhibition shortly, but below are the texts I have written for the explanatory graphic panels." Paul Gravett on Posy Simmonds – some great sketches in here and details of early work.
  • "[Bradbury] told them about a child he had watched, teased by his friends for wanting to enter a toy shop because they said it was too young for him, and how much Ray had wanted to persuade the child to ignore his friends and play with the toys." That, forever.
  • "It should be pointed out, however, that physics is not the only systemic toy upon which fun games can be built. Probability fields, such as those forged by the colours, numbers and suits in a deck of cards, and the stochastic patterns that emerge from mixing those cards up, are another well-known toy upon which many great games are built. In fact, there is a literal infinity of foundational systemic toys upon which meaningful games can be built, yet for the most part, the game industry focuses on building baseline game engines that simulate one single toy that is proven to only be marginally fun: physical reality."

Play is a serious business

22 April 2012

I had the great pleasure to get to Galy Tots at Kemistry last week: a lovely, tiny retrospective of Ken Garland Associates’ work for Galt Toys. It was lovely: lots of nice examples of graphic design and photography, as well as lots of items on display, including a prototype of knock-down furniture for playgroups, that was just beautiful.

There were several particularly lovely touches: firstly, that all the toys and games on display were set up to be played with – indeed, that they were set up so that children as well as adults could play.

And secondly: all the exhibition copy was written by Garland himself, which gave it a tone that was both very honest but also charming and subtle.

There were two quotation I took down, because they made an impact, and I wanted to share them.

Garland wrote about Edward Newmark, who had been manager of Paul and Marjorie Abbatt’s toyshop before he went to Galt.

Edward brought with him the conviction that play is a serious business, and toys are the tools of the child.

Talking about their time working for Galt, Garland said:

Most especially, it is rare for designers to have the experience of their work being enjoyed before their very eyes. I have had the greatest delight in seeing children playing our most successful game, Connect, in many parts of the world.

Watching something being enjoyed before your eyes is one of the great pleasures of designing things to be played or interacted with.

(And, by corollary, nothing hurts more, or reminds you to up your game, than watching somebody not have fun with something assumed they would enjoy).

  • "The point isn't nostalgia, that things were better in simpler times, but that the conditions we create (deliberately or accidentally) for and around the practices we pursue have a tremendous influence on the ways we carry out those practices. In the case of computer programming in particular, the apparent benefits of speed, efficiency, accessibility, and other seemingly "obvious" positive virtues of technical innovation also hide lost virtues, which of course we then fail to see." Culture as a byproduct of conditions.
  • "Type words to interact with Fireplace or just sit back and enjoy. The logs burn down to ashes in about 30 minutes each." Charming, delightful.

Blessed are the Toymakers

22 September 2011

I wish more people were making tools for a specific creative purpose rather than for general consumer adoption. I wish more people were making tools that very intentionally do not scale—tools with users by the dozen. Tools you experience not through a web signup form, but through pathbreaking creative work.

Robin Sloan writes about being frustrated by the startup generation’s love of toolsmithery. Or rather: their recurring commitment to selling services.

Now, I know that I’m a toolsmith – but I only really make tools for myself. Some of them are on github; some are not even there, either because they’re just so bespoke or so useless. Some I use daily; some I barely use at all. Regardless, I wouldn’t sell them to anybody.

But I thought about the article, and ruminated, and my best comeback is: blessed are the toymakers.

If you can make a tool, you can make a toy. The common output of workshop apprenticeships were both tools to be put to use, but also toys or knick-knacks to demonstrate and practice skills.

I love making toys. Little mechanical things, to be fiddled with, to be explored, created with purpose and intent and intended to express an idea. Most of my borderline-nonsense Twitter bots are just that: toys I wanted to play with. One of them lived for an hour before I decided it was so rubbish I wasn’t letting it out in public for a while. Some of them have lasted a very long while and have a great many followers.

The best toys have hidden depths. The best toys are all super-simple on the surface; super-obvious. They let you know exactly what you ought to try doing with them. But as you explore them, you discover they have hidden depths. And: hidden affordances. Spaces for imagination to rush in. Toys allow you to play games, inventing rules that make the toy more fun, not less. Toys allow you to tell the stories you imagine, not that are baked into them.

As Matt Jones said in his his Interesting 2007 talk – “stories are the contrails that toys leave as they roar through our world and our imaginations“. It’s one of my favourite Jones-isms. I’ve been returning to that notion a lot, recently.

Toys demand fiddling with: they invite interrogation through hands and messing around. And they can be disposable: if they’re no good, make another.

The toys my Dad made for me were wooden. The toys I make – for myself, for friends, to make a joke real – are digital. But they’re there, and they all come down to an odd idea I wanted to explore, or a joke I wanted to make real. They are not vague ideas, tweeted and then forgotten about, tossed to the wind in a meeting, or imagined up but never created. They work, they’re real. No smoke and mirrors here – but no Great Purpose either, no business model. Just something fun, something interesting, to scratch an itch, to see if it’s fun in your hand.

I make toys to find out what’s interesting, to explore what’s next.

Reading Robin’s post, I came to agree with him. After all, I’m a staunch believer in the whole “Liberal Arts 2.0” idea; I’m one of those humanities graduates who learned to code.

Why not put technological skills to use making art (as I argued at Culture Hack Day)? Go one step further: rather than putting technology to use serving existing media – the books and films that Robin talks about – why not just invent new forms of media, as Jack Schulze and Timo Arnall describe? The new liberal arts are not on the edge of something big; they are on many edges, all at once. We get to decide where they tip over into; what’s at the bottom of those cliff-faces. Maybe those media will have the tiny audiences Sloan describes; maybe they’ll become huge. But we get to decide, and right now, there is space to play, and a need for those of us with weird skillsets – technological hands and flighty, artistic brains, or vice versa, ‘consecutive or concurrent’ – to go explore.

Inventing media is a big job. We could start by making toys.