A short talk from Culture Hackday London, suggesting that the hackers at the weekend think about hacking on making art itself, rather than just hacking around arts data. In it, I look at technology as a material for artists, and touch on the weird new materials available to technological artists, such as the network.
A talk to a literate - but not necessarily games-savvy audience - about the nature of rules, mechanics, and how games are built around them. I aimed to "celebrate and explore the many things that games (and other systemic media) do with the rules at their foundation."
A talk I gave as part of a 45-minute session at The Media Festival Arts 2010, looking at what I felt open data was, and what some of the more creative possibilities it afforded developers was: in particular, making huge data relevant at a human scale. It covered some of my work on Schooloscope, as well as the Tower Bridge bot, and went on to look at the way data-driven products create synecdoche.
A short session about what "multiplayer" means for games, and the web, and all manner of things that aren't games, and what the many approaches to 'multiplayer' are. And, in conclusion, that acknowledgement that everything always was multiplayer anyway.
Half an hour, talking to a pair of mixed audiences, of gamers, students, and developers alike, about what skills playing games teaches you about the rest of the world. I chose to focus on an interesting thought experiment, rather than talking about social software as I had done before; as a result, it's a bit of a curveball but there was some good thinking in it, I think, and I'm proud of the outcome.
A forty-five minute presentation at two games conferences about what games can learn from the social web. A lot of talks at web conferences had covered what the web can learn from games, and I felt it was time to look at what genuinely social gaming might look like. It's a fun talk, and I'm really interested in some of the ideas that emerged from writing it.
A twenty-minute talk about pipes, tubes, and the joys of physical infrastructure, which I delivered at Russell Davies' Interesting 2007. Notes are attached at the bottom of each slide.
A discussion of manners, behaviour, and what they can teach interaction design.
A talk I delivered at the O'Reilly Emerging Technology Conference in 2006, on how the devices we play games with affects the games we can play (amongst other things).