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Category: Play (Page 4 of 5)

Things that are not work related.

My Life Has a Soundtrack

A Quick Starting Note…

I plan to link to a whole bunch of music to go with this post. It’ll probably all go at the end as a massive lump until I rejig my content management system to let me conveniently link to music in a more sensible way… which may or may not ever happen. It’s not the focus of this blog, after all. If there’s not a small bunch of music links at the end, bear with me and they’ll be along eventually. There’ll probably be links in the body too…

In the meantime, here we go…

My Relationship With Musical Talent

Conspicuous by it’s absence

I’ve never had quite the relationship I’d like with music. I like to think of myself as a put-upon musician, in that I’ve never yet found a musical instrument that doesn’t hate me.

As it stands, I’ve attempted to get somewhere with a violin, a piano or keyboard, electric or accoustic guitars, bass guitar and drums. No luck. I seem to have the musical talent of a whelk. On top of that, please never,ever ask me to sing. The geneva convention probably prevents me from doing so, and if it didn’t, I’m sure they’d rectify the oversight shortly afterwards. Of course, I still attempt some form of music every once in a while.

I’ve come close to being able to make vaguely decent noises come out of guitar, bass and keyboard… but I don’t think I’ll ever be able to play them in any reasonable capacity. Guitarists are usually expected to be able to play more than the first few bars of the intro to “wish you were here”, or to be able to make the guitar do what they want without causing pain to all in the vicinity. I had a slightly better go with a keyboard, and actually managed to work out the start of Warren Zevon’s “Werewolves of London” by ear alone… which a) I’m unduly proud of, considering it’s not exactly complicated and b) absolutely certain that I’ve since forgotten.

I finally understood what the hell was going on with a guitar (and similar stringed instruments) after an awesome presentation on the physics and technology of the guitar at BarCampLondon a while back (which I mentioned in another blog post nearer the time – If I remember, I might come back and link to my writeup about it). I still can’t play a guitar, but I understand them a lot more about how they work than I did. With time and patience, I reckon I could probably play some form of stringed instrument for a particular style of music. Not a style I reckon many folks would listen to, admittedly, but I reckon I could.

Likewise, it was experimenting with a keyboard after knowing a bit of physics and maths that made me finally get how they behave. It was also messing about with chords on a keyboard that made chords on a guitar start making more sense to me. Not because of how you play them, but because it’s easier to pick up on the relationships between the strings and how the waveforms interact.

As for rhythym, it was messing about with a cheap electric drumkit that made me finally get how some of that stuff worked. I couldn’t quite make my limbs behave enough to give it a proper go, but I got a much better idea of how drums work and what’s involved in playing them. it’s something I may eventually go back to when I have more space and more free time. I could carry a very, very basic rhythym, but I couldn’t do anything more complex than that.

But, even with all of that, I don’t think I’ll ever be a musician.

Can’t create, but can appreciate

I may not be able to play music in any meaningful way, but I can sure as hell appreciate it. My continued attempts to learn to make instruments make noises other than “cat put through badly oiled shredder”, “drums dropped down liftshaft” or “monkey trapped beneath piano lid” also give me more and more respect for the talent I do hear.

When I find something I like, I want there to be more of it. Which means more people need to support those artists right now, before they go away. I’ve always tried to build enthusiasm around the music that I like and spread it around. It’s a way of ensuring that a band gets a bit of reputation and survives.

How things used to be…

Airplay

Very little music I like gets airplay. This has always been the case. In the past, there used to be a rock show every friday on the radio… which would play rock & metal for four hours, from eight until twelve. That was it. There were a couple of other shows, and a couple of other stations, but they mixed to good stuff in with so much utter arse that they weren’t worth bothering with. There were also a couple of TV Shows that did me some favours, for the brief time they were around, and when I got the chance to watch them… shows like snub-TV or, on certain weeks, when they had the indie or rock charts, The Chart Show.

The problem was that I didn’t have my own TV – just the one in the front room, so when I wanted to watch music shows, my folks were usually sat right there with me. I had a tape deck of my own, but that required me to have found and bought music. Which I couldn’t easily do if I couldn’t listen to it first to find it.

Discoverability

The problem I always used to have was that it was really difficult to discover bands, or to evangelise about a band or a song. You could hear it at random, and you could tell people about it, but you couldn’t just point at it and say “listen to this, right now!”. You had to wait for the radio to play it, usually with two fingers at the ready on the tape deck so you could record it, give the tape to your friends and tell thim “this is the one I meant” – because the chances were that the local record shop wouldn’t have it unless it was already popular. Considering a lot of the stuff I liked was never really going to get as far as popular (or had long since ceased to be so) I was unlikely to get very far. I knew there was an underground scene, but living away from cities made it largely inaccessible to me. You also couldn’t really try tapes before you bought them, and they weren’t cheap. If I saved for two or three weeks, I could afford a tape.

The problem comes a little from my rarified tastes. There’s not much “popular” music out there that I like very much. There never really has been. The closest I got was in the 80s with some of the hard-rock, metal and goth stuff, and the 90s with a bit of the shoegaze and indie stuff and, on a different tack, some of the ambient or celtic stuff.

Tastes & Clubs

I can appreciate a fair amount of music that does get airplay for what it is, but I don’t necessarily like it. I won’t say it’s bad… art is subjective, after all. I will, however, say very firmly that most of it’s just not to my taste. It’s not meant to be. Overweight ex-goth-metaller-indiekid-prog-rocker guys in their mid-thirties aren’t usually the target audience for pop music… especially if they’re ardent two-left-feet-that-don’t-even-work-right non-dancers like me, so aren’t interested in dancing to stuff at clubs. Don’t get me wrong, I can appreciate some club music in the right circumstances – which are generally when I’m rocking the lighting controls for the club and getting caught up in the vibe of the room. I did a fair bit of that to fund myself through university, and grew to appreciate a lot of different music for different reasons. I wouldn’t listen to all of it, but I can appreciate the atmosphere it can create in a club. Even as a non dancer, I can, in the right circumstances, get caught up in a good club night if the DJ is good at their job and I’m running the light show to follow the music. I can pick up on the vibe of the room and find myself getting lost in it. It doesn’t even have to be music I like – it just needs the right atmosphere in the room.

But my music – the music I li
ke – isn’t really club music. Not all of it anyway – some of it is, but usually for a different kind of club.

Music Archaeology

I’ve spent a long time finding my music via recommendations from friends, which have usually had around a one-in-three success rate if the friends know me and my tastes pretty well. Some friends have a better hit rate than others, of course, but that’s to be expected. I have tastes that have traditionally been a little outside the mainstream. On top of that, bands I like have a long habit of breaking up due to label shenanigans (or just plain falling out with each other) and scattering into a selection of new bands, with no breadcrumb trail to let you follow them. They also have a habit of doing it just after I’ve found them. I am become death, destroyer of bands!

The bands that don’t follow the “explode as soon as discovered by Eggwhite” pattern do tend to hang around, but don’t usually release music on a particularly punishing schedule. An album every few years, if I’m lucky.

This often left me starved of new music. This wasn’t too bad, as I often dug back into the past to find music that was new to me. Whilst finding this was great, and I still do dig into the past to find music on a fairly regular basis, it doesn’t help me find new, current music to share or introduce people to. It’s music archaeology, rather than music discovery.

Ticking along with the same few bands

This situation left me, for a great many years, with a small number of bands that I really liked, and who’s back catalogues I’d buy up fervently until I ran out. Then, because they were established bands, I’d get maybe a new album every year or two. Eight to Twelve new songs every year or two, from three or four different bands. Because I live in the UK, pandora wasn’t a viable option for me (it might be now, but I’m not that fussed) and because my tastes are a bit far from the beaten track, spotify just didn’t handle me very well. Last.fm? Love the site, but it just didn’t have content for my kind of music. I still use it, and try to make sure that all my music players scrobble to it. I found a couple of bands that way, but mostly it just liked recommending bands I already knew or that weren’t to my taste.

There just wasn’t much out there for finding me new music. There were a couple of podcasts that I listened to, such as a few from The Dividing Line Broadcast Network, but they were usually quite hit and miss for me. The better shows were pretty awesome, and probably still are, but there was so much in there that just didn’t quite grab me… and long podcasts where you don’t like 50% of the music, whilst they’re better than my luck with radio, are a lot of effort to go to for not much benefit. Too many shows themed around one band, and too much effort to work out what a song was whilst listening. Good for listening, but not so good for music discovery.

Then came Classic Rock Presents: Prog – a print magazine, with cover CDs. The magazines were good (probably still are – I think my subscription’s lapsed and I can’t remember my credentials to renew it) and I’ve picked word up a lot of good bands that way. One of which was a solo artist called Matt Stevens. More on him later. But, as had always been apparent, I’m not just a prog fan, and I don’t like all prog. That said, the cover CDs always had at least one track on them that I really liked – usually more. I’ve only had one cover cd from them that I thought was “a bit of a duffer”, and even that one still had some good stuff on it.

Then, Out of the Blue, Bandcamp!

How BandCamp got on my radar

It was actually one of the cover CDs that made me notice Bandcamp, via a guy called Matt Stevens. His song Lake Man had been on one of the cover CDs. I’d also heard his name a couple of times around the place, but hadn’t gone much further than that. But having heard a bit, I did a search, found a link, and there he was… on bandcamp. Where I could listen to a bunch of stuff for free… and where I could also buy stuff if I wanted to. I liked this model. I listened free for a while, and then decided that, at the prices he was asking, and with the amount I kept playing it over and over, he thoroughly deserved my money. So I bought both albums – physical CD and download.

Here’s another place where Bandcamp is a bit different. The amount I paid? I got to set it. There was a minimum, bit it was ludicrously low, but if I wanted to pay more, I could. I could also listen to the whole lot online before I did so – so I knew exactly what I was getting. I was impressed, so I paid over the minimum. They were easily worth twice what he was asking. So I paid twice what he was asking. I don’t regret it.

Now, I’ve not found Bandcamp to be a site that I ever intend to use, particularly. But it is one that I found myself ending up at again and again. I ended up there by following hints of interesting music from other sources – particularly from twitter (the other half of this equation). I end up there by accident so often that I’ve become familiar with the place, and have decided that they’re getting something really, really right… and that they’re worth looking at a fair bit more. I’ll be looking into them further to see how they tick, I can tell you that!

If you go to their homepage, it’s not hugely geared towards consumers. Sure, consumers can go there, and it has some browsing tools, but they’re not given priority on the homepage. The homepage is for artists. Bandcamp isn’t selling itself to consumers, really. The main purpose of the homepage is to sell the site to artists and explain their approach. The approach is also clearly geared to help artists sell their work to fans. It sells itself to the artists, and gives those artists a platform on which they can sell their stuff with some pretty simple charges – to me as a layman in music and finance, the setup seems remarkably fair.

Where does twitter come in?

That’s the next trick. I followed him on Twitter at the same time I bought the CDs. I also gushed a bit about how awesome they were on twitter (and rightly so – they’re awesome – buy them!).

But here’s the first kicker. He replied and followed me right back. A proper reply.

Even better, he doesn’t spam me about his music all the time – he posts like a real human being instead! If I happen to tweet about another band that he likes or works with, even without referencing him or music at all… he’ll quite often reply or chip in. Now that’s community engagement. That’s how to get and grow a fan base around your product, and how bands can help each other out right there. It’s not all about him or his music. Okay, so I think he has some fingers in other pies as well, and may benefit from pushing some other artists a bit… but if the way he pushes them my way is to engage with me personally? I think I’m fine with that. Better than fine, actually, I think it’s bloody awesome. It’s online community and social media done right.

Here’s the next kicker. He didn’t just reply to my tweets when I mentioned him or bands he has ties to. He replied to some other stuff too… if I mentioned other bands, quite often he’d reply to enthuse about them too. How often do you find a recording artist who’s prepared to froth about other recording artists with some random dude on the internet? In this case, I think the band / recording artist I frothed about and got some froth back from him about was The Echelon Effect. Where might you find their stuff? Guess. As a brief aside, just the title of one of their songs is so awesome it br
ings me out in goosebumps. I’m not exactly a floaty romantic type, but the title “Defying Gravity to Meet You” just works for me. I’m a rustic, practical, stocky country type… but as song titles go, that one’s just a winner. It hits me right where it needs to, and it helps that it’s a masterful piece of music, too. The whole album’s awesome. Go listen. I can’t listen to it enough – you have to do some listening for me!

Every now and then, I’ll see Mr. Stevens frothing about some other band, which immediately gets my attention. I’ve found quite a few that way. Initially from him as a seed, but also by following the other he mentions too. When he mentions another band, I notice. I’ve found a whole bunch of other bands from that initial seed. Some were his other projects, like Yonks or The Fierce and the Dead. Others have been more diverse, and have lead me to other bands entirely, sometimes by direct connections, sometimes by compilations.

The combination of a social network like Twitter and a platform like Bandcamp is, for me, the “killer app” for music. I get engagement with bands, and a quick and easy way to give them my money in exchange for their music.

Compilation albums – didn’t they die in the 90s?

Sometimes a bunch of the artists I’ve been discovering pull together for something incredible.

After the Tsunami in Japan, there was a charity compilation put together extremely quickly, called Hope For Japan. For an album to channel funds to disaster relief, it was the fastest I’ve seen – it was out less than a month after the quake, with all money made from it going straight to charity. I think it was put together within days of the disaster – although I don’t recall exactly how many days. I threw money at the album and don’t regret it in the slightest. You can still buy it, and I advise you to do so. The cause is a good one, and it’s 36 tracks of incredibly high quality music to boot. In fact, mentioning it has reminded me how awesome it is, and I’m listening to it now as I type.

Several of the artists I’ve mentioned above are on there. So are a whole bunch more that I’d not found yet. I still have to catch up with them, but I’ll do so in the near future. A bunch of them are going to be on bandcamp.

On top of the good cause, there’s not a duff track on there. I’ve found a bunch more artists thanks to that album as well, and have many more still to follow up on. I’m actually listening to the album now, because writing this post reminded me how high the quality is.

I threw links to it around on twitter at the time, but I really, really can’t recommend it highly enough. It’s always atmosperic, sometimes brooding, sometimes uplifting, sometimes melancholy, sometimes hopeful. It’s a damned fine album.

The platform for this compilation? The way it was released? Bandcamp. The way it was marketed? Twitter and other social networks. A community of recording artists engaged with each other to pull it together, and then engaged with the public via social networks to get the word out.

A New Musical Landscape

This is probably the richest time in my life when it comes to being able to find new music that suits my taste and buy it. The barriers between me and trying new music are low for the first time I can remember. I can discover one artist, and then using Twitter and Bandcamp, that single artist blossoms out to a whole forest of them. I can engage with artists over twitter and pick up on the music they themselves like. I don’t need mainstream media to connect me to the music I want anymore (which is handy, because it never really managed it) – I can now connect directly with the artists, and give them money for their work. I can find new artists and support them. When I combine it with services like kickstater (which is a whole different conversation), where I’ve been able to help fund a couple of artists recording their first albums… and you’ve got a winning combo.

The costs of buying the music are low, and I know that a sensible amount of the money ends up with the artists themselves, not lost along the way to a host of overheads. I get to engage with the artists in a way I never could before, and for the last year or so, I’ve felt engaged with the music scene in a way I’ve never felt before.

Long live Bandcamp and long live Twitter, and long live other services in the same vein. Long live every band that I’ve mentioned here, and the many I’ve failed to mention. Between the lot of you, you’ve connected me to music in a way that every other medium or service in my entire life had so far failed to achieve.

It’s rare that I get to say that about what are, when it comes down to it, some pretty simple online services. It’s rare that I get to say that about anything, really.

It counts for a lot.

Just popping out to the shed to commune with the machine spirits

A few months back I made a crack elsewhere about how you could tell I was a geek because I was going out to my workshop to program a LARP costume. It’s possible that people who don’t know me may have thought I was joking in some way. Foolish people. I don’t joke about such things! Well, okay, I might joke about such things… but hey, I was serious this time.

Death Unto Darkness – Event 4 – The Long Way Down

I used to dabble a bit with Warhammer 40,000 when I was a teenager and dinosaurs still walked the earth… and have recently found a rekindled interest through the PC game “Dawn of War“. On top of this, I’ve known a few of folks involved with the Death Unto Darkness live-action games for a while – some of whom are players, some crew. I’d even managed to find my way along to crew some of the previous games myself, where I died repeatedly whilst wearing a succession of foolish hats. This time, though, I was actually able to make the whole event.

I’d already been putting thought into how to create an Adeptus Mechanicus costume for a while. They’re a faction within the Warhammer 40,000 game world that I find quite interesting. So when I heard that they were going to be involved in the plot, it made my day. It meant I had an excuse to tinker with electronic gubbins even more.

 

The Core Idea

My initial idea was that I wanted to have a glowing powerpack mounted on my back, and that it should be resilient enough that I could bash it about a bit and light enough that it did’t restrict me too much. I didn’t quite achieve all of these due to time & money constraints, but I did end up with something that I think looked pretty cool.

Getting Started

First, I needed a base on which to start mounting everything. This needed to be something I could fix things too and strap on to my back, but it also needed to be something that was reasonably comfortable when I was wearing it. I looked at a few options, and even bought a cheap water-carrier rucksack as an option… but in the end I found an old rucksack in my wardrobe and used that instead. I’d had it for more than two decades, so it was starting to show a bit of wear and tear… so I figured this technological enhancement would give it a new lease of life.

This rucksack had a simple metal frame in it that meant it would keep it’s shape when I was wearing it, and the straps were good and sturdy without having too many extra fixings or doodads on them. So I just cut away the main “sack” part of it so it was just a nearly flat backpiece, the shoulderstraps and waist-belt. Because the metal frame was shaped to fit a back, rather than completely flat, I couldn’t just fix a lump of wood to it, so I had to attach three flat MDF sheets to it instead to work with the curve. Once these were fixed, I fixed the remains of the “sack” to the MDF as well, helping secure it to the frame.

I then sprayed the whole lot black, because “green and beige” isn’t a very techpriest colour scheme.

Electronic Bits – Prototype One

LEDs

Next up, I started to experiment with LEDs until I found some that were good and bright. After several false starts, I found I could get some from Oomlaut – not the cheapest, but they came with bundled with resistors to soak up some voltage… so I went ahead and bought a load to use. I’ve been back and bought more since for other projects, because I know they’re bright enough for what I want.

Test LED Array

For my prototype, I put together a test LED Array. This array was made up of 20 sets of LEDs and resistors – not the most efficient way – but easiest for me to put together with what I had. Basically, each LED was wired in series with a resistor, with the resistor making sure that the LED only had the right amount of voltage between it’s two legs. There’s some magic involving Ohm’s law and the LED specifications involved in working out what resistor to use, but this probably isn’t the place for me to explain all that! It probably would have been better to use 10 sets of LED+LED+Resistor, but I wasn’t paying enough attention to do that properly at the time.

So anyway, I made 20 of those LED+Resistor pairs, then wired those pairs in parallel – this meant that each LED+resistor pair was going to be getting near enough the same amount of voltage…

Transistors?

I also picked up a bunch of transistors to drive my planned LED arrays. I used some TIP-120 darlington transistors (or their equivalent – I can’t actually remember which I used) which were almost certainly overkill, but they did the job. I’ve always been rubbish at picking transistors, so I tend to go for overkill rather than efficiency.

For the uninitiated, I needed the transistors because the electronics I was planning to use to control this lot can only supply a small amount of current, and a bank of 20 or so LEDs will try and suck up more than that small amount, which, in WH40K terms, would anger the machine spirit. By using a transistor, I can use the controlling electronics to control the transistor instead – basically using it as an on/off switch for a source that can supply a larger amount of current. This means that the machine spirit in the controlling electronics remains happy, and will continue to do my bidding.

Testing

I tested this prototype initially by just hooking it up to a 5v supply to make sure it lit up properly. Sure enough, it did.

Electronic Bits – Prototype Two

The next step was making the LED arrays have variable brightness. To do this, I needed to use something called “pulse width modulation”, which is a fancy way of saying “turning it off and on again really, really fast”. You can use this to control the brightness of the LED by varying the ratio between “on” time and “off” time. Since I wanted this to be both variable and software controlled, it was time to break out the Arduino so I could knock something together quickly.

An Arduino is a handy little microcontroller board that you can program via a PC and then use independently. They’re really good for prototyping widgets and devices, and also good for where you want to knock together circuits where you don’t want to put time and effort into making a custom board.

For this prototype, I hooked one of my LED arrays up to the Arduino’s PWM pins, as this makes it really easy. The Arduino has 14 output pins, six of which are capable of provising pulse width modulation (PWM) out of the box, meaning that I just have to write a value between 0 and 255 to those pins, and it will use pulse width modulation to make it a value between 0v and 5v. So setting it to 255 gives 5v, setting it to 128 sets it to around 2.5v and setting it to 0 turns it off.

Sure enough, this worked just fine, and I could set the LED array to whatever brightness I fancied. I also confirmed the levels where it was good and bright, and where it was just too dim to be seen. It was never going to be really effective in full daylight, but indoors or in shade it stood out pretty well at anything above around 60% brightness.

Physical Bits – The “Glass”

The effect I was trying to achieve was that of a set of small glass panels in a gothic decorative frame, with the pulsing light of the “power unit” inside it. Handily I had some clear polycabonate around, which is pretty resilient stuff (they use it in riot shields, after all) so I figured it would be tough enough to survive being knocked about a bit in a LARP. I cut this down into three large sections and three small sections, which would be used to crea
te the windows in three panels joined by hinges, which I would then fix onto a shaped frame.

Because I knew that I didn’t want a clear view of my bad soldering through the windows, I sprayed the polycarbonate sections with a few coats of frosting. This wasn’t hugely effective, so I think I might look into using either privacy film or starch and tracing paper next time – it’ll probably be quicker and less hassle. I did experiment with engraving patterns into the window sections, but at the time I didn’t have a good set of engraving tools and it was going to take days to do… if I was quick. I considered panting patterns on the inside of the glass, too, but in the end I just decided to leave it plain – it worked okay without any extra decoration.

I then used various bits of plastic moulding and edging to create frames that the the polycarbonate sections could be securely fitted into. I then used upholstry strapping and impact adhesive to join the three panels together with a flexible hinge, so that I would be able to fold them to make the shape I wanted. At this point the construction was fairly loose, with the exception of the good and sturdy hinges, and could be pulled apart easily. So I added more upholstry strapping in various places to hold it all together. This was ugly, but it was on the inside of the “power unit”, so that didn’t really matter. It still wasn’t as sturdy as I wanted it to be, but to hold it together any more firmly, I was going to need to have the skeleton to fix in onto – I couldn’t make it tougher whilst it was still a separate piece.

Physical Bits – The Skeleton

To make the skeleton, I first needed to knock up a prototype to make sure I got the dimensions right. For this, foamboard is my friend. Conveniently, I still had loads left over from when I made Arty the Artifact for another game. For this prototype I made three trapezoidal “ribs” (one for each end and one for near the middle of the backpack) that the panels could fold around, and two end caps that would cover the top and bottom of the panels. When I’d made sure that the panels folded around them properly, I replicated these ribs from MDF. This was slightly more complicated as MDF is thicker than the foamboard, so the endcaps would have been too thick… so instead of having separate ribs and endcaps, I carved a step into the edge of each endcap so that they could double as the end ribs.

I them fixed these sections onto a backplate and started to attach the LED arrays.

Electronic Bits – Final Assembly

Fixing the LED arrays in was slightly harder than I’d planned for, as the ribs of the frame took up more space than I’d intended, so the LEDs were pushed too far forward, making them too close too the glass. Rather than living with this, I actually chopped them in two and replaced a bit of wiring with a longer gap. This meant that I could put the two halves either side of the rib, so they were set further back. It was hassle, but it looked much better for it.

Once these were in place, I drilled a hole in the bottom endcap for the wires, then drilled a matching hole in a pretty basic black plastic box and fixed that to the bottom of the backpack. Once that was in place, I pulled the wires through and tested that the arrays still worked. Once I’d confirmed that it was all working, it was time to put the window panels on, sealing the LED arrays in place.

Whilst I was doing this, I also wired in a third LED array, made from a modified head torch and the same transistor arrangement as above. Basically, this was 9 ultrabright white LEDs with a reflector. I fixed this inside the bottom endcap, pointing along the inside of the power unit. I decided I wanted this to add occasional strobing into the backpack rather than any fading.

My plan here had been to use the arduino for prototyping, then build a dedicated circuit… but I didn’t manage to maintain that idea in the end – just not enough time. For this kind of job, it’s a bit overkill to use one, but since I’m only going to get occasional use out of the thing, and can pull out the arduino and use it elsewhere, I decided to stick with it – although I did swap out the arduino for a cheaper arduino clone (a Seeeduino) rather than risking my main board.

Physical Bits – Enclosure

The first stage of this was simply to place the panels over the skeleton and get everything lined up. Which fitted pretty much perfectly first time.

The second stage was to glue upholstry strapping on the outside of all of the hinges and joins, but also to loop it around the whole assembly and fix it (with both staples and glue) to the outside of the backplate and endcaps. Once I’d done that, there was no way that it was ever going to shift again! Okay, so the thing looked like a monstrosity of black strapping and frosted plastic, but I already knew I was going to be fixing a protective and decorative layer on top, so I decided I could live with it.

The Software

Now that things were mostly built, it was time to deal with the software. What I wanted was for the backpack to pulse red whilst it was on, until I turned a keyswitch somewhere, at which point I wanted it to switch to fade across to pulsing green. I also wanted a way to undo that change so that I could move it back to pulsing red without having to power the whole lot down and start again. At this point I hadn’t wired in the keyswitch, but that didn’t matter very much. A switch is basically two bits of wire, and when you touch them together it’s “on” and when you separate them it’s “off” – so I just used two bits of wire for the time being. Good enough for me.

The tricky bit came because I wanted the change from red to green to be a smooth fade rather than a sudden switch… and because I’m picky like that, I wanted it to be a dipless fade. Usually, if you have two lights next to each other and you reduce the power to one at the same rate that you raise it to the other, what you’ll actually get is a dip in brightness, because they cross at 50% power on both, and 50% power rarely matches 50% brightness. In fact, I usually find that 50% brightness comes in at around 70% power, so that’s where I wanted the power levels to be even. If I was doing it properly, I’d have used two logarithmic curves to make the two meet at around the right spot… but I’m not quite that picky. Instead, I wrote the software so that it waited until the current pulse was at it’s lowest point, then it would fade the red up to it’s highest point, but also the green up to 40%. Then, it would use a linear fade to bring the red from 100% to 40% and the green from 40% to 100%, crossing at 70%. Then, it would fade the green down to the low end of a pulse, and fade the red out.

The result was that the power cell would pulse red, then do a pulse where it started red, crosssed over, then ended up green, after which it would continue pulsing green. It was then easy enough to tweak the code so that it could do the same going from green to red when the switch was turned off again as well.

I added in a few hard-coded pulses of the white LED array as well, so that there were some bright flashes at various points in the sequence.

I’m not going to post the code up here becuase it’s quite, quite horrific. It’s not difficult or complex – just bad because I was writing it in a hurry. One day I might replace it with something clever and efficient.

Electronic Bits – Mounting and Control

Once I’d got the software working enough to use, it was time to fit the Seeduino into its box and close it up, so I fitted leads for the keyswitch and added transistors to drive two more LED arrays (so I could add them later if I want to)… Then screwed the lid onto the box. I then ran those cables (with a couple of connectors on the way) round to the
waistband of the rucksack, where I fixed another black box. I then fitted the keyswitch in the faceplate of that box, and put the key onto a chain next to it, so I’d never be able to lose the key without losing the whole backpack… which seems like an unlikely occurance.

That meant that all of the technical bits were done, so it was on to the finishing touches.

Physical Bits – Padding and Decoration

At this point, the backpack “power unit” was a bit fugly, being clad in glue and upholstry strapping. Whilst it was pretty resilient in this state, it still had a few solid edges that could damage other people’s kit if they hit it. I had no concerns about it taking damage, but LARP weapons hitting it may have suffered damage… so I wanted to soften the edges up a bit. I wasn’t planning on repeatedly beating people with it, though, so I didn’t need to go the whole hog… I just needed to soften the edges, make it look good and make it able to take a couple of knocks.

What I ended up doing was making a foam decorative layer, which was coated in latex and painted bronze on the front and edges. When this eventually all dried (which took about a day and a half), I coated the outside in clear varnish. I didn’t have time to let that lot dry completely, as it was still tacky two days later… so I pressed on and glued that lot on top of the strapping with impact adhesive.

Then, the finishing touches. Going in with a fine paintbrush and filling in any unsightly little bits of visible white plastic moulding with black paint. I still missed a couple, I think.

How did it handle?

All in all it worked pretty well. I had a couple of issues with wiring around the battery as I hadn’t had time to add a proper power switch or put any kind of boot onto the power leads, so I sheared off the wire to the battery connector at one point. I replaced it easy enough when I found a screwdriver, but it could do with some sturdier cabling and some work to make it a bit more resilient in future.

You can see what it looked like here:

Edited to add: In this video I talk about estimating the battery life being 6-10 hours. I’d miscalculated. A more accurate estimate is 12-16 hours on a single Lithium PP3.

Future Plans

  • Make use of the two extra transitors and cabling I added to put some LEDs on the front of the costume somewhere.
  • Rewrite the software with less horrible code.
  • Make the software more versatile, maybe adding more control to the inputs.
  • Make the white LED array independently controllable, and able to do continuous strobe flashing at a controllable rate.
  • Improve the sturdiness of the wiring around the power connector.
  • Tidy up the mounting of the seeduino in its box.
  • Add a usb connector to the box so I don’t have to open it up to change the software
  • Improve the non-techy bits of the costume to go with it

Barcamp London 8 – Day Two

The Journey In For Day Two

Since I’m worthless without a good night’s sleep, I’d decided to head home overnight and return reasonably refreshed for the second day of this event. This means that much like day one, I had to start the day with a journey in from just outside West London and a fight with the London Underground (which was, as is traditional, mostly closed). Unlike day one, though, I couldn’t just sleep on the train. I had a presentation to prepare for, as I’d decided on a topic to speak about and planned for my first act of the day to be picking a spot in the grid to accomodate my session.

I’m not going to write much about prepping my session (or presenting it) as I’ve already covered it elsewhere. Suffice to say that I created most of it on the train and tube, then finished it off whilst waiting for the first session of the day.

First Session – The Future of Barcamp London

Or “Tapdancing for Beginners” or “Dutch for Beginners”, as it became known to the participants who arrived early enough. This was a session presented by several of the key figures of Barcamp London, most of whom were looking like they could perhaps have done with a little more sleep at some point that week! Organising this kind of thing cannot be easy, so they deserve applause for being able to function at all – especially as they were also active participants in the event as well the the organisers.

The session itself was a plea for more people to get involved in running more barcamp or hackday style events, rather than continually growing a single, already oversubscribed Barcamp London. They also talked a bit about how their contacts and experience can help with that, and about how their resources might be brought to bear. Which I think is an awesome idea. Whilst I love the two large barcamp events, I can tell it’s going to be hugely frustrating when I lose out on the ticket lottery for one of them… if there are more events, then missing them occasionally will be less gutting. More events will mean more people will get a chance to participate, and the barrier to getting started won’t be quite as high.

Second Session – Why Online Social Media Isn’t a New Thing

Presented by Glenn Pegden / Tilt

An interesting session with a few gaps and a bias worn openly on its sleeve, this was a bit of a travelogue through early online communities and communication tools, starting with things like dial up BBSs, heading on through MUDs, MUSHes and talkers to things like Usenet and Prestel – all of which clearly are precursors to current social networks. I mentioned the open bias, though… and bias probably isn’t the right word. The speaker is clearly passionate about the Monochrome BBS, and a large chunk of the talk focussed on how that grew and evolved, and how a lot of current social network features could originally be seen there – and still can as it’s still running and in active use.

I never really got on with old-school BBSs and talkers, although I did dabble a little at times… mostly due to friends and acquaintances who used (or, indeed, use) them. Even with that in mind, I’m always interested to heat people who know a subject and care about it – and that’s what was happening here. Now that I’m more familiar with console / terminal based things than I ever was when they were state-of-the-art, I might be tempted to give Mono a look at some point. Back when this kind of thing was the only option, I was focussed on other things. Non text-based user interfaces were almost the enemy to be defeated, or at least the status quo to be surpassed (with the exception of text adventures, which were mighty). The fact that they’re still around says they’re getting something right, and it’s worth digging in to understand that and learn from it.

One thing that was touched on in the talk (which I think falls under “getting something right”) was the idea that the barrier to entry required by something in a terminal window kept the quality of discussion high. When getting in requires a certain amount of effort, people who make it are a) more likely to make worthwhile contributions and b) more likely to stick around. I’ve often said that community is often as much about exclusion as it is about inclusion, and this is a case in point. It’s a community for people who are savvy enough to want to get in and be able to get in.

Third Session – From Faraday to Fender: The Physics of the Electric Guitar

Presented by Dylan Beattie

I may not be a musician, but I am enthusiastic about music… and guitars feature heavily in a lot of music I like. Adding in the fact that I enjoyed a session from the same speaker last year, I kind of had to go to this one, really… and I’m glad I did. This was a fairly rapid run through of how and why guitars work, covering harmonics, scale lengths, string gauges, tension, the whammy bar and a fair bit more besides.

The whole lot was presented with humour, enthusiasm and an electric guitar, making for an informative and entertaining show overall.

Fourth Session – Levels of Digital Engagement with Customers

Presented by Lloyd Davis

I don’t actually remember much from this session. That’s not because it was a bad session, because it was actually quite interesting, but more because it wasn’t what I was expecting. I was expecting something about growing (or differing) adoption of online tools, but got something about engagement between brand and person. Like I say, interesting, but wasn’t what I expected. I’m also not quite sure what I can really say about it based on my hazy recollections, so I’m going to pretend I said something insightful and move on.

I probably just needed more coffee.

Fifth Session – University: Why did I bother?

This was a discussion session focussed around whether or not people felt university education had been worth it, was currently worth it, or would be worth it in future. There were no particular conclusions drawn, but I felt I had to chip in – I’ve noticed a trend amongst tech geeks to do two things… first, they dismiss any subject other than computer sciences and second, they then say that their computer sciences degree wasn’t worth the time and effort. It shouldn’t be too hard to spot the issue there. Thankfully, in this discussion, that didn’t seem to be the case.

For reference, whilst many folks I know seem to have decided that I’m a computer scientist or somesuch… I did my degree in Industrial Design. It was very, very worthwhile for three main reasons. First, it taught me that I didn’t want to be an industrial designer. Second, it taught me how to think design (some other things helped – more later), which is essential for what I do now. Third, it passed the time until my industry of choice became a viable option. I couldn’t have planned to work on the web before starting my degree – the web was there, but design wasn’t really a word that could be applied to it at that point. I was halfway through my degree when it became a career option.

I’m now going to digress a bit and flesh out that “more later” from above. Thinking design was also helped by two other things in particular: Fencing and Gaming.

Yes, my current physique hides the fact that once upon a time I was a passable fencer – I was actually school champion for two years running, one of which I think I even deserved. One of the things my instructor taught heavily was ODA – Observe, Deduce, Apply. See what people do, deduce how to use that, then apply your deduction. Whilst I don’t fence anymore (alas), I still do a lot of o
bserving and deducing… and when I can, I apply.

As for gaming, well, again, a lot of the kinds of game I do rely on being able to help the players suspend disbelief, move past constraints and percieve what you want them to. Learning to mess with people’s heads in a gaming environment has it’s uses for other fields as well.

But enough of that digression…

Sixth Session: A Rough Intro to User Experience Design

Presented by… wait, that’s me!

Yes, this was my slot. I wanted to present a slightly different view of User Experience design, whilst also explaining what it’s about. So I did. With sketches. I’ve already blogged about the session and how it went.

Lunch and Conversation

I ended up sitting having lunch with a few good folks, some of whom I can identify, some I can’t. I know I talked to @jack_franklin and @kaythaney – if you’re one of the other folks, please prod me on twitter and say hi!. It started as overflow questions from my talk… and rambled around a fair bit, including me pimping Leah Buley’s “UX team of one” talk and the UXLondon conference. I’m pretty sure I extolled the virtues of one other thing as well, but I can’t recall exactly what… I also kind of forgot to actually eat much, which was probably foolish.

The Blur & Journey Home

From here on out, it’s a bit of a blur. I know I went to an interesting talk by @DigitalMaverick on crowdsourcing and the closing session… and that I had a reason for not attending a session between the two, but I don’t recall much about any of those. So I’ll apologise for the disservice to those who ran the sessions I was at, and wind this post up with a mention that my first good, uneventful journey of the weekend was the last one, which got me home intact and without incident. Which was a good thing, since my brain had clearly shut down by that point.

Barcamp London 8 – Day One

What is BarCampLondon?

BarCampLondon is a participatory unconference. It’s generally techie and geek focussed, but the talks can be on any subject at all. The “Unconference” part basically means that there’s no pre-established running order – just slots in which talks and sessions can happen. What happens in them depends on what people decide to talk about and when they decide it. This is the second time I’ve attended a BarCampLondon, and once again I’m going to try to write up what I can remember of it… I took an assortment of notes over the weekend, so I should have at least a few recollections to work with!

Arrival

The TFL website did a bang up job of making sure I was good and prompt. Knowing that half the tube was going to be broken this weekend, I looked to see how long it thought it’d take me to get here… and to see what route it recommended. Of course, I immediately spotted that it was telling me to use the Waterloo and City line before it opened, so I thought “I’ll give myself an extra 20 mins to handle that”. This meant I had to leave the house a bit before 7am. So naturally, I got there way too early. I arrived at the venue at 8:30am – fully an hour before things were due to kick off. They did offer to let me wait indoors, but I decided to go for a walk instead. I don’t get enough exercise as it is, and the weather wasn’t too horrific.

Unfortunately, there’s not much of interest in the gap between Angel and Old Street, so I basically wandered aimlessly for around 30 mins, then returned to the venue to wait inside. I ended up sitting with Jamie Knight (and Lion) and Alison Wheeler, who’d arrived between my first and second arrivals, whilst we waited for the world to be ready for us.

Welcome Session

Next up was the traditional welcome session, where we were told what’s what and informed who was paying for everything. Quite a good round of sponsors – they’re on the BarCampLondon 8 website. They also pointed us at the Lanyrd page for the event, which was handy. The session ended with the advice to get to the grid quickly and start filling it with the first batch of talks…

…which was slightly scuppered by the grid being on a small, crowded landing on the ground floor. The crew weren’t happy about letting too many people near it at once, so we couldn’t all go and add things and decide where we were going. The result was that I got to the grid when there were only two sessions on it. I probably missed a couple of early talks simply because they weren’t up on the grid yet, and I had to move away to let other people in to put them on there. Whilst I generally can’t fault the organisation, I will say that this probably wasn’t the wisest place for the grid – I think it’s more important that people can actually get at it than for it to be central!

First Session – Location Aware?

This was a fairly discussion heavy session, hosted by Alison Wheeler. Discussion sessions are frequently interesting, but are often difficult to write anything about afterwards. Two things that I distinctly recall – location aware services present two different issues, either of which can be problematic for some people:

  1. They tell people where I am, so they can find me when I might not want them to.
  2. They tell people where I’m not, so they can get at my stuff when I’m not there

A further point that was raised as something that makes the previous isses worse – many location aware services don’t give you much (or any) control over who can see your location data. Twitter was held up as an offender on this front as if there’s location data attached to a tweet, there’s no way to let somebody see the tweet without the data, and no way to remove the data without deleting the whole tweet.

In relation to the “letting people know where my location aware device is they can mug me and steal it” issue, one of the audience passed on a comment from an iPhone thief in San Francisco… “If I wanted to steal and iphone in San Francisco, the best way to do it was ask somebody the time. When they took out their iPhone, I’d take it”.

Second Session – Secret Life of Bees

Presented by Kerry Buckley

Earlier on, I described barcamps and being “vaguely techie”. Perhaps “geeky” is a better description, and this session fits that heading very well. It was an introduction to Beekeeping, which was really quite well attended, so it shows that a lot of geeks find it interesting. How it wortks has always been a bit of a mystery to me, so I was quite interested.

Amongst other things, the speaker put paid to the idea that the queen is in some way “in charge” of the hive – it’s blatantly the workers who run the show. They just need an egglaying machine to keep the hive running, so they either find a queen or make one by feeding a larva Royal Jelly. They also feed larvae differently to make drones… who are essentially useless except for being the other thing required to make the queen produce eggs, which they only do once. when eggs aren’t needed, the workers kick the drones out to starve to death, rather than wasting resources to feed them!

To sum up: I learned a few things I didn’t already know, and my vague interest in it as a topic remains.

Third Session – Lifestylelinking Open Source Project

Presented by James Littlejohn

At first, this was one of those “this all sounds very interesting, but I have no clue what you’re on about” sessions… but as it went on I managed to pull the various threads together to get a picture of what it was about. If I’ve got it right, this session was about an open source project called LifestyleLinking, which is a web application supporting automated content discovery based on information gleaned about your personal interests. Essentially, you point it at your blog and some other resources, and it works out the kinds of things you write about, then gathers resources based on that information and reveals them to me in an organised manner.

It all sounded a fair bit more involved than that, and it sounded like it would refine it in a lot more detail than my description suggests – but I’m still not 100% certain of any of that! I suspect I needed to be a bit more awake (or at least caffeinated) to get more from this session. As it is – I’m intrigued and would like to know more…

Fourth Session – High Performance CSS

Presented by Anthony Kennedy

This was an interesting session on optimising your CSS for file size and reduced HTTP requests. I’d have quite liked more details of the subsequent topics that the speaker had (quite reasonably) steered clear of for time, but the stuff that was left in was all good – and presented in a clear and interesting manner.

Fifth Session – Running Meetups using Social Networks

Presented by Nathan O’Hanlon

I was interested in this one as I’ve toyed with putting together a couple of meetups in the past – one gaming related, one tech related. I may still do so in both cases.

Anyway – Nathan has organised quite a few meetups, it seems, starting with pub meets in New Zealand, and lately the London Web Meetup. He gave a whole bunch of advice on how to go about setting them up – starting with being clear about your requirements for the meetup. His requirements included things like being able to network and keep sane as well as things like having an appropriate sized venue with a flat rate rather than a minimum drinks spend.

He also suggested hooking in to a pre-existing community, which is good advice as you can’t force a community int
o existance. That said, you can encourage and develop them – and social networks can provide a means to do that, which is part of why I was interested in this session.

After that, he went on to talk about a few older methods of getting things rolling – such as having a clear agenda, a good URL and a name that’s better than “The [place] web design meetup”. He talked about getting a core team together and discussing what works and what doesn’t, and adapting accordingly. He also mentioned once again that the venue is key – and this is where I find problems with arranging meetups or geek nights around here – I can’t find a venue that I think will work for anything other than a bunch of people in a pub.

Then came the newer methods, which were a bit more twitter focussed – namely asking your speakers (if you have them) to retweet, and when you tweet about the meetup, include speakers’ twitter names – the chances are that they’ll retweet. That way, people who follow your speakers will know about your meetup.

Of course – that’s all for before the meetup itself. What about during the meetup and after it? He suggested starting off a hashtag for the event and announce it at the event, so that coverage of the event can be found afterwards. Likewise, he suggested retweeting some of that coverage from the meetup’s own account – that way you’re publicising the event, the community and the hashtag as well as the original poster.

Sixth Session – Books for Freaks

Presented by Paula Schramm

This was another discussion session, focussed on an assortment of book recommendations. The speaker set the ball rolling by recommending Eat Pray Love by Elizabeth Gilbert, The Dispossessed by Ursula LeGuin and Medea by Christa Wolf.

Palfrey suggested The Star Fraction by Ken Macleod and The Android’s Dream by John Scalzi.

Ryan Alexander suggested Ender’s Game by Orson Scott Card, Blue Champagne by John Varley, Understanding Comics by Scott McCloud (Which I heartily second – I’ve also heard him speak at a UX conference, which was awesome), Born Standing Up by Steve Martin, Wikihistory by Daniel Warzel (aka: “Everybody Kills Hitler Their First TIme Out”), Emergence by Stephen Johnson and The Immortal Class: Bike Messengers and the Cult of Human Power by Travis Culley

Jessica Meats suggested the young adult SF Hunger Games trilogy by Suzanne Collins and took the opportunity to pimp her own first novel, Child of the Hive.

Ian Johnson suggested the Thursday Next series by Jasper Fforde and An Ode Less Travelled by Stephen Fry.

Melinda suggested Feed by Mira Grant (which I also second heartily – Zombie political thriller, what’s not to love?), Old Mans War and Agent to the Stars by John Scalzi (I heartily second the first of those – I’ve not read the second yet).

There were further suggestions, but I didn’t manage to note them down.

I tried to get a couple of recommendations out myself, but generally time was running short and so the same couple of people were rapid-firing the last of theirs and I didn’t get a chance… but if I had, I’d have put up Anathem by Neal Stephenson (which is best summed up by this webcomic) and Accelerando by Charles Stross… the latter of which has a couple of problems but is awesome nonetheless – it’s like future shock in book form.

Seventh Session – How Photographs Tell Stories

Presented by Paul Lowe

I didn’t get any notes on this one, but it was an interesting walk through documentary photography…

Eighth Session – Why I’m Not Using HTML5

Presented by Jamie Knight + Lion, with an interlude from Glyn Wintle

This was an interesting session which I think was derailed a bit by the security aspect added by Glyn Wintle. I was quite interested in the accessibility concerns that Jamie was raising, but they didn’t really get much of a chance to come through…

Ninth Session – What’s Wrong With “It Just Works”

Presented by David E (eastmad) & Abizer

This session seemed a bit like a good idea at first, but seemed to hinge around the idea that everybody should want the same thing and one approach should be sufficient to please everybody… I left partway through.

Tenth Session – Improvised session on how DIY is ruining the world.

Presented by Paula Schramm

This rapidly turned into an economics discussion, and so went over my head entirely. The concept of money and the psuedoscience that’s grown around it bugs me.

End of Day One (for me, anyway)

At this point, I’d pretty much had enough of being sociable. I’d had a rough week, with some pretty significant personal upheavals and my mood was starting to crash. I thought it best to leave for the day before I started getting cranky at people… so I set out for a slightly smoother train journey home and a reasonable night’s sleep.

A Rough Intro to UX Design

Introduction

Over the past weekend, I took part in Barcamp London 8. There will be another blog post about the event in general in the near future, but for the moment I’m going to focus on the session I presented there, which was titled “User Experience Design – A Rough Intro”.

In true barcamp style, the presentation was more than a little “seat of the pants”. I didn’t stay overnight as I really don’t function well without sleep, so I started my second day by leaving the house a little before 8am to begin my journey to the venue. At this point, I had no clue what I was going to present. The previous day, a couple of folks had suggested they might be interested in a talk outlining what User Experience Design actually is – so I thought I’d see what I could come up with for that. So when I got on the train, I pulled out my sketchbook and started to scribble some ideas down.

 

Lo-Fi Presentation

At this point, I’m going to leap ahead a bit and mention a decision that I made later on… namely that I wasn’t going to use my laptop at all in the presentation. I’d started out carrying the laptop around on the first day, and found it to be something of a pain in the arse. It’s not a big, bulky laptop… but you still have to shift it about, power it up, put it into standby and generally fight with it. If you wanted to shake somebody’s hand whilst carrying it and a drink, you had to juggle things or find somewhere to put it down. So I decided on Sunday that I’d only get it out if I needed it. Initially, I thought I’d need it for my presentation… and I had been planning on doing some sketches, taking photos of them and then using those photos in my slides.

But then I remembered four things:

First, I hate making slides.

Second, many of the presentation rooms had “visualisers” – which are like a hi-tech version of the old overhead projectors – they’re basically a webcam that points onto an illuminated plinth so that you can put things on the plinth and have them projected onto a screen. This meant that photographing my sketches and building a presentation around them would basically be a waste of time. So the laptop stayed in my bag the whole day – and all I lost were the updates via twitter and lanyrd.

Third: When you use presentation software, you nearly always have to compromise between what you want and what it’ll let you do. You can spend hours trying to convince powerpoint to do what you want. Generally, you don’t need to spend hours trying to get your hands to do what you want – they get pretty close right away thanks to a handy neural interface.

Fourth: Wordy powerpoint is a barrier to communication. People read the screen instead of listening, and then get bored whilst they wait for the slow, boring talky man at the front to catch up with their reading.

So rather than using my sketchbook to come up with some ideas and doodles to put in my presentation… I decided that the sketches would be the presentation. They would be both my slides and my notes – sketching them was my sole preparation.

Sketch One – What is UX Design?

After a bit of fighting with the visualiser, and trying to get my sketchbook to stay open in the right places (the lo-fi equivalent of the inevitable laptop cable swapping and associated “nothing works like you expected” discoveries), I started off with the following sketch:

Sketch of things people say about UX design

When I had this up on the screen, I tried to make two main points:

First – if you ask anybody who’s not a user experience designer to explain user experience design, you’ll get a different answer.

Second – if you ask anybody who is a user experience designer to explain user experience design, you’ll probably get several different answers.

Whilst I was explaining this, I went through the responses in the sketch… so I’ll do that here too:

“Isn’t it just part of design?”

Yes. So’s pretty much everything else. Design is a word with a very broad scope. As an example, it can cover anything from designing fancy gilded patterns on the cover of a wedding photo album, through planning the underlying architecture of a piece of software to deciding how a piece of industrial machinery should be constructed to make the most efficient use of materials.

“Useless. A good web designer does it already”

A good web designer should indeed be doing it already, but it’s not necessarily their main focus, and as such they may not be able to give it the time it deserves. If they can, then that’s awesome and I don’t think you’ll see any good user experience designers complaining!

“Isn’t it just part of product management?”

As with web designers, a good product manager is indeed probably doing a certain amount of user experience design… but again, it’s not necessarily their main focus. They’ll probably be looking at what users want and need, but may well not have the time to get very heavily engaged in how those needs are actually implemented.

“Wishy Washy Nonsense!”

Sometimes it is a bit wishy washy and difficult to pin down. Other times, it’s one of the few forms of design that you can test and apply metrics to. It gets “wishy washy” around the points where you have to start doing something before you can collect data about it…

“Another name for UI design?”

This is another place where there’s a strong overlap – and if you’re working on software or a web application, it’s even stronger. But once again, there’s a slightly different focus – and one I’ll address in a bit more detail later.

“Wireframes?”

It’s quite easy to mistake the outcome of a process for the process itself, and this is a common one. Wireframes are a tool that user experience designers can use to convey ideas to others – but they’re usually a tool that comes quite late in the process. A lot of the time, they’re the first contact developers have with the user experience design process… which is usually a problem, rather than a desired situation for the designer.

“An excuse to pad a CV?”

Alas, much like web design was in the late nineties and early 2000’s, user experience design has become a buzzword. The same way that anybody could say they were a web designer because MS Word had a “save as HTML” button, anybody can say they’re a user experience designer because they know a couple of buzzwords. So the field has a little bit of an image problem at the moment…

What next?

So… having made it clear that if you ask 5 user experience designers what UX design is, you’ll get at least ten answers… I embarked on explaining what user experience design is. You should, by now, understand that a lot of user experience designers will disagree with me. You should also understand that I think that’s just fine.

Sketch Two – Design is a Spectrum

Design is a spectrum - UX Design is a point on that spectrum

There a whole bunch of different forms of design, and they can all fit onto a huge spectrum. That spectrum also includes things that people would argue aren’t design at a
ll, but I’d say are at the very least related fields. The small and non-exhaustive (and not really ordered) list that I came up with for this sketch is as follows:

  • Content authoring
  • User research
  • Ergonomics & athropometrics
  • Cognitive ergonomics
  • Product design
  • Interaction design
  • Graphic design
  • UI design
  • “traditional” web design (which I rambled around a bit, but by which I essentially mean “web design where the designer doesn’t do much UX design).
  • Front end development

This lead me directly on to the next sketch…

Sketch Three – Designers, being fickle beasts, rarely tick just one box!

Circle containing many different design discipines I identify with.

For the next bit, I used myself as an example to show that anybody who considers themselves in any way a designer almost certainly covers more that one point on the design spectrum.

Some of the areas I associated with myself for this sketch were as follows:

  • Industrial design – I’m an industrial designer by training.
  • “Traditional” web design – I did a lot of this in the mid 90s.
  • Interaction design – again, I did a fair bit of this in the mid 90s, but as a distinct thing from web design – they didn’t come together for me until the late 90s/early 2000s.
  • Product design – tied quite heavily to industrial design. It was the “course next door” whilst I did my degree and we shared a lot of modules!
  • Lighting design – I’m an amateur theatre lighting designer, I run the lighting for a local comedy club and I’ve done lighting for several small gigs and events.
  • Theatrical production design – I’ve done a reasonable amount of set and prop design and construction.
  • Interactive fiction design – See many of the other posts on this blog and you’ll get an idea of what I mean!
  • Environment design – Making a physical space convey a mood. This ties in with the theatrical stuff and the interactive fiction stuff.
  • Process design – difficult to quickly pin down – basically, planning and designing ways of doing things.
  • Service design – planning how people will perceive and interact with a service you provide, understanding contact points and how things need to happen between them, etc…
  • Front-end engineering – making things actually work effectively in a user interface, web page, etc…
  • Hardware hacking – I’m an avid (if not very experienced) arduino tinkerer. I’ve also taught people to control custom hardware with software before, as well as teaching them to solder.

The point I was making is that whilst I’m a user experience designer, I also do a whole bunch of other forms of design. I’m far from alone in that – in fact, it’s my belief that anybody who says they’re a designer in just one discipline is probably misguided.

In essence, user experience designers don’t only do user experience design, and people who are not user experience designers may well still do user experience design. It comes down to where you specialise and what you self-identify as, rather than what you actually do. You might not need a user experience designer for user experience to be done… but if it’s not being done, or not being done enough, then a user experience designer means you’re getting a specialist who’ll make sure it gets the attention it needs.

Sketch 4 – Where Do They Focus?

UX design focus on area between user's life and UI, UI design focus on area between user and product backend.

Earlier I mentioned that I’d cover the often misunderstood relationship between UI design and UX design in greater detail… well here it is.

This sketch is intended to show where the two overlap and where they don’t. It comes after the previous sketch because I wanted it kept clear that we’re talking about the roles… not the people who fill them.

The idea is that there are several areas to be focussed on, which are (from left to right):

  • The user’s life, including the following parallel areas:
    • Other things in their life that they want or need to do
    • Other things that they have to spend time on
    • Other people they have to work with
  • The users, of which there are many different types (although contrary to the sketch, it is unlikely that some of them will be small dogs or will have two heads).
  • The users’ interaction with the product (or thing you are designing)
  • The product (or thing you are designing) which breaks down into the following (again, from left to right):
    • User interface
    • Logic
    • Backend (Model, database, etc…)

The Focus of UI design

User interface design focusses most heavily on the areas between the product backend and the user. UI design’s main areas of concern will generally be between the user and the user interface, but it will often need to be aware of and informed by what is going on behind the scenes.

The Focus of UX design

User experience design focusses most heavily on the areas between the product UI and the rest of the user’s life. UX design’s main areas of concern will generally on how the user interface can make the user’s life better or easier, and so it will need to be aware of an informed by the other things going on in their lives.

How do they relate?

As you can probably guess, these two overlap a lot. User experience designers are likely to also do a fair bit of user interface design, and user interface designers are likely to also do a fair bit of user experience design. That doesn’t mean the two fields are identical, just that they overlap – it’s difficult to be good at one without being at least competent at the other. Hence the confusion.

Sketch Five – UX Tools

A collection of people based and diagram based UX tools

The main reason to put this slide up wasn’t so that I could run through a selection of tools and how to use them (although I did do that), but was instead so I could say clearly that these are all tools, not the end result. Too many people seem to think that because they’ve made some personas and produced some wireframes, they’ve finished doing user experience design. Instead, what they’ve done is produce some tools to convey ideas. If those ideas don’t get followed up on, iterated and carried through effectively to the final product, then what you’ve actually done is waste some effort. The real deliverable for a user experience designer isn’t some diagrams or a report – it’s users having a good and appropriate experience with the product. Tools alone, no matter how useful, won’t achieve that – although they do make it a lot easier to get there when used effectively.

The tools I mentioned were as follows:

  • “People based” tools
    • Personas & Archetypes – These are detailed descriptions of different users you may be designing for. They’re very useful when dealing with product manag
      ers, sales, marketing and senior staff… but often too high level for developers to really sink their teeth into – they have to wade through a lot of detail that’s not immediately relevant before they find the gems that are.
    • Pragmatic Personas – I use these as a tool to bridge from the rich, detailed and high level personas (and any other info we have on users) to user stories and test cases that developers can work with. They can be much more focussed on work that’s ongoing, and provide a link between who a user is, what they need, and what the implementation implications are.
    • User interviews – How else can you get to know your users? Actually, there are other ways, but they’re always at at least one remove – using analytics, or discussions with support or sales. None are as good as actually talking to users, provided you’re aware that the user you’re talking to is a single example and may not be representative of all of them.
    • User testing & analytics – if you have something, and you want to make that something better, running it by real users and seeing how they do is a good idea.
  • Box, Arrow and Squiggle based tools
    • Card sorting – scribbling things on cards or post-it notes, then grouping them based on either predefined or emergent criteria. Very handy tool for producing other tools.
    • Information Architecture – A plan for how content or components fit together. If you’re not careful, this can turn into a rigid sitemap or heirarchy rather than a flexible plan or scheme which will allow for future growth to fit in, resulting in that growth being bolted on to the side or crammed in where it doesn’t really fit.
    • User flows – these are a staple of interaction design, detailing the steps a user should go through to achieve a goal.
    • Concept models – sometimes you need to explain an idea in some detail, and you need other people working on your project to really be able to understand that idea so they can keep calling back to it. Concept models can help with that. (example 1, example 2)
    • More sketches than are probably healthy – if you think of something, sketch it. Seriously. Then you can expose the inner workings of your brain to other people without the need for surgery.

Sketch Six – UX Culture

Various people in an organisation, and the kinds of conversations they might have with a UX designer

The most useful thing for any UX designer is to not be the only person involved in and responsible for the user experience. They might be the only person who focusses on it entirely, but they need a lot of other people to be thinking about it as well. They need to be bouncing their ideas and thoughts off everyone else in an organisation, getting feedback from them. Even more importantly, they need to be making sure that people from different parts of the organisation talk to each other about the user experience.

Whilst the ultimate ideal of user experience design is to have the user experience be the sole concern, reality does have this habit of intruding. Release dates, budgets, implementation concerns, sales and marketing issues,etc… do all exist, and when it comes down to it they are often important – without them the product you’re making might never see market. If users never experience your product, you can’t really call it a successful user experience.

The best situation to be in is one where everyone working on the project is able to raise concerns about the user experience, or the work that maintaining it will entail. If a developer says that what the UX designer is asking for is too expensive, there needs to be a conversation between the product manager, the development team and the user experience person to determine if a compromise can be reached, or if a partial implementation is good enough in this release, with an improved implementation in the next release.

What is most important is that everyone is able to understand how decisions can affect the user experience, and how user experience decisions can affect everything else. With a dedicated user experience designer, you have somebody who’s job it is to make sure those implications are clear and understood, and to facilitate discussions around them so that the people who make the final call can do so in an informed manner.

Punk killed prog, don’t you know?

Go out there and watch a documentary on Prog-Rock. Doesn’t matter which – any of them will do. You’ll notice one thing in common in all of them – the point at which they end, which is usually by saying that Punk came along and killed it. This really annoys me for a whole host of reasons, but mostly because it’s just lazy. What I intend to do in this post is to talk a bit about what happened after that – how the landscape changed through the 80s, 90s and up to the current day.

Having said that, it’s important to bear in mind that I am not a musician – not by a long stretch. I’d love to be, but I’ve never been able to find the time and means to learn to make intruments make the sounds I want them to make. I can play a few guitar chords, understand how piano chords work and have a rudimentary understanding of how rock drumbeats are put togther… but when it comes to putting any of that lot into any kind of structure or performance I just haven’t gained the necessary skills. What I can say, though, is that I’m passionate about listening to music and appreciating it. I’ll even go so far as to occasionally listen to music I don’t like, so that I can come to understand why other people do like it.

Definitions and Ethos

I don’t think anybody will ever truly pin down boundaries between musical genres, but for this post I’m going to have to explain my definitions upfront so that we can get onto the same page.

First up, lets think about what defines progressive rock, and the ethos behind it. There are plenty of variations on this around but here’s what I’m using.

  • Prog sets to break out of the restrictions of the 3 minute pop song – When prog began, rock was dominated by short 3-4 minute songs, as only singles would get radio airplay, and that was all you could fit on a 7-inch 45rpm single. Some bands even set out to create long-form rock music, intended to have durations comparable with symphonies rather than folk songs.
  • Prog sets out to have progression within a single piece of music – Rather than being in the standard “verse, chorus, bridge” format that everything fit into at the time, the idea was to have variation and progression within a piece, much like different movements in a classical piece.
  • Prog sets out to explore beyond the prevalent norms of rhythym, melody and harmony – When prog began, rock was dominated by simple chord progressions and 4/4 time. There’s nothing wrong with those (there’s a reason they’re popular), but they’re not all there is.

For contrast, let’s think about punk:

  • Punk set out to strip music back to the bare essentials – When punk began, prog had become very self indulgent and the music was often extremely complex to perform and wasn’t always easy to listen to!
  • Punk set out to remove the distance between performer and audience – When punk began, prog musicians had set themselves apart from their audiences either by technical virtuosity, complexity of stage setup at concerts or just by sheer ego. It was also firmly rooted in the here and now, so you could relate to both it and the performers much more easily.
  • Punk set out to make making music easily accessible – Punk set out with the idea that anybody could make music, regardless of talent, training or background.

There’s probably a lot more in both cases, but this is pretty much what I’ll be working with.

The first thing that this calls to mind is that both genres, at least initially, were about transgression – albeit in slightly different ways:

  • Prog was about technological transgression first, and social transgression second – breaking technical limits on what could be performed and recorded, and pushing beyond what was popular at the time.
  • Punk was about social transgression first – breaking social limits on who should be able to make, perform and record music, and (as with prog) pushing beyond what was popular at the time.

So they’re the same?

Only in that they were both about changing things away from what they had been before. Musically, you’d probably notice the odd difference here and there.

So Punk did kill prog?

No, but it did change it and change the way it was percieved. Not all prog bands survived, and as a genre it certainly had a rocky period for a while as it fell out of favour, but it continued. But it didn’t die out. Instead, it evolved and adapted to a new environment. The ideas didn’t die or go away, but instead branched out in different directions.

LARP and the User Experience – Part 3

Introduction

In the previous post I discussed how the UX techniques of User Archetypes and Personas could be applied to LARPs. This time I’m going to follow on with a similar approach – showing how User Journeys can be applied to LARP. Again, these will be of more benefit for larger games, although smaller games might also benefit from thinking about them.

User Journeys

Picking Goals

User Journeys are a technique used to determine what a user must go through to reach their desired goal.

In general, they also keep in mind the business goals of the product being designed – if the user goals and business goals don’t meet up, then the business isn’t likely to do well. To put it simply: If the business doesn’t help the user meet their goals then they won’t get or keep the users, and if the users don’t act in a way that gives the business what it needs to succeed… then it won’t.

When creating user journeys, you usually do so with a particular user goal and a matching particular business goal in mind. This pairing of business goals and user goals is a way of ensuring that the business benefits from the customer having a good experience, rather than the two being at cross purposes.

Working through an example of this in a LARP context, we’ll work through an example with the following goals:

  • User goal – “I want to enjoy my first game”
  • Business goal – “We want to increase our regular player base”

The user goal implies that a player wants to get to their first game and have a good time. The business goal implies that the people running the game want the player to get to their first game and to keep coming back for more. These two goals work together, and having both of them listed keeps it clear why the business should be interested in the user’s goal.

Who’s on the Journey

In the previous post I discussed archetypes and personas – these are ideally suited to the process of putting together a user journey. In this instance, the obvious persona to pick up on from the last post is Fi the First Time LARPer, although she’s not the only persona that applies here. Any of the player archetypes I listed in that same post could be relevant, and should have personas created for them an a user journey created for this pair of goals. The other personas would be relevant because whilst they may be long established LARPers, they may not have played this LARP before, and so can be “first timers” in that sense.

That said, for this example, we will focus on Fi for now.

What needs to happen for Fi to achieve her goal?

Several things need to happen for Fi to enjoy her first game – some of which she knows about already, and some of which she doesn’t. I’ll try to list a few of them below. I’m assuming that this is for a larger weekend event that involves travelling and camping overnight. Below is a non-exhaustive list of things that need to happen (or not happen), placed in something near to the order in which the needs should be fulfilled. These needs may not apply to all games, and the order may differ widely, but this seems to make a kind of sense.

  1. She needs to know about the game (we already know from her persona that she”s heard about it via word of mouth from friends)
  2. She needs to know what kind of game to expect
  3. She needs to book a place at the game & pay for it
  4. She needs to generate a character
  5. She needs to get to the game and onto the site
  6. She needs to get to her campsite and get her tent set up
  7. She needs to get into costume
  8. She needs to be able to buy things she needs that she didn’t think to bring
  9. She needs to sign in and collect any special ability related paperwork or props
  10. She needs to start playing
  11. She must get involved in the game
  12. She mustn’t get sidelined by more experienced players
  13. She mustn’t get lost in the rules
  14. She must be able to find her way around the site
  15. She mustn’t be horrified by the on-site hygeine
  16. She needs to eat and drink enough
  17. She must get the amount of sleep she wants
  18. She must always be able to find something to do
  19. If she is injured, she must get prompt, appropriate care
  20. If she decides to return, she’d like to be able to buy her own equipment and costume

That’s far from everything, but it’s enough to be getting on with. Now that we have these, we want to tell a story of how we’d ideally like Fi’s event to go. There are a couple of ways that I’ve used in the past to do this, one of which is telling the ideal story and comparing it to reality, the other is to tell the woeful story of the worst experience, and then identify the places in that story where it all goes wrong and how to prevent them.

In either case, working through the story can be done by just one person, but you’ll get far better results if you tackle it with at least two. With two people, you can make use of a tabletop roleplaying approach. One of you picks up Fi’s persona as if it was a character sheet, background and brief, the other takes on the role of GM, providing responses to the player’s actions and placing appropriate barriers or constraints in her way to make sure things are realistic. The GM also needs to ensure that the player doesn’t “cheat” by using knowledge that Fi wouldn’t have – using out-of-character knowlegde when taking a persona through a user journey is frowned upon just as much in user experience design as it is in gaming!

Finding Fi’s Ideal Story

The ideal story is trickier than it sounds, as you have to make sure all the bases are covered, and that the protagonist never achieves things by magic. In this approach, the GM needs to be firm but fair – they need to make sure that things stay realistic and that people don’t skip over the dull bits – if there are dull bits, you need to know and understand them so that you can stop them from being dull.

Using Fi as an example, in the ideal story she needs to achieve all of the goals listed above. Looking at goal 6 from the list:

  • She needs to get to her campsite and get her tent set up

This seems straightforward at a glance, but the last goal she achieved before that (goal 5) was just to get on to the site. There’s a fair few gaps that need to be filled in between achieving that goal and having her tent set up…

  • How does the friend who drove her to the event know where to park?
  • How does she know where she’s camping?
  • How does she know how to get from the carpark to the area where she needs to camp?
  • How does she get her stuff from the carpark to her camping area?
  • Once she’s at her camping area, how does she know where she should pitch her tent?

Filling the Gaps

All of the questions above need to be answered before she can move from the state where she’s arrived at the site to the state where she’s pitched her tent. There’s undoubtedly more such questions, but these are enough to use as an example. There needs to be a good, reliable and resilient system in place to ensure that all of these questions are answered. The questions about where things are and how to get between them can be answered on a basic by good maps and signage, but human beings on hand to direct people… particularly as the answers may depend on knowledge that Fi doesn’t have yet.

As an example, at larger fest
events there are often multiple camping areas on a huge site, with different player groups camping in different places.

A map showing which groups are camped where doesn’t help if you don’t yet know which group you’re with. The chances are that Fi is camping with her friends and that they will know which group she’s with, so they would be able to fill in that blank. If we diverge slightly from the persona, though, and treat her on her own, she may not now what group she should be with. In that instance, she’d be lost without being able to find out which group she should be with. A marshall would be able to help her check her character details and work something out, further improving her experience. Likewise, if she didn’t have her character details to hand (if they were packed in a rucksack, for example) then a marshall with a radio would be able to call into the operations desk and ask them to look up her details.

This leaves us with four ways to help bridge those geographical gaps:

  • Map – Helpful if you know what your aiming for, but requires you to have the map with you at the time! Can show anything of significance
  • Signposts – Helpful if you know what you’re aiming for, does not require you to be carrying anything. Can’t signpost everything.
  • Marshall – An obvious member of staff who can help direct people to where they need to be. If the player doesn’t know where they need to be, they can help work it out. Obviously, this only works if the player can find the marshall.
  • Marshall + Radio – As above, but backed up by extra information and resources from the operations desk / game organisers.

For the logistical question of getting her stuff to the campsite, Fi doesn’t have much stuff, so she can carry it. However, what if she’d twisted her ankle on a dodgy kerb at a service station on the way, and so didn’t want to carry her bags and a tent? At smaller events she can just ask somebody or get her friends to help… but at larger events it’s not uncommon to have some kind of transport assistance on hand – a quad bike and trailer service (or at least handcarts) are often available for a small fee, although you frequently have to queue for them.

  • Handcart / Other Transport – As long as you know it’s there, luggage transport can be a benefit for people who can’t carry their belongings to camp, if they’re prepared to wait a bit longer and know were to queue.

Then the final logistical gap to be filled is how to work out where to pitch your tent. Again, there are several ways to solve this, some of which are listed below:

  • Another Marshall – Who can explain the layout of the camping area and direct you to appropriate pitches
  • Campside Map – More detailed than the main map, a campsite map on a noticeboard near the area entrace could show the rough layout
  • Marked areas – Marking areas to be kept clear or areas specifically for pitching tents will help show people where they should or should not go

This all covers how Fi can get from goal 5 to goal 6.

An Excerpt from Fi’s Ideal Story

Given the above, part of Fi’s ideal story could be as follows, with the things responsible for filling gaps marked in bold:

“When we arrived on site, the marshall (with radio) at the main gate (Gate A) checked our tickets and marked us off on a list. He said he could check us off with some ID instead of the tickets if our tickets were packed in the boot. He handed each of us a booklet with a map and a few extra guidelines about the site. He also pointed the carpark out to us, and the entrance gate (Gate B) that we’d need to go through when we’d parked. He also said that if we needed help with luggage, we could queue at the sign by that gate for assistance from a guy with a quad-bike and trailer. We weren’t going to need it, but it was good to know it was an option, in case I need it next time I come.”

“When we’d parked, we got our stuff out of the car and headed for the gate. The marshall (with radio) at Gate B asked us if we knew where we were going… when we told him we were camping with the Weasels faction he quickly pointed the route out to us, and mentioned that it was signposted, so we should be fine. He also made a joke about hoping we had a good night’s stealing and backstabbing… to which my friends jokingly replied that honest Weasels would have no part in such things. It wasn’t much, but it helped put me at ease.”

“It didn’t take long to follow the signs to the camping area, and when we got there, we found a map on a board just inside the entrance. It showed us that the area nearest the camp entrance was an “IC” area, which apprently means that any tents within it are In-Character, and that we should only camp there if we’re comfortable with that and can make our tent look like it’s in keeping with the setting. We only have a modern dome tent, and this is a fantasy setting, so that wasn’t for us. Further back in the camp is Out-of-Character, so anybody can camp there, and further back, the other side of a clump of trees was a small quiet area for people with children or who were likely to want an early night. The map also showed where we needed to keep access routes clear, and told us they’d be marked with rope fences. Whilst we were looking at the map, another marshall came up and asked if we needed anything – we didn’t, so we went and pitched our tent in the Out-of-Character area.”

This covers from Fi’s arrival on site to having her tend set up – which is often an area of planning that’s forgotten about as effort tends to be focussed on the game itself.

Comparing to Reality

The next step here would be to see how much the reality diverges from this… At a large fest event, if there is no indication of what somebody arriving on site should do next, newcomers are going to get a confusing and disconcercerting first experience of the event. This could put them on the wrong foot and spoil things for them – being in a new environment and having no idea what you’re supposed to be doing is never a good place to start.

The list of things that fill gaps up above (the things in bold in the story) are all things placed into the environment by the organisers, and it could be considered that they are all affordances, suggesting forms of interaction to the players, whilst simultaneously suggesting what form that interaction will take and what the result will be:

  • Maps – A map invites the player to view the map, which affords geographical knowledge
  • Signposts – A sign post invites player to follow the sign’s direction, which affords a route to the indicated destination
  • Marshall– The presence of a clearly identifiable marshall invites player to ask questions or seek assistance, at which point the marshall affords personalised knowledge pertinent to the question
    • Radio – The radio is an affordance for the marshall – it invites the Marshall to communicate with operations, affording deeper knowledge about the player or situation
  • Handcart / Quad-Bike & Trailer – Invites players to place baggage in cart/trailer, affording painless transport of luggage to camping area
  • Marked Camping Area– Invites players to camp within the area, affords knowledge about permitted camping areas
    • Rope Fences – The rope fences are at once an affordance and a constraint – In this instance, they’re more of a constraint, as they mark areas to avoid.

On
ce you’ve got these worked out, you can see what you’re missing, what the problems are with providing them, and think of ways around those problems.

For example, maps are easy enough to make, but you need to be able to produce enough of them… which means either knowing your numbers, or having the means to produce them on site. If you can’t do that, then having master maps with “you are here” markers at key locations could be an acceptable compromise. If you have no maps at all, then you will have to accept that wherever one of your user journeys (not just Fi’s journey) relies on a map, that part of their experience will not meet expectations. You’ll either have to accept that shortfall or find another way to make that experience work.

Signposts must be planned for and created ahead of time, but you only need to put them on junctions of major paths around the site, so not that many are needed. You also need to be able to securely mount them in some way, which may not be possible in some locations, or the signs may be vandalised or stolen. If, for some reason, you can’t use signs, you’ll need to find other ways to replace them or remove the need for them in each user journey.

Marshalls require human beings to stand around waiting for people to need assistance, and it’s not always the best job in the world. They’re also usually volunteers, and you can rarely get enough of those. If you don’t have enough people, could you make do with less, with some kind of schedule to make sure that one of them visits each location where they are needed every few minutes? Or is there a way you could recruit and train more – perhaps a way to reward them for their assistance? Radios have an associated cost and as such it’s unlikely that every marshall will have one – you need to find a way to spread the benefits of those radios around to make sure that no marshall is left unable to get assistance. Likewise, marshalls need breaks from time to time, and need something to do when nobody needs help – these are things that you need to consider… but the user experience of game crew is something I plan to cover in a future post.

Luggage transport assistance – whilst it’s not uncommon at really large events, it’s virtually unheard of at smaller games. If they have it at all, it’s usually on an ad-hoc basis, asking for volunteers to help – and those volunteers may resent it if the game doesn’t benefit in some way from their work. If assistance isn’t provided, it’s probably worth making sure people know how far they’ll need to carry stuff, and that they can’t drive right up to their tent… and that if they have specific requirements, to get in touch. That way you discourage people from bringing unncessary luggage that they’re not prepared to carry for themselves, whilst letting people with a valid need for assistance know they can get it by asking in advance.

Fi’s Tale of Woe and Despair

This approach can sometimes be bleak, or sometimes hilarious… it all depends if it descends into farce or into tragedy – and you don’t always know which it will be when you start. In the previous approach, the GM was firm but fair – striving to keep realism whilst letting the player progress. In this approach, the GM is a dick. Their aim is to make as much go wrong for the persona in question as possible. Everything that could go wrong for the persona should go wrong.

Sometimes, the persona won’t even survive the story, and sometimes they’ll effectively write themselves out of it by severing their involvement with their experience. When that occurs, you can identify what lead to that departure, and what the minimum changes would be to keep them in the story instead. If the “Fi” Persona is being put through the “first game” scenario above, failing to achieve the first five goals would result in her never arriving at the event, so in this instance we work out what the worst experience would be that still resulted in Fi reaching the site, and pick up from there.

As a result, we sum up the situation at the point that

“Fi the First Time LARPer’s friends have talked her into attending a game. They’ve managed to sell her on it by saying how much fun it is, but they’ve not really given her much detail about what folks actually do when they’re there. They’ve just said ‘you’ll pick it up’ and left it at that. After a lot of hassle, she eventually managed to book a spot and pay for it, which didn’t fill her with confidence about the event… but she’s paid now, so can’t afford not to go. Her friends wrote some skills on a bit of paper and told her that’s what she should play. She doesn’t really know what much of it means as the rulebook may as well have been written in martian. She arranged to get a lift with Bob the Bastard – a friend of a friend who she finds a bit creepy. He kept touching her knee with every gear change on the drive up, and they ended up having a blazing row about half an hour ago – and have driven in stony, awkward silence since. They have just, at long last, arrived at the main gate to the site – several hours late and in the middle of an epic thunderstorm.”

Having set the scene, we can now continue with Fi’s horrific first LARP experience.

“In the dark and the rain, Bob couldn’t really see where he was driving, and the ground was just slippery mud anyway… and he couldn’t actually get to the carpark. He ended up driving into a ditch, leaving the car halway onto it’s side, with Fi’s door against the bank. She had to clamber over the gearstick and the driver’s seat to get out, and twisted her ankle quite badly in the process. Whilst she was climbing out, Bob was getting stuff out of the boot. He was carrying his stuff, but anything of hers, he was just dumping on the wet, muddy ground. When she’d eventually got out of the car and onto her feet, Bob was already marching off in an angry huff, locking the car remotely as he went – leaving her in tears by her wet belongings”

“Fi grabbed what she could of her stuff, but with her twisted ankle she really couldn’t carry all of it, so had to leave some of it. Some of it had already been blown down the track towards the carpark by the howling gale anyway. She tried to follow after Bob, but he didn’t wait for her, and the rain and the dark meant that he was soon out of sight. She tried to find somebody to help her out, but couldn’t see anybody around, so she kept on hobbling through the rain in the same direction until she eventually found some tents.”

“She didn’t know where she was supposed to pitch her tent, but she could see some people around a fire under a canopy further into the campsite, near some fancy looking tents. Figuring they must know something, she headed their way to ask for help, only to be told ‘Can’t you see we’re in character? Fuck off!’. Having run out of tears and feeling alone and unwelcome, Fi went back to an empty patch amongst the tents. She figured that she’d be able to put her tent there now and move it in the morning if she needed to. Of course, putting the tent up in the wind and the rain isn’t easy, and it’s worse with a twisted ankle. Fi eventually managed to get it close to erected, but she was pretty sure it wasn’t up properly – it kept flapping about in the wind and didn’t look very sturdy. It was also soaking wet, both inside and out. Nevertheless, it was up, and she just wanted to go to bed and for the day to be over, so she went inside with what was left of her stuff.”

“Alas, it turned out that it was her sleeping mat that she’d seen blowing away down the road, and her sleeping bag was soaked through and unusable. When she found her phone, she found she had no battery charge left. In the cold and the wet, she changed into some of the dryest clothes from her bag and wrapped herself in the rest before settling down to cry herself to sleep.”

“It was a broken nigh
t’s sleep, being periodically woken by the cold, the tent flapping about in the wind or just by noise from outside. Close after dawn, Fi was woken by somebody shaking her tent vigorously. She felt drowsy and confused, and couldn’t stop shivering, but she got out of her tent to talk to him. There was a guy standing out there with beercan in his hand telling her she couldn’t camp here, and that she had to move her tent as it was blocking a path. She tried to ask him where she should go to, but he just told her (in a drunken slur) to go and ask at ‘Ops’, whatever that was. She asked him where that was, and he got angry and just started unpegging her tent and shoving it with his feet – she tried to stop him, but he was drunk and belligerent and wouldn’t stop until it was clear of what she could now see was a poorly marked path between the tents. “

“When he’d gone away, she set about picking up the remains of her tent and her belongings. By this point she was just too miserable to want to even talk to anybody else, so she hobbled off with her belonging cradled in her arms, and tried to set up her now broken tent away from everybody. It didn’t go up properly, but it was enough that she could climb into it and lie down again, so that’s just what she did, to shiver the day away.”

“Eventually the rest of her friends went looking for her. The search party found her a day later, starving and suffering from severe hypothermia in the remains of her tent. She was in hospital for some time after that, and hasn’t spoken to some of her friends since. She’ll never LARP again.”

It’s a bit over the top, but it shows how easily a few setbacks can snowball into the worst day ever. It also gives an idea of what the effects of a bad experience can be, and what can contribute to making things worse. It won’t be an exhaustive list, but it will show you where you need to pay particularly close attention, and where you might want to have measures in place to try to salvage an experience.

In this instance, Fi failed at goal number 6. She got her tent pitched, but never managed to get it placed appropriately and never proceeded beyond that point.

Where did it go wrong?

Where didn’t it go wrong. However, there are a few key issues that kept coming up, most of which were aggravated by further issues.

  • Poor provision for bad weather. The thoroughfares of the site were not safe to traverse in poor weather, and there was nothing around the try to rectify this or provide alternative routes. This lead to Fi injuring herself upon arrival at the site.
  • No visible staff. The fact that Fi couldn’t identify the staff meant that she couldn’t ask them for assistance
  • Arsehole players. This isn’t something that game organisers can easily fix, but they can certainly work to create a more welcoming environment, or to reward or recognise people who take a bit of time to make the game better for others.
  • Isolation. Fi knew several people on site, but had no means to find them. The one person she did know abandonned her with no information about what she needed to do. After a few interactions with other people, she further isolated herself to avoid any further interactions.
  • Lack of information about where to camp. Fi ended up in a different camping area to her friends, and camped in a poorly marked thoroughfare – both purely due to lack of indication of where she should or should not camp.
  • Illness & Injury. Fi was injured early on, and no staff or other players spotted it or helped her in any way.

What could be done about any of that?

The biggest part of this exercise is to try to find ways around those key issues. It’s not always going to be easy to do so, but it’s important to work towards fixing them. Some examples would be as follows:

  • Ensure that there are game staff available, and that they are visible
    • Particularly ensure that the gate is always either manned, or that there is information there on how to find staff – if new arrivals can’t find staff they
  • Reward or recognise players who give some of their game to help newcomers
  • Ensure that camping areas are clearly identified
  • Educate staff (and possibly players) in identifying people who are in distress and providing at least basic assistance

Which of these approaches should I use?

Both have their advantages and drawbacks – the first gives you and idea of what the steps are along the way, and an idea of what can help you make those steps smooth, but it doesn’t really give a good picture of what happens when things fall down. The second gives an idea of what can occur with a specific set of issues, but doesn’t cover all potential issues – just the ones you think of at the time, which is never all of them.

If you’re looking to design the best experience, the first technique is good. If you’re trying to identify which problems are worst, then following up with the second can be highly beneficial.

In either case, you need to make sure that you work through the journey with multiple personas – not just the one. This could be done either as individual efforts, or with an “adventuring party” approach, with a group of different personas. This latter approach can also help you identify where different personas may be expected to support or hinder each other.

Did you notice…?

Neither of the user journeys above ever touched on the game itself. Both stopped before Fi ever got into character and timed-in at a game. That’s a different topic, and is likely to be the next topic in this series of posts – along with using User Flow Maps to map out less linear courses of events.

Feedback?

Any feedback, observations or ideas? Feel free to get in touch and let me know. Discussion of the topics I raise helps a lot when it comes to writing the next article!

LARP and the User Experience – Part 2

Introduction

In my previous post I briefly discussed the idea of personas and how character sheets can shortcut their creation. Well, having opened the can and found that worms were being strewn liberally all over the comments over on my LJ, I thought that’d be a good topic for part two!

One of the things I failed to be clear about is that these techniques are not intended to be used to make plans for an existing individual player. What they are intended for is when you are trying to plan for players or potential players that you don’t yet know and are not necessarily able to talk to, using information gleaned from players that you do have an existing relationship with. This might occur either:

  • When you’re starting a new game and have a core of interested potential players that you know well, but when they are going to be supplemented by a collection of further players that you don’t know.
  • When you have a larger game and don’t get the chance to interact with all of your players on a regular basis, and want to get an idea of how they might behave and what they might want based on the behaviour and desires of the players you can make contact with.

For smaller games, they’ll be less useful… but for larger games (or gaming organisations) they should help the people running the show to remember not all players are like them, and help them plan for players who are different.

With all of that in mind, the natural place for me to start here (since I seem to be talking more to a LARPer audience at this point) is to talk about the tools and techniques I work with in the day job to understand users, and then to explain how I can see these techniques being useful to LARP. I’ll also add in some tools and techniques I really should use, but don’t always get the chance….

It should be noted that I don’t use any of these tools in isolation as no single one of them gives you a full and clear picture. Instead I tend to mix and match in ways that are appropriate to the task in hand.

 

User Archetypes

User archetypes are rough outlines of “kinds” of user. They details what those people are like, what they might want to do and what resources they have available to them.

User Experience Design

I usually start by identifying a selection of key types of user – for example, in my professional life I might have the following:

  • Business buyer – This is kind of person who is given the task of buying in a product to meet specified needs. They’re never going to use the product, but need to understand that it meets those needs. They have budget available to buy a product.
  • Technical buyer – This is somebody who has a need of their own, and has the budget to buy a product to meet it. They may or may not use the product directly, but they understand the issues involved very deeply.
  • Administrator – This is somebody who will set up the product so that others can use it. They’re likely to work with it to configure it and test it, but are unlikely to use it in anger.
  • Occasional user – This is somebody who has access to use the product, but will only ever actually do so when they have a pressing need. They are likely to forget how it works between each use, and will start fresh each time.
  • Day-to-day user – This is somebody who is required to use the software every day to do their regular job. They are likely to know how to do what they usually need to do, and are unlikely to be stretched beyond that.
  • Power user – This is somebody who stretches the boundaries of day-to-day use, and actively seeks out new ways to benefit from the product. They are likely to experiment and try things that may break.

I actually have several more of these for the day job, and they’re named differently and much more detailed… but this gives you an idea. You’d usually generate these with a mix of pre-existing knowledge, and then flesh them out with a number of user interviews, which I’ll come on to later.

These are useful as a reminder that not everyone using the software is like you. They might only be seeing it because somebody is demonstrating it to them so they can buy it for their company. They might use it for a mere 10 minutes a month, but those 10 minutes might be the most panicked, time critical ten minutes of their working life.

If you’re aware of those different user archetypes, you can start to attempt to plan for them and design the user interface of your product to support their needs.

Once you have these archetypes, you can even work out some characteristics related to each of them. Using the above as an example, some characteristics could be budget, usage, product understanding

  • Business buyer – Budget: High, Usage: None, Product Understanding: Minimal
  • Technical buyer – Budget: Medium, Usage: Some (maybe), Product Understanding: Some
  • Administrator – Budget: None, Usage: High initially, then low, Product Understanding: High
  • Occasional user – Budget: None, Usage: minimal, Product Understanding: Minimal
  • Day-to-day user – Budget: None, Usage: High, Product Understanding: Medium
  • Power user – Budget: None/Low, Usage: High, Product Understanding: High

When you’ve got those characteristics, you can even explore further to see if there are any archetypes you are missing by combining characteristics in different ways. Many combinations won’t be relevant, but occasionally you’ll be able to think of a user archetype that you hadn’t previously considered.

Where this could be useful in LARP planning

Not all players are the same. Different players enjoy different things in a game, and may enjoy different levels of engagement. As an example, there are a lot of derogatory terms around for different styles of play – rules lawyer, primadonna, mother-hen, combat wombat, etc… None of which really help very much when it comes to constructively addressing what people want from a game.

As well as different styles of play, different players want different levels of engagement. Some want to play every game that’s going, and spend every waking moment thinking about those games and discussing them with anybody who’ll listen. Other folks want to play a game once a month. Neither is wrong, but they need different things from their games.

My very first, rough stab at some archetypes for LARPers might be as follows:

  • First time larper – This is somebody who’d never larped before, and is either at their first event or about to be so. They’ve not done this before, don’t know the rules, setting, conventions or terminology.
  • Casual larper – If they’re free and there’s a game on, they might turn up and join in, but they’re not going to commit to being there each and every time.
  • At-The-Game larper – They’ll be at almost every game, but they’re only interested in playing when they’re at those games. They’re not interested in continuing to play online between games, or putting in detailed downtime actions. If a game’s nearby they might discuss it a bit at the pub.
  • Active larper – They’ll be at almost every game, and will probably submit downtime actions between games so they can tie off loose ends and hit the ground running at the next game. They may well discuss recent or upcoming
    games at the pub, and might play the odd scene between games if it’d deemed necessary.
  • Lifestyle larper – As well as playing almost every game, they’ll happily continue to play their character online or in spontaneous face-to-face scenes. They’ll submit thorough and detailed downtime actions so that they’re fully aware of what’s going on and already have a plan of action before they arrive at the next game.

This doesn’t cover playstyles at the game at all, and doesn’t cover things like enthusiasm for costuming or hoiw comfortable they are with physical activity… but it’s a start point.

If you were trying to encompass all LARPers, I’d suggest that there’d be a lot of sets of archetypes which would be combined to create the final archetypes. Some examples might end up being “Active, Gamist, Physical Larper” or “Lifestyle, Performance, Abstract Larper”. More likely, though, is that you wouldn’t be trying to cater for everybody, and would be able to just create a set of 10-12 archetypes that covered most of what was needed.

In terms of characteristics, the list above only really considers three: Experience, Commitment and Out-of-Game Enthusiasm.

Taking character choice into account

The above list also only consider the players themselves, and not the characters their are going to portray – this is particularly relevant as people often choose to play somebody very different from themselves – being able to do so is a large part of the appeal for many people. If you then only consider the player, you are missing out what can be learned from their choice of character.

Thankfully, when players create or choose their characters, they are making a statement about what they want from the game.

Many game settings come with established groups that characters can be part of, and the choice of group implies that the player wants to have some engagement with the values of that group – either as somebody who supports those values or who rebels against them.

Similarly, many game systems come with predefined skills or abilities, and the choices players make when they initially chose or create are a statement about what they want or expect from the game. For example, a high level of combat ability and little else suggests that they wish to use that combat ability. A mix of combat ability and other skills suggests they expect there to be combat, but implies they wish the other skills to be important or relevant as well. If they have no combat skills, it suggests that they may wish to be able to avoid combat.

When looking at choices made on character sheets, you have to take the context into account – if combat is a default part of the game setting for instance, a choice of combat skills is essentially a choice of “I’d like my character to last more than an hour, please!”. In situations like that, what’s more important is where the choices the player has made for their character differ from the wider baseline. For example, if almost every character has taken basic comb at skills, those skills are not indicative of a choice. However, the players in that same game who have chosen to take advanced combat skills on top of the basic have effectively made a statement that they want to use those advanced skills. Similarly, players in that same game who have chosen to not take any combat skills at all are effectively making a statement that they want the skills they chose instead to be relevant.

When you are creating archetypes, it may well be worth thinking about commonly used combinations of important skils. If most of your first time players tend to be combat focussed, then that’s something to consider including in that archetype. If there’s a specific subset that chose to be completely non-combat, then perhaps they need to be a new archetype.

A lot of work for 10 players!

You might be thinking “But I only have 10 players at my LARP! This is too much work!”. You’re probably correct, especially if those 10 players are all you’re likely to have. Your time would be better spent going down the pub with them a few times and having a chat. However, for large systems or organisations with hundreds or thousands of players, this kind of thing suddenly becomes very valuable. I’d say that coming up with a few archetypes becomes worthwhile when there are more than 30 players, or when you have a high turnover of players and are trying to find out why.

User Interviews

User Experience Design

Whilst interviews can be useful when trying to come up with initial User Archetypes, I find they’re more useful when you’ve already made a first stab at getting some archetypes, or when you’re ttying to understand a particular need. I find this for two reasons:

  1. If you already have some archetypes, you can try to find people who are close matches to those archetypes. Your interview can then be used to better understand the archetypes and flesh them out, or it can be used as research towards creating a persona (more about them in a bit).
  2. If you already have some archetypes, you can try to find people who don’t really suit any of them. The interview will help you work out why they don’t fit, allowing you to modify existing archetypes to include them or add a new one that suits them better.
  3. If you already know of a need or requirement, but you don’t really understand it, the best approach is to find somebody who has that need or requirement and talk to them. You can then understand the need better, and find a way to express it in your personas or user archetypes and cater for it in future.

There are a lot of different techniques to user interviews, and they’re generally a tool I don’t get to use very much… but where I do I’ve found the following guidelines to be helpful:

  • Plan at least some questions in advance – If you try to interview on the fly, you’ll end up asking leading questions, and will get answers based more on how you asked them than what you wanted to know. People tend to like to “do well” in interviews, and so will often try to say what they think you want to hear, even if you tell them not to!
  • Avoid value judgements – It’s very easy to imply value judgements just by using the wrong word or even tone in a question. If the interviewee thinks that you don’t value their point of view, they won’t give it openly.
  • Avoid direct questions about what they want in favour of indirect questions about what their needs are and why – You may get a direct and honest answer, but it probably won’t be useful. It’s far more likely that you’ll get a direct answer without any context or nuance – and the chances are that you already know the direct answer, and it’s the context and nuance that you’re lacking! Instead, try asking what they want to achieve and why. If you asking this kind of question in couple of different ways around each thing you want to know, you’ll usually get the direct answer that you’d have got from a direct question and more information about the context and nuance.
  • If you can, have somebody else making notes, or video the interview and nake notes later – if you keep stopping to write notes, it leaves the interviewee with nothing to do but worry about if their answer was good or bad (it’s clearly one or the other, as you’re making a note), and means that you might miss something if they’re talking whilst you write.

Where can this be useful in LARP planning

The uses in a LARP Context are almost exactly the same as in a UX context. Interviewing some players will help you understand your players better. If you’re using user archetypes or personas they will help you flesh those out more too. If you’re not using those tools, the interviews can be useful just for some insight.

If intervi
ews are too much trouble, questionnaires can be useful too, but beware that ticky-box and multiple choice questionnaires will only ever give answers within the ranges you planned for, and questions that require written answers will be difficult when it comes to comparing answers. Both approaches are valuable, but have limitations. Other approaches that can be useful for getting responses based on thought rather than gut reaction are questions that ask the recipients to rank words or phrases in order of preference or importance, or that ask the recipients to place phrases or words under different headings.

Personas

User Experience Design

Personas may seem a lot like User Archetypes at first glance, and in many ways they are similar. Personally, I see Personas as a “next step” from user archetypes, and if used well they can be very powerful. Essentially, you build a fictional person based on one of your archetypes (or several fictional people if the archetype is quite broad), and you give them a name, goals, feelings and a context. Perhaps the best way to think of this is that a Persona is a character sheet and background for a fictional user, whereas a persona is just a character class in a sourcebook. You use the Persona’s “character sheet” to roleplay through a scenario involving your product or website.

This technique might seem a bit bizarre, but it is very effective indeed when it comes to helping you find bumps and glitches in the overall experience of the site. It helps get you away from your own knowledge of the product and lets you see problems you were blind to before simply because you already knew how it worked. In roleplaying terms, using your own knowledge of your product or site would be metagaming, and thereforce cheating!

The technique I tend to use for creating personas is one called Pragmatic Personas (by Jeff Patton), which is based around using knowledge you already have or can easily infer. How and why you already have that knowledge can vary – you may have already developed archetypes, or interviewed a bunch of people, or you may just know your users really well already and want to capture that tacit knowledge (knowledge in people’s heads, not accessible to others) and convert it into explicit knowledge (knowledge that’s recorded, findable and usable to others).

This technique has four stages to it, which I’ll outline below:

1. Identity

Pick an archetype or role and give it a name. If you’ve already created some user archetypes, this is a quick and easy step. Next, give the persona a name. A useful trick is to make the name and archetype alliterative – for example, “Oliver the Occasional User”. This makes it easier to get a quick grasp of the persona and so makes it quicker and easier to pick up and use. Giving them a quick sketch (that makes it stand out against the other personas) can help here too, as you can use the sketch as an icon to represent that persona.

2. Context

Write a quick summary of the situation of the persona. This covers their life in general, not just their interactions with your product or site. It should include other important things in their life, particularly if they may have a bearing on their involvement with your product or site. If they’re so busy that they only get to use your product or site occasionally, that’s an aspect of their life that should be noted – not just that they don’t use the product or site much, but why they don’t, and just as importantly, why they do use it on those rare occasions that they have time.

For example, “Oliver the Occasional User” has a job that doesn’t involve using your product, but once a month his boss demands that he generates a report that includes data that is only available from your product, and that he does it by lunchtime. So once a month he grits his teeth and tries to remember how to use it… and has to re-learn the product quickly enough that he can get the data and put it into his report in under an hour. He considers that usage an inconvenience and a distraction from his real job, and it always leaves him in a panic as he doesn’t really know what he’s doing.

3. About

Create a bulleted list of the goals or characteristics of the persona. This can be built from the identity and context. If you already have archetypes and have worked out sliding-scale characteristics that differentiate the archetypes (as explained in User Archetypes above), this is quite quick and easy. You simply build a sentence around each characteristic for the persona. Then, you look at the context and pick out any goals you can and note them down.

For example, “Oliver the Occasional User” might have the following:

  • Oliver has no budget to speak of – he’s a minion, not a master
  • Oliver uses the product very rarely
  • Oliver doesn’t really understand the wider capabilities of the product, and doesn’t really need to
  • Oliver has to produce a report on [Data X] by lunchtime
  • When Oliver uses the product, he’s panicked, in a hurry and under pressure
  • When Oliver uses the product, he’s going to be frustrated and annoyed by change, because it makes his life hard at a time when he needs it to be easy

4. Implications

Once you have the about section fleshed out, you can dig into it for things you can do to make this persona’s experience of the product a good one. You can then list those things as bullet points:

  • We must never tell Oliver he has to spend money – he doesn’t have any! Only display license renewal demands to people who can pay them.
  • We must never expect Oliver to spend time learning the product – he has neither the time nor the inclination.
  • We must never require Oliver to understand the underlying principles of the product – he just wants his data and doesn’t care about the product.
  • We need a clear reporting interface to find and create reports on [Data X] – Oliver doesn’t have time to research how to do it – he just needs to do it fast!
  • We need to avoid scary error messages in the reporting interface – Oliver’s already panicking – if he thinks he’s broken something he might have a heart attack!
  • We need to make it clear that the reporting interface can’t change, damage or delete data – If Oliver knows he can’t wipe or corrupt the data whilst creating his report, he’ll be less panicked about doing so.
  • When we change the reporting interface, we must make the changes minor and easy to understand – If Oliver comes to the reporting interface and finds it totally different, he might have a heart attack!

Once you have all of those, you have a set of requirements to start designing around, and a set of tests to work through when the product has been built.

When the product is being developed, you can pick up Oliver’s persona and roleplay through his use of the product. If you find that he’s being expected to understand the underlying principles of the product, or is presented with scary error messages, you know that these are problems that need to be addressed.

Where this could be useful in LARP planning

The uses for Personas are probably geared more towards the out-of-character logistics and bureaucracy of a LARP, although they could be useful for identifying problems with plot uptake and engagement as well.

In terms of OOC logistics, you might build a persona for “Fi the First Time Larper” that looks a bit like this:

Identity: Fi the First Time Larper

Context: Fi is a first year physics student, and
is about to attend her first ever LARP. She’s never done this before, and is a little bit nervous as some of her LARPer friends tend to get a bit obsessed about it… and she’s worried people will think she’s weird. She doesn’t know the rules and one of her friends helped her design her character. She’s using borrowed costume that doesn’t quite fit, and isn’t sure she’ll be able to afford her own that’s as good as what her friends all wear. She doesn’t have much money, and has no idea how her friends manage to pay for all their kit and events. Fi enjoys watching TV, reading and going to rock clubs. She is also a member of her university’s musical theatre society and is involved in putting on a show once a year.

About:

  • Fi has next to no money, and worries about how much things cost
  • Fi has no car, and relies on lifts of public transport
  • Fi has a lot of spare time in the holidays, but only weekends in termtime
  • Fi has no lasting commitment to the game, and worries that if she makes one, it will eat her life!
  • Fi has no experience of LARPing and minimal experience of tabletop roleplaying, and is worried she won’t “fit in”.
  • Fi doesn’t want to feel like a weirdo
  • Fi is both enthusiastic (or she wouldn’t be attending) and a little scared (they’re all a bunch of nutters).
  • Fi is worried that she won’t understand the rules, or that she’ll be buried in trying to learn them all at once.
  • Fi is worried that she won’t know what’s going on

Implications:

  • We must keep the cost:value ratio low enough that Fi can afford to play. This doesn’t mean we must be cheap, just that we must represent value for money. Comparisons to other activities students are prepared to pay for are a good idea. (Publicity)
  • We must make sure the event is accessible by public transport, or provide a means to collect people from nearby transport hubs (Logistics)
  • We must try to schedule events within holidays, or run events that Fi can can travel to, play and get back from within a weekend. (Logistics)
  • We must ensure that Fi doesn’t have to be so heavily involved that she must give up her other hobbies – it must be possible for her to miss a game or two and still be involved. (Plot / Publicity)
  • We must not require that Fi spends her entire life involved in the game to stay involved – she must be able to just play at events without being sidelined. Make online play in downtime an optional extra, not a requirement! (Plot / Setting / System)
  • When Fi arrives on site, we must ensure that she is made to feel welcome and not out of place. Welcome team? Newbie guides? Player Mentors? (Setting / Publicity / System)
  • We must ensure that Fi knows that people from all walks of life enjoy LARPing – including people with serious, respectable jobs. (Publicity)
  • We must make sure that Fi’s initial enthusiasm is channelled into getting her involved and active – if we ignore it, we’ll lose it. Newbie plots? IC structures to bring in new characters and get them involved? (Plot / Setting)
  • We must make sure that Fi can pick up the basic rules quickly and easily, then pick up the more complex stuff as she goes along. We must not require her to memorize a whole book of rules before she joins play. (System)
  • We must find ways to introduce new players to the setting and IC structures without swamping them with unfamiliar terminology or ideas. (Setting)
  • We must find ways to allow new players to engage with core plotlines without knowing all of the history from previous games. (Plot)

This gives us a whole bunch of requirements that should be met for Fi’s experience to be a good one. If the team running a LARP were to meet all of those, they’d support new players pretty well. To use the persona when planning their games, they’d just need to step through what they think Fi’s experience of the LARP should and at each step, think “what happens now?”. If at any point you can’t think of an answer, or if the answer relies on Fi magically knowing what she’s meant to do without being given any clues, then there’s a problem that needs to be addressed.

Essentially, the Persona above is a character sheet and background for Fi, and the LARP organiser would play her as a character, roleplaying through the scenario of her arriving at her first LARP. Wherever Fi’s player gets lost, confused, or has to rely on out of character knowledge, you’ve found a problem with Fi’s experience, and an issue that you need to address.

This roleplaying of what Fi goes through, the decisions she makes and the actions she takes is called a user journey or a user flow, and I’ll discuss these in more detail in a future post.

In Conclusion…

The above are three techniques from User Experience Design which may be useful in planning or running LARPs. in Particular, I see them being useful to large LARP events, or large societies which run linked smaller events. Individual small games may find them useful if they have a playerbase that don’t know each other that well, but will almost certainly be in a better position to talk to all of their players, rather than having to use these techniques to represent them.

As with the previous post, I’m very interested in feedback and comments on any of this!

LARP and the User Experience – Part 1

An Introduction

This is a big topic, so I’m probably going to ramble on about it a fair bit. My notes are already longer than a typical full post, so I’m going to break things up a bit. In this post, I’m going to talk about similarities between the considerations for LARP and the considerations for UX. I’ll probably also plough through some introductory ideas to delve into more deeply in later posts.

 

What is User Experience?

User Experience (often abbreviated to UX) is exactly what it says on the tin – it’s what a user experiences when they use something. People who work in the UX field both study that experience and try to design what that experience will be. It’s often seen as a bit wooly and ill defined, but usually by people who don’t quite grok design as a field in general. It’s a subdivision of the design field that focusses on the users perception of their interaction with the designed thing.

In my case, I’m a user experience designer who focusses on the web and software user interfaces. Wikipedia has a bunch to say about the job, some of which is probably contentious.

What is LARP?

LARP is difficult to pin down as there are so many different flavours. What they all boil down to is a group of people getting together to play out their characters actions when faced with given situations. Sometimes this takes place within fantasy or science fiction settings, sometimes in a setting based on the real world. Sometimes there is horror, or special effects. Sometimes there’s a nice cup of tea. Sometimes this involves people having to fight, using rules to abstract the combat away, sometimes they have at each other with replica weapons – and all kinds of shades in between. Sometimes there’s a pre-defined plot, and sometimes there’s just a starting situation and the players determine everything that happens from there. LARP often goes by other names – Freeform, LRP, Live Gaming, Interactive Theatre or even (jokingly) Cross Country Pantomime. For convenience sake, I’m going to just stick with LARP.

The Similarities

There’s a big similarity – both are about experience… and I don’t just mean in the sense that some old-school roleplaying games are all about gaining more experience points by killing gribbly things! I mean that both of them are about understanding how people percieve the environment that they are in, how they interact with that enviroment and how they percieve the results of their interaction.

There are a few differences in the fine detail here, of course, and in both cases it goes a bit deeper than you might first think.

How does it go deeper?

For the web user experience, the environment appears to be just the webpage at first glance… but it goes beyond that and into the environment and situation of the user. For example, they might be browsing on a mobile device, hoping for an answer that they need to act on right now – for example, standing at a street corner in the rain and using google maps to help them decide which way is quicker so they can get somewhere dry. Or they might be browsing on their home machine, in the warm and dry… looking for which route from the same street corner is quicker so that they can walk it at their leisure at a later time. The task they’re trying to do is the same, but their needs and the experience are quite different.

For the LARP player, the environment appears to just be the physical objects and events around them. Again, it goes deeper than that. They might be standing in a room looking at a box on the ground with a warning label, trying to decide if their character is curious enough to pick up or open the box. In another situation, the same player might be standing in the same room, looking at the same box, and trying to determine if the box is there “in character” or if it’s something “out of character” that they should be ignoring. They’re both trying to establish how to react to the box, but the reasons they’re trying to do so and the needs and experience are different.

How do they relate?

Those two examples aren’t completely analagous, but they have enough similarity for them to be relevant. One is affected by the user’s situation outside of their use of the site, and the other is affected by the situation outside of the game. In one, the user’s “real world” environment is still there, and it affects their experrience of the site. In the other, the player’s “real world” environment is still there, and it affects their experience of the game world.

Some Concepts, Techniques and Approaches

When it comes to designing a website or a user interface, there are certain concepts that you need to understand, and certain things you can do to try to make users enthusiastic about using the site or UI, so that they’ll do so again. Likewise, there are certain concepts in LARP that you need to understand. I’m going to try to explain some of these below.

Affordances

Affordances are things that inform the user “hey, you can interact with me”, whilst simultaneously making it clear how the user should interact with them. Below are a few examples of what could be seen as affordances in either field, and the obvious responses to them:

Web / UI Affordances LARP Affordances
  • Labelled buttons – users should click them to cause an action
  • Links – users should click them to go where they lead
  • Menus & Submenus – users should open them to see more options
  • Menu Items – users should click them to cause an action
  • Checkboxes – users should check them to turn on a setting
  • Drag-and-drop handles – users should “grab” the item and move it to where they want it.
  • Non-Player Characters – Players should talk to them, observe them or interact with them
  • Monsters that attack you – Players should fight or run away
  • Seeded rumours – Players should look for clues or events behind the rumour
  • Locations marked on a map – Players should visit the locations
  • Orders from a superior – Players should follow the orders
  • Missing artifacts – Players should look for clues to their location

In web and UI design, you use affordances to make the available options clear to your users. You can’t force them to use them (well, not usually, anyway) but you can make it clear what they are able to do from their current position in the site or UI. If you want to encourage certain actions, you can make the affordances for those actions clearer, simpler or just plain bigger. Of course, there will always be users who want to do something a bit different, and they can do so using the other, less apparent affordances available to them – they might explore for a while, but when it comes down to it, they can’t easily interact without using the affordances they’re given.

Similarly, in a LARP, the affordances are a way to give the players possible courses of action – you can’t force them to follow them (or if you do they may resent it) but you can make certain paths and c
ourses of action clearer and more obvious if you wish players to go down that route. Often players will want to go completely off-piste and do something you hadn’t prepared for – but that’s fine too, as the only way that they can really do so is by interacting with the affordances they’ve been given… namely the game world in which they are playing. They might pick an affordance you hadn’t planned for, but if you know your setting well enough then you can let them explore the environment until they find a way back into territory that you’d planned for.

Personas

Personas are a tool used in UX circles to describe a user of a particular archetype, explaining what they want from a game, what kind of experience they might want and why it’s relevant to the developers. In the examples above I explained how the users situation and environment can affect the experience they want… well, personas can be used to differentiate between types of user and the situations in which they tend to use the site or UI. Putting these together is useful but often time consuming – part of the idea is that the users are often different and have different wants and needs to the developers, so you have to do a lot of research to find out about those people.

In a LARP it’s actually a little more complex, as you have both the player and the character they are playing to think about, but you have a means to cheat. It’s not perfect, but it’s a step in the right direction. Character Sheets. Every character will usually have something like a character sheet, and if they’ve picked or prioritised certain capabilities, it’s likely that they’d like to see these come up in their games. This doesn’t directly cover the behaviour of the player, but it can serve as an indicator of what they’re looking for, even if it doesn’t cover how they’ll behave when they’re playing.

By taking a selection of character sheets for a game, you can probably pick out what is important to various players and use that to influence what you include in the game. There’s more work to be done to make sure you fulfil other player requirements too, but this is a good start.

User Flows / User Journeys

Whilst affordances tell people what they can interact with next on a given page, User Flows are a way of mapping out a path through several parts of a site or a UI. They are used to map out the experience of performing a task or achieving a goal that takes them across multiple screens on the site. Usually, you would map out the optimal path for a user to move through the site or UI to achieve their goal, which in turn leads to thinking about how users can diverge from that ideal path, explore the site for a while and then return to the path. What is key is that there usually isn’t just one of these for a site – there are usually many, depending on what the user is trying to achieve and what behaviour they are likely to exhibit along the way. They also don’t have to be a single path. Whilst having one optimal path for the user who just wants to get things done as quickly as possible is a good plan, having alternatives for users who want to explore is a good idea. Likewise, ensuring that there are places where users can be pulled back in to a flow after they’ve made a mistake or become distracted is helpful too. Sometimes this can even be a way to encourage the user to learn more complex features of the site – by making the simple route obvious, but the more advanced options more apparent if you diverge from the optimal path.

A lot of techniques used for mapping out user flows can also be useful for mapping out how a plot is likely to work. Certainly the idea of making sure that your players have at least one clear path through your plot is absolutely essential. If they feel that they’ve hit a brick wall and can’t see how to get to encounter B from encounter A then you’ve got a problem, and you need to add some affordances to make their route clear. Likewise, you can have the easy but less rewarding path most obvious, but reward exloration of the setting by having some perhaps more rewarding variations available if they deviate from that obvious route a little.

This is one of the areas where LARPing feeds directly back to UX work – when planning a LARP, you have to have a good sense of story, and of how people will piece things together to come to conclusions… and how to understand stepping though stimulus, action and effect, which maps on to affordance, action and result.

Future Topics

Future Topics are likely to include, but not be limited to:

  • Atmosphere, mood and the user/player experience
  • Encouraging exploration
  • The New LARPer experience
  • Mapping the experience of a typical LARP

Feedback Welcome

This post has become plenty long enough at this point, so I’m going to break it off here. It will pick up again in a future installment. I welcome feedback on this topic, as it’s something I’m still working out in my head – I can see and use the similarities, but explaining them is a different matter. Feedback will give me clues about how to explain things better, and perhaps even lead to me explaining more about how to do things.

The Plant That Ate My Life

Spoiler Warning

This blog post includes spoilers for the stage show, which is different from the 1980’s movie in a few important places. I probably won’t go into enough detail for this to come up much, but on occasion I may need to explain key moments so I can describe how I was lighting them and why.

My Involvement With The Show

For my sins, I’m involved with the St. Jude’s Players. They’re a local amateur theatre group who’ve been running since the 1950s, and who also maintain and run the social hall where so many other things I’m involved in take place. Mostly I’ve been involved with the group as lighting designer & lighting tech (yes, the two roles are different), with occasional forays into being a stagehand and even acting.

Before Get-In

As is normal, it wasn’t worth my getting too involved early on. Things tend to change so much in the early days of the production that any early attempts at lighting designs just get thrown away… so instead I just read the script and try to get an idea of what’s likely to stay consistent, rather than any fine detail specifics. Sure enough, this show was no exception – whilst the idea of using a box set remained, the exact shape of the box went through a few iterations. Where the shop window ended up tended to change, for instance. At one point, there was going to be a revolving section of stage.

So early on, I just mulled over some rough ideas in my head and let things gradually firm up a bit so I could get going in earnest. Every once in a while I would poke my head in to the pavilion where the set is initially built to get a look at what things were looking like, but because of the limitations of the space I wasn’t able to get a clear picture of exactly what it would be like. The lower, sloping ceiling meant that the walls weren’t arranged quite the same way that they would be on stage, so I couldn’t tell what would line up with what. It was becoming clear that I wouldn’t really be able to light the stage from the sides or from behind, though… which was slightly concerning. So I started to consider what I might be able to do to get around that… starting to think about rigging extra bars to hang lanterns from and that sort of thing.

In the end, I decided to just keep some rough ideas for what I wanted and from what directions, and to fudge it about a bit once the set was on the stage. A risky approach, but about the only one I could see working at the time.

The one thing I did do, though, was to remove (or “drop”, to use the technical term) all of the lanterns and cabling from above the stage so that it wouldn’t be in the way

Get-In / Setbuild

Loading and Unloading

We were quite lucky this time around, in that we were doing the set build a fortnight before the show, rather than the usual week. For the uninitiated, when the St. Jude’s Players refer to the setbuild, they mean the final build on stage, as opposed to the initial build in the pavilion. Elsewhere, this is often referred to as the “get-in”, and I’m going to stick with that terminology here to avoid confusion.

For me, the get-in went a bit differently to usual. Normally, I try to get started getting lighting and tech set up before everyone else arrives, so I’m normally left near enough on my own at the hall (sometimes with a hastily appointed minion if one can be found) to ferry all of the lighting and sound equipment from the tech cupboard to the hall and get it all set up on a table at the back. This time, though, because there was a lot to bring over from the pavilion I went to assist with loading instead. Piling flats, tools and fixings onto (and then off of) a van isn’t the most thrilling job in the world, so I won’t dwell on that much more.

Setbuild Pic #1

Setbuild Pic #2

Building the Tech Desk

This did mean that when I got back to the hall, there were more people around than usual… so things just seemed a bit more frantic than usual when I got to setting up the tech desk. We don’t have a permanent control room or tech booth or anything like that – for each show we have to set everything that lives front-of-house up from scratch. The only thing we do have set up are some control cables running from stage to where we tend to set things up, for which I am infinitely grateful.

At this point I gained a minion, who assisted me in bringing down all the kit from the tech cupboard and getting the lighting and sound control kit set up. For a while we weren’t sure if we’d be able to leave it all in place for the fortnight until the show, as the hall would be in use by others in that time… but after a bit of checking it turned out we would be okay, so we pressed on. There’s a surprising amount of equipment involved.

For the lighting side of things, there’s not much kit at the back of the room. The lineup is as follows:

  • Demultiplexer – we have a mix of DMX and analogue equipment. This widget lets us control the analogue kit with a DMX controller.
  • Rats nest cable – this is my affectionate name for the lovely bit of cabling that links the demultiplexer to the analogue dimmer racks.
  • USB DMX interface – this is actually mine, rather than the group’s, although the group is looking to get one. It lets us control the lighting rig with software a PC rather than being limited by a physical desk.
  • Laptop PC with software – again, this doesn’t belong to the group. The software I use is QLC, which free open source software, and is easily good enough for our needs at the moment, although it does have some limitations.

For sound, though, there’s a lot more. Mixer desk, amplifier, CD player (for music), Minidisc player (for effects), speakers, radio mics, etc… most of which is heavy and awkward, which is one of the reasons I’m not a sound tech!

Of course, there were the lanterns that I’d taken down from above the stage to increase the “awkward” quota for lighting, but none of them were really heavy. Unlike the followspots. I hate the followspots. We have two, one of which is both large and awkward. The other… I left for later because I didn’t want my arms to fall off.

The Lighting Rig – Front of House

With all the kit in place, I started to get on with sorting out the front of house lighting. I’ve been trying for some time to get a decent, reliable, flexible front of house rig up and running in the hall. I’ve had some success, but it’s not made easy by the shape of the stage and the room. Lots of things don’t quite line up where I’d like them to – for example, it’s very difficult to angle lights to reach the rear of the stage as the borders for the mid-stage tabs are too low. Likewise, I can’t use much top light as the ceiling above the stage is quite low.

But this time I think I’ve finally got things to behave a bit more. Two sets of fresnels rigged either side of the front of the stage providing sidelight to the thurst (the part of the stage in front of the proscenium arch – which is about a third of our stage), one set coloured steel, the other coloured straw. Sidelight like this helps pick out the shape and contours of those it lights, but on its own it can make it difficult to see people’s faces clearly.

To help pick out faces, I rigged a number of frontlights. I used eight profiles (three pairs, two individuals) to create five overlapping pools of frontlight – far stage right, stage right, centre stage, stage left, far stage left. These were general cover frontlights that could be used to pick out specific areas where action was taking place.

As it turned out, having the five independent pools (rather than my usual three) was handy. The stage could often be divided up in several different ways. When the tabs were closed, the entire width of the extended stage was being used to represent either the street outside the shop or the dentist’s surgery. In those cases, all five pools would need to be lit. When the tabs were open, the areas of the thrust in front of the juliettes (doors in the proscenium arch, actually covered over by brick patterned flats for this show) represented the street, and the area behind the arch was the shop. To complicate matters, the part of the thrust which wasn’t in front of the juliettes could be either in the shop or on the street, depending on context… if a cast member had walked out the the shop door, and came back in a different entrance, they were outdoors. If they came in via the shop door, they were indoors. In general, if there were a mix of people indoors and outdoors, those who were outdoors were on the thrust and those who were indoors were behind the line of the arch.

So, if the scene was the shop, I’d use the stage left, centre stage and stage right pools. If the scene was outdoors, I’d use either all five pools (if they were using the width of the apron) or just the far stage left or far stage right pools. If there was action inside and out, I’d use the stage left, centre stage and stage right pools, but add in far stage left or far stage right as desired.

It took a while to get this lot focussed and lined up – and half of it was rough focussing as the room wasn’t properly dark and the stage was covered in people trying to build the actual set. Of course, by the time I’d got that lot rigged, patched and focussed (patching being the process of plugging the lantern in to a numbered socket on the lighting bar, finding the matching numbered plug in the patch field and plugging it into a channel on a dimmer rack), the basics of the set were largely assembled.

Setbuild Pic #3

The Lighting Rig – Onstage

This meant I could actually work on putting up lanterns above the stage itself, as I now knew where there would be walls, windows and doors… all of which can be problematic when trying to shine lights around a stage.

To start with, I rigged some extra sidelights. The ones I’d rigged front of house earlier would only cover the thrust and a short way back on the stage – they wouldn’t cover the rear of the stage at all. Once again, I used two pairs of fresnels, coloured steel and straw. Steel is good for cold, harsh light or nighttime, where straw is good for warm, cosy light or daytime.

One those were up, I added in our eight fancy colour changing LED PARcans. Because of the odd shape of the set, I was slightly limited in where I could hang these – particularly as I couldn’t use the rear lighting bar as the set was in the way. I also had plans that meant I’d need to use one behind the rear wall of the set, so that I could provide light and colour to the view through a window that various cast member would walk past at from time to time. In the end I settled on one behind the rear wall, angled to come in from stage left, two pairs above the front of the stage. I also found that I could, with a bit of persuasion, rig three of them a little precariously on a bar used for hanging a tab border. The pairs were fanned so that one of the lanterns in a pair downstage left was angled stage right and the other stage left and vice versa. The set of three I’d rigged centre stage at the rear were also fanned, so that one was pointing stage left, one centre stage and one stage right.

The seven of them gave a reasonable coverage of colour across the whole stage, but I could also use them individually to provide colour to specific locations as needed.

Setbuild Pic #4

The Lighting Rig – Specials

Everything up to this point had been to provide general lighting – providing a set of tools that could be put to all sorts of uses when trying to build up the lighting for a scene. Sometimes, though, you need something specific, and you have to rig some lanterns specifically for that purpose. Those lanterns are called specials. For this show, I knew I’d need some for the various stages of the plant’s life, for a clock advancing to show the passing of time and for the window I mentioned earlier.

I used a couple of fairly elderly profiles for the plant. For the small, hand puppet version of the plant, I rigged a small profile lantern almost directly above it, but slightly downstage and to the side, so it’s shadow would go behind it and away from the cast member who was interacting with it. This was focussed right down to a tight spot, but I couldn’t get it quite tight enough, so I shuttered it down even further. The shutters did actually mean that the lantern was putting out a fairly ugly jagged square beam, but because the audience couldn’t see the spot that was being projected, this didn’t matter in the slightest! Because this was intended to pick out the plant in stark contrast to everything else, and to really highlight it, I didn’t add any colour – leaving it “open white”.

For the larger, full body puppet versions of the plant, I used another small profile. This time I opened it out a fair way and coloured it green. Limitations on where I could hang the lantern meant that I had to put it front of house, which was less than ideal as it meant that anybody walking between the lantern and the plant would also be green… however, this rarely came up and because the cast member who did so was being tracked by a followspot, the green was overpowered by the followspot as he passed in front.

For the clock, I needed it to be good and bright so it could be picked out clearly. It was also high up on the rear wall, meaning that I couldn’t light it from on stage as the tab borders were too low! So I had to light it from front of house, on a low bar on the side of the hall. The distance and the need to really highlight the clock meant that I had to use a larger profile lantern, focussed down and shuttered. This meant I had to soften the focus somewhat to hide the fact that the beam was square. I’d have preferred to have used an iris for this, but alas, I couldn’t find one to fit the lantern.

The final special was for the window in the back wall of the shop. I could already provide colour at this window to differentiate between night and day for various scenes in the shop – and to provide a couple of other effects – but there wasn’t any frontlight for any cast members performing outside of the window. Since there was one song where the three chorus members popped up outside the window, and another moment where two of the cast walked past whilst talking to each other, I needed to provide some light there. There were quite a few limitations here…

First – I couldn’t rig a lantern in front of the wall, as I was needing to illuminate what was happening outside the window, not the window frame itself. Second, I couldn’t light it from the side, as three people needed to stand in a line outside the window – if I lit from the side, the one on the end would cast a shadow over the others. This left directly above as the only option, but directly above required the lantern to throw a very wide beam, otherwise the heads of the outer two of the three would be in the dark.

So I ended up doing something I’d not done before – I used a flood as a special. Rigged right behind the wall, angled slight back from straight down. Provided the cast were more than about six inches away from the wall, the light from the flood would hit them from in front, rather than above, so their hair wouldn’t put their eyes into shadow. Because it was behind the rear wall of the set, it also didn’t matter than it threw light all over the damned place – the audience can’t see through walls, so the only place the flood had any effect for the audience was through the window. The fact that I was also lighting the ladies changing room door and half of the stage left wing was largely irrelevant.

It seemed to work out.

Between Setbuild and Show

Planning and Programming – General Plans

The next stage of lighting the show is working out how to use the lanterns you’ve rigged to build up each scene. In doing this, you need to find ways to achieve four different things: conveying mood, conveying setting, highlighting activity and providing visibility. It’s a very rough rule of thumb, but a good way to look at it is that backlight and sidelight are good at conveying mood and setting, frontlight is good for providing visibility and frontlight and specials are good for highlighting activity.

In rough terms, what I was aiming for was to start off with relatively realistic lighting, getting progressively more vibrant and “showy” as things progressed, following the progression of the plot from the relatively mundane beginnings through to the fantastic and over the top ending. I was also aiming for the shop to start off cold and uninteresting, mirroring it’s state in the story as run down and failing. I then wanted this to transition to warm and inviting as it became more successful and the staff made more money, before becoming a place of horror and fear as events unfolded.

Planning and Programming – Standard Shop Scenes

To start with, I built basic scenes for a cold uninviting shop in the day and at night. For both of these, I used the steel sidelights and appropriate frontlights. For daytime, I used the LED PARcans to produce a light blue colour at a fairly low intensity for the inside of the shop, and a light greenish blue outside the window. I also added in a little of the window special to make it lighter outside, but not so much that it washed the colour away. For nighttime, I used the LED PARcans (both inside and outside) to create a dark blue wash.

Setbuild Pic #5

Then I modified these to produce a “time passing scene”, which was roughly halfway between the cold day and night scenes, but with the frontlights reduced and the clock special on full. This meant that you could still see what was happening on stage, but the reduced frontlight meant that the fine detail went away, except for the clock itself, which could be seen clearly and sharply. the whole time.

I needed a warm, cosy shop as well, which I achieved by taking the cold scene and changing the sidelights to straw and switching the blueish colour to be an orangey red. The night scene was almost identical to the cold daytime scene – the only difference was a slightly different shade of blue from the PARs.

Setbuild Pic #5

Over the course of my planing I needed several other variations on these scenes, but they were the basic building blocks from which most of them started.

I also needed a warm “outdoors, in front of tabs” scene and a cold “outdoors, in front of tabs” scene. These were fairly straightforward – because they were for when the tabs were closed, I would only have the front of house lanterns available. As a result, these scenes were made up frontlight and sidelight only. Again, there would be variations needed, with particular areas of the apron highlighted or darkened, but these were the building blocks.

Planning and Programming – Time Passing

The first special moments I programmed in were the “time passes” moments, where a clock on stage was advancing rapidly. This was difficult to plan for, as the clock wasn’t there yet. So I programmed in the scenes and then had to set the transitions and cues later. It showed that the cues were late coming because the cast weren’t used to waiting for the clock to advance, and so pressed on regardless. It was made even more awkward as the clock was behind the cast, so they couldn’t see it. Instead, they had to listen to the band, who were playing “tick-tock” music until the clock stopped in the right place. Of course, the clock stopping in the right place was also slightly awkward, as the person operating it was behind the flat, and so couldn’t see the clock’s face. I was too busy dealing with a rapid succession of lighting cues to be able to alert him over the radio when he was in the right place, so the sound guy was having to do it instead.

This all meant that the sequence for the clock changing went like this: A cast member gets into position, which is the bands cue to start the “tick-tock” music and my cue to transition into the “time-passes” scene, which is backstage’s cue to start moving the clock, which is sound’s cue to watch the clock and announce on the radio when it’s in the right place, which is backstage’s cue to stop moving it, which is the band’s cue to stop playing the “tick-tock” music and my cue to transition into the appropriate scene, which is the cast’s cue to continue. We did this a few times each show. It wasn’t the simplest of processes, and could probably have used a couple more rehearsals, but I don’t think it was too painful.

Planning and Programming – Plant Effects

The most obvious special moments that were called for were when the plant was involved. The first of these is when Seymour first brings out the plant he calls Audrey II. This leads in to a song, “Da-Doo”, where Christal, Chiffon and Ronette pop up outside the window as a chorus. As I mentioned above, I had a special prepared specifically for this, so I just needed to work out how long the transition needed to be to bring up that special, and when I needed to start that transition so it would be ready when the girls started to sing. I didn’t want it to be a sudden “light switch” moment, so I settled on about a one and a quarter second fade in, so I programmed the scene with that transition and then worked back through the script to find part of the dialogue that was 1.25 seconds earlier, and marked that as my cue.

Next came Seymour’s song “Grow For Me”, in which he first discovers the plant’s bloody diet. I wanted a similar transition as before, but this time the cue was a lot more fluid, so all I had to do was set up the scenes – simply adding the small-plant special in for the song and then taking it away afterwards.

Grow for me

There were several other moments that I addressed in a similar way – bringing up an extra lantern, or changing some settings. Most of these were based around the plant itself taking an active part in a scene. For some of these I used the green special I’d set up for this purpose, but in some cases it needed a little something more. So I also set the centre rear LED PARcan to either green or red, depending on the context, which put a pool of coloured top light onto the plant. In some cases later on, I even ditched the spot from front of house entirely and just used the PAR.

Planning and Programming – Devouring Scenes

The next biggie is probably after the dentist has died, where Seymour is seen feeding his chopped up corpse to a larger plant as the girls sing along nearby. The director wanted this to be a strong scene, and I agreed entirely. Thankfully, he also didn’t mind the girls only being visible in silhouette, which meant I could cut the frontlight, allowing me to get a really strong colour. I experimented a bit with a few variations, but in the end I went back to my first though… just the LED PARcans, putting out pure red. I think it worked well, and that having had any frontlight at all would have just cut through the colour too much, and made it less effective. The exact same settings were used when Mushnik is devoured.

Planning and Programming – Lightning

One scene opened with a flash of lightning, which is always slightly awkward to do well with basic equipment. To convey lighting effects well you generally need to have lanterns where there is no perceivable fade time when they come on or go off. People also expect lighting to be bright light illuminating a scene briefly, but with each

flash from a different directions. Lighting doesn’t usually actually work this way unless it’s arcing around you in some way, but it’s how it’s been portrayed on film (where they always want it to look impressive) so it’s what people expect. Traditionally you’d use strobes, linked together with a strobe controller so they fire in sequence. We only have one strobe, and we don’t have a specific controller for it, so all we can do is turn it on or off, with a dial on the back to set the strobe speed.

Thankfully, our LED PARcans have a serviceable strobe setting. So I created a chase between several of the PARcans, but with their strobe setting turned on and set to be good and fast. I made the chase so that on each step, a different set of parcans fired for about a tenth of a second on a fast strobe setting. I created four such groups, and then cycled through them in a semi-random order, finishing with a blackout before bringing up the next scene.

Planning and Programming – The Two Audreys

I wanted things to take a much more melodramatic later on the show. I’d gradually introduced more colour to the scenes throughout act two, but this really started to kick in at the point when the plant first speaks to Audrey. Starting at that moment, I set a slow fade to stronger colours, particularly switching the rear LED PARs from being arranged blue, green, blue to purple, red purple, whilst leaving the front PARs blue. This meant that as their dialogue went on, the scene switched from a fairy standard “nighttime in the shop” scene to something that called back to the other times where somebody’s been fed to the plant.

Because Seymour rescues her before the plant can finish eating her, though, the stage never goes fully red at this point, instead staying in the softer red & blue state. When Seymour does pull her from the plant’s mouth, though, I left the red & blue scene in place for the start of the song that follows – a reprise of “Somewhere That’s Green”, Audrey’s longing song for a happy life somewhere nice with Seymour. However, about 11 seconds before the closing line of the song, I started a slow fade to a scene that consisted solely of centre stage frontlight and all of the LED PARs set to green. This meant that for the closing line of the song “Somewhere that’s green”, the pair are in a small, focussed pool of frontlight, with the rest of the stage bathed in green light, which remains as Audrey dies in Seymour’s arms.

It’s a bit obvious, I know, but that song was Audrey and Seymour’s last moment together, so it needed something… and it was a bittersweet moment, rather than angry or horrific, so the strong green light fitted quite nicely.

However, at her request, Seymour feeds her body to the plant – and that’s a very different feeling to the end of the song, so there needed to be a change. So I slowly faded back to the melodramatic scene I’d used when the plant first tried to eat her, but with the purples changed to red, and some of other lanterns switched to be more reddish as well.

Planning and Programming – Finale

The finale needed to be something special, and also something a bit different. Most of the cast are dead by this point, and when they come on to sing they’re meant to be memories of themselves rather than physically present, with the main focus of the finale being the malevolent plant itself. The lead in to the finale consisted of the girls singing in front of tabs, and then stepping aside as the tabs open to reveal a smoke filled stage with the plant moving forwards towards the audience. To make this dynamic and active but still horrific, I created another chase. This time, I had almost no frontlight or sidelight.. just colour from the PARs. The best way to describe it was that I had a strong green colour on the stage with a stripe of red light sweeping back and forth from stage left to stage right. As the cast members filed on to sing alongside the plant, the frontlight increased enough to pick them out and make them visible, but not so much that the colour was washed out.

Finale

This lead in to the curtain call, for which I re-used the melodramatic scene where audrey was almost eaten, but with more frontlight all across the apron, so that as the cast stepped forward to bow they were in full light.

Technical & Dress Rehearsals

With about 95% of the lighthing work done, we reached the two technical rehearsals (one for each act) and the dress rehearsal. The cast have been rehearsing for months, but the tech rehearsals are often the first time the tech crew get to run through everything they’ve got to do. Historically, they’ve been when I’ve had to do a lot of the planning and programming, but with the extra week between set build and rehearsal, this time I’d been able to do much of it over the week, and so was instead getting the chance to run through things for the first time and to fine tune things that didn’t quite work, or that hadn’t been programmed properly.

For the first tech, we still didn’t have the clock, so I didn’t get to run through that sequence with any accuracy. For the second, we didn’t need the clock because it’s only in act one. Which meant that the first time we actually did the clock sequence was at the dress rehearsal.

From my point of view, the tech rehearsals went really well. Most of the programming was correct, and I just needed to tweak some levels and nudge a bit of focus. Likewise, the dress rehearsal went well for everything except the clock… but the problems around that were mostly ironed out as a result of the slight debacle at the dress! I also had two followspot operators for the first time, which helped, as we could start working out what they needed to be doing at any given moment. Mostly they seemed to have good judgement, so I left them to detemine if they were needed or not, with me only having to intervene when I wanted things to be darker than usual.

The sound folks weren’t faring quite so well, though, as they were plagued by problems with radio mics. Problems that weren’t really fixable, too. They just weren’t working reliably. But then, to be fair, I have friends who are younger than those radio mics – they were going to start failing eventually.

On The Nights

Now that all of the real work had been done already, we had the shows. Three nights, with one lighting problem per night. On opening night, somebody leaned on a lightswitch backstage and turned on the working lights mid show – not much I can do about that except ask over the radio for them to be turned off again. So I did, and they were.

On the second night, the work counter had been placed wrongly, so my small-plant special was illuminating a till rather than the plant. Again, not a lot I can do about that.

On the final night my control software decided to randomly jump ahead four scenes instead of the one that I told it to, going to a slow fade into blackout. I caught it before it went totally dark, but only just. So we had about just under a second of near darkness where it shouldn’t have been, and an extraneous crossfades so I could get it to the right scene, as opposed to just “not dark”.

Unfortunately, the radio mics never did work properly, so a couple of voices on a couple of songs were quieter than they should have been. Now we know it’s an issue, it’ll be fixed for the next show that needs them.

A Plea

I was, regrettably, too busy running the lighting to take photos for most of the show. If you went to see it and took any photos where you can see the lighting (or are a member of the group who took some), please let me know! I’d love to attach some more photos to this, and will be happy to give you credit for them. The only photos I have are from setbuild and a few I managed to fit in at rehearsals between my assorted cues.

Edit: Now with a few extra photos from Sarah Lake, who was in the band. Thanks, Sarah!

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