Eggbox

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Design Iteration isn’t just about the good ideas…

At work, I keep hammering on to people about how design is an iterative process.  How it’s not something that you do once at the start of a project and then never touch again.  Mostly my colleagues seem to get that and run with it, but occasionally I get farmed out to elsewhere in the company, where I find stark reminders of how much progress the team I usually work with have made.

The big eye-opener is to work with people who’ve never had the opportunity to learn about good design or how to shape a user experience.  Going right back to the basics like that reminds you of a few of your core ideas, and forces you to find new ways of expressing them.  On my most recent such excursion, I became a lot clearer about an idea I already knew and understood:

Good design is as much about the bad ideas as the good ones.

Bad ideas happen.  There’s no way around that.  They happen, and they chew up time and resources before they either finally get identified and cut away, or they get munged around until they’re workable.  In the really bad cases, they linger for a long time and chew up all that’s good about a project, leaving only an enthusiasm-free husk.

I’ve generally found that the bad ideas that hang around the longest are the ones that come out latest in the project… the ones that looked good when somebody suggested them at the 11th hour, and which grabbed all the remaining free time.  The ones that became somebody’s pet idea, which they couldn’t let die because they’d invested too much time already.  The “fixer-upper-opportunity” style time-and-money sinks that just seem worse every time you look at them, but that you can’t step away from because you don’t have the resources to start again.

It’s those ideas that are why I’m a big fan of collaborative, rapidly-iterating design processes early in a project.  To find the bad ideas, and to find them early.

The early stages of design are often referred to as “exploration”, and that’s an extremely appropriate word.  Exploration isn’t just about finding your way somewhere or finding the things you want… it’s also about finding and avoiding the pit traps, blind alleys and quicksand.  It’s not just finding the destination, but about avoiding the  hazards whilst doing so.

Good design isn’t just about making sure you build a perfect picnic bench.  It’s also about making sure you don’t build it on an ant colony, next to a sewage plant or halfway down a firing range.

So, folks, make sure you spend enough time identifying bad ideas… just so you know where they live and you can avoid straying too close to them by accident.

 

Pune, Days Zero and One

Pre-Flight Checks

A couple of months ago, my employers decided that it would be a good idea to send me out to India at some point to talk user interface and user experience with the team members out here. Always keen to do such things (and not averse to going to india on the company dime) I said “okay”.

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London Indie RPG Meetup, December 2012

The Meetup

I thought I’d talk about gaming. Specifically roleplaying. Partly because it’s always been an activity close to my heart, but also because I’ve actually done some of it again for the first time in… far too long. For somebody who still identifies himself as a roleplayer, I’ve done precious little actual playing lately.

My girlfriend has been going to the London Indie RPG Meetup for a while, and it’s had my interest too.  I decided that I’d skip out of another regular SF meet I go to along.  It’s annoying that they clash, but what can I do!  I’m extremely glad I did, as I got a chance to not only play a rather cool new game, but I also got a chance to try out my first go at a GM-less RPG.

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The future is 20 years old

Picture a vision of the high-tech future.  Go on, picture it.  In your fleshy meat-brain.

Did it involve a lot of brushed aluminium, clean white plastic coated things and bright blue LEDs?  If it does, I’m not surprised.  That’s been the default vision of the future since bright blue LEDs first came on the market in the early 1990s.

Light Emitting Diodes (LEDs) only appeared around 30 years before that, and red LED displays defined the look of the future for quite some time… particularly in the form of seven-segment LED displays, which were used to form things that looked close enough to letters and numbers if you squinted a bit and turned your head slightly.  But red LEDs lost their appeal over the course of the 1980s…  after all, anything fashionable in one decade is destined to be deeply unfashionable in the next.

In the 90s, though, the future turned blue.  Now, two decades later, it’s still blue.  Blue LEDs are still seen as the look of the future.  Even though the black mirror of the touchscreen has taken over to a certain extent, the black mirror still often finds itself in the company of the “searingly bright so it illuminates the whole room” blue LED.

They’re so bright and so blue that I’ve taken to sticking a square of black PVC electrical tape over every blue LED, just to dampen the light of the future enough to let me sleep at night.  They’re everywhere.  Clearly nobody sleeps in the blue-LED illuminated future.

So, designers of the world… what should the new future be?  Black mirrors everywhere, more blue LEDs, or down the natural and sustainable materials route?  I know I’d prefer the latter, but it really doesn’t sell that well.  The future isn’t the future these days unless it’s on sale on the high-street, after all…

Of multi-dimensional sausage visualization and user experience design

I’ve been thinking of this post for a while, and have decided that rather than trying to come up with a better way to explain it, I’d just explain how I picture it in my head.  Consider this post to be one-part UX design related and one-part insight into my mental processes.

It’s a UX related thing, but I’ve not been able to work out how to explain it particularly clearly. It’s a discussion of the complexity of designing a user experience versus the complexity of the resulting experience, and how it’s far from a one-to-one mapping between the two. By which I mean that a really simple experience can be really complicated and troublesome to design, whilst a complex looking design is often the result of a *lack* of complexity in the design process.

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How to use my holiday

I’m stressed, I’m tired, I’m having a bit of a run of insomnia (although I seem to be getting clear of that now). I’m also getting that “outsider” feeling again.  So I think I need a holiday.

Conveniently, I have one coming up.

Two weeks in a secluded mansion house in Devon with a bunch of friends.  I’m really looking forward to it.  I’m also toying with trying a few experiments whilst I’m there.  Nothing particularly shocking, but things that may be interesting all the same.

First, I have a couple of development projects I want to try, and which I might be able to convince a couple of people to experiment with in a “we’re shut in a house in the rain” kind of a way.  With post it notes and everything.  More on the ideas shortly.

Second, I want to try getting back into RPGs after a couple of years away.  I have the germ of an Unknown Armies game, and I have a hankering to try “Don’t Rest Your Head” as well.  I might have to give one or both of those a shot.  I want to specifically ask for some feedback about the feel of RPGs before then, though, so I’ll get to that shortly as well.

Development Ideas

I have two main ideas for things I want applications for, and I lack the skills to pull them together in an amount of time that fits in my attention span.  So here’s the skinny:

Idea 1 – IC Computer Interface

The number of times I’ve been in a LARP and we’ve had computers as part of the game is pretty high.  The number of times could have actually had a real, working computer present is also pretty high…  but the number of times we’d have been able to just let a player loose on it to see what they turn up is pretty damned low.

What I’d like to do is come up with a styleable, themeable application that could run on a standalone device (laptop booted from a USB stick, Raspberry Pi, etc).  Something that would let GMs pick a rough interface style, seed it with some data for the players to find, or some “enable / disable” type controls.  Something that could be used by a GM to easily mock up the relevant parts of a computer inferface and populate them with data, and then procedurally generate a pile of crud and chaff around it.  Ideally without having to install anything on the PC being used (hence the USB boot / live install / VM approach).

Passwords and codes could be supplied to players based on their characters’ skill levels, and then used to bypass security, or even just run some simulated “cracking tools” that run for a duration based on a skill check and then spit out hidden info or unlock hidden areas.

It makes sense to me to create a basic framework for this kind of thing, and I can see it being a cool development project for a couple of interested parties.

Idea 2 – Game Journal & Planner

I’ve never been as comfortable running a LARP as I was when I could use Grapevine.  More than just a character sheet tracker, this was a godsend for tracking plotlines and interactions.

But it was WOD specific and is also dead as a doornail.  All the various successors have focussed on tracking stats, rather than on the relationships between characters, objects, events, rumours, plots, etc…  Relationships between what I call game objects.

I’d like to see a tool that helps game runners keep journals for each of those game objects, allowing them to keep a timeline for each object, and to easily relate those objects and timelines to each other.

Character sheet tracking holds little appeal to me, but keeping track of all the balls in the air in any given game?  That’s important.

RPG Question

I also mentioned that I wanted to get back into RPGs again, and mentioned UA and Don’t Rest Your Head.  These are both games with a certain element of horror to them, but they also both work best when there’s a frantic pace to the action.  A pace that’s often missing when folks actually try to play them.

It’s all too easy to let the pace drop , particularly when your players don’t really know the setting yet and so don’t know what is or isn’t possible.

I’d like to know if anybody has any thoughts on how to pick up that pace, and how to get all of the players into the right sense of freefall.  How to get them to react instead of thinking things through, and how to get a game in a manic setting to actually feel manic.

Any and all suggestions welcome in the comments!

Positive and Negative realisations

Two things have come to my attention over the last couple of days, and I thought I’d share them.  Neither are particularly earth shattering, but one’s positive and the other is negative.

I’ll start with the negative.

My right knee is a little bit buggered.

I know exactly why this is – the most recent batch of orthotic insoles I bought were a different brand, as my usual ones were out of stock.  These ones aren’t as good, and the ones I’m using right now are my spares, as one of the proper ones tore when I turned by ankle the other day.

This all means that my arches aren’t properly supported, which means my feet roll inwards.  Because the different bits of my body are actually connected to each other (bizarre, I know), my feet rolling inwards means that my knees twist inwards too, in a less-than ideal way.

So, since I got my substandard orthotics, and since those fell apart and left me using my sub-substandard ones, my knees have been twisted at funny angles whenever I walk.

Which hurts.

I’ve got new ones of my usual make coming from my usual supplier shortly, so I should be able to fix this soon enough.

Next up, the positive:

I appear to have lost an inch and a half off my waistline.

Since moving house, I’ve lost some weight.  I’m guessing that some of this is because:

  1. I’ve now got a longer walk to and from the station
  2. I’ve been eating less takeout and cooking more of my own food instead
  3. I now have to go up two flights of stairs to get to the front door

…but it still came as a bit of a shock.  For the past year or so, I’ve had some trousers that were a bit too big and some that were a bit too small.  Trousers that actually fit me properly don’t exist, so those are my options.

Yesterday I was looking through the wardrobe to find some of the “slightly too small” trousers and found that they no longer existed.  I now own trousers that are slightly too big and trousers that are quite a lot too big.

It’s quite pleasant when that happens, except for the fact that I now need to go out and buy more trousers.  I loathe clothes shopping.  Most of the time is just spent trying to find something that’s even close to my size – style choices barely get a look in!

Cursed.

After a few days of insomnia medication related late arrivals at work, I was determined to make it in to work on time today. The universe had other plans.

In order:

  1. My alarm didn’t go off – I was only woken up by the sound of flatmate leaving for work.  Will have to check bulb & fuse when I get home.
  2. Got caught at the level crossing on my way to the station.
  3. I nearly made a train that’d get me in only ~15 mins late, but about 3/4 of the way to the station I turned my ankle and mashed my left orthotic insole badly enough that I had to go home again to find my spares.
  4. On the way home, I got caught at the level crossing again as the train I was meant to be on came through.
  5. Spent 10 minutes finding my spare insoles so I could have wearable shoes again.
  6. Got caught at the level crossing again on my way back to the station, and watched as the last useful train for ~25 minutes went through.
  7. Finally got on a train, and couldn’t get a seat. Ended up standing all the way to Clapham.
  8. Arrived in the office just after the morning standup finished, so didn’t even get to sneak in unnoticed!

Today is cursed, clearly. Trying to read “Jonathan Strange and Mr Norell” also doesn’t work too well when standing on a crowded train, so I ended up buying it on the kindle to avoid killing anybody with it.  Oh well – I’m sure my wrists will thank me for that, at least.

Recently, an old friend gave me back something I’d lost…

If you know me in real life, you’ll know that a had some health trouble a while back.  This post isn’t about that, but it gives some context, so I’ll fill start there.

One of the symptoms of that trouble was an even-less-reliable-than-usual short term memory.  Short term memory isn’t “the past few days”.  It’s not even hours or minutes – it’s seconds.  Short term memory isn’t your ability to remember what you did ten minutes ago – it’s your sense of now.

It was a scary time in general, but I found it particularly unpleasant  as it caused me to lose something valuable to me – my ability to read books.

I could read the words and they made sense, but more often than not, they’d be gone a few seconds later.  I’d have to go back and reread a sentence over and over to give it a chance of sticking. Or, because I had no sense of now, I’d keep reading, with no reason to realise I’d forgotten anything.  It was only when I stopped briefly that I’d realise I had no recollection of anything I’d just read.  It stayed long enough for me to parse it and be conscious that I had read it… and then went out of my mind entirely, as if it had never been there at all.

So I stopped reading.

After a few false starts, nearly a year later, I decided I was better.  Except for the whole reading thing.  That wasn’t coming back.  I managed to read a book here and there, if it was one I’d really been waiting for.  In some cases, I need to go back and read them again, because I’m fairly sure I’ve got massive gaps in my recollection of them.

But, when I’d started to be able to read books again (albeit slowly and painfully) I decided to invite an old friend back into my life.  One I’d not seen for a fair while, because we’d become a bit too close and decided we needed to see other people for a while.  Not a flesh and blood kind of friend, you understand, but one of the paper kind.

I decided to re-read the “Memory, Sorrow and Thorn” trilogy by bestselling author and crazy person Tad Williams.  We used to hang out a lot, those books and I.  In my youth, we’d get together at least once a year for over a decade, and we’d hang around in the same circles a lot.  In particular there was the Lyst, which I had been around for a great many years, often in the background as a moderator, but from time to time as an active participant as well.

Over time we’d drifted apart.  Many new books had come into my life since we parted ways.  There was A Song of Ice and Fire.  There were The Dresden Files.  There were the Fencer, Scavenger and Engineer trilogies.  There were the collected works of Alastair Reynolds and the works of Charles Stross and Cory Doctorow.  That’s just a small sampling, too.  My eyeballs got around a bit, if I’m honest.

Then, as explained above, something horrible ate my brain.  In a strictly metaphorical sense, of course.

But when we met up, the old familiarity was still there.  Not enough for me to regret reaching out, but enough for me to re-adjust to this whole “reading books” thing.  I spent a couple of weeks with The Dragonbone Chair, and the bond between us was still there.  It took time, but over the course of a couple of weeks we became re-acquainted.

I don’t think it’s fair to take all the credit for that.  I was struggling a bit at first.  There were moments where my brain panicked and decided I needed to stop reading in case it all went horribly wrong.  It sounds daft, but anybody who’s had clinical anxiety will know what I’m talking about. Sometimes you just have a fight, flight or freeze reaction to the most mundane of things.

(As you might have guessed, clinical anxiety was another aspect of my health problems.  My doctor and I are both pretty sure it was a secondary condition rather than the root cause, but as with all such things, you never really get to know what came first because something horrible was eating your brain at the time.)

But anyway, The Dragonbone Chair helped me through all that.  The fact that we could fall into an old and well remembered pattern made it all so much easier.  I got to know Simon Mooncalf again, and his first interactions with Malachias and the scattercat.  I refreshed my acquaintance with Dr Morgenes Ercestres and his works.  I felt once again the unlooked for conflict between two royal brothers, rekindled by the death of their father.

I saw the Uduntree and the blood of Igjarjuk.

Given that our time together in the past had, on occasion, taken place in the space of a single sitting, our re-acquaintance was slow, but it was pleasant, and the pace quickened over time.

So much in fact, that I had something of a wild fling with The Stone of Farewell.  In some ways, I feel that I hurried all the players to get together at Sesuad’ra faster than was wise.  But I was hungry for things to move along.  Hungry to see Jao e-Tinukai’i again, and hungry to visit the house of Shent.

Shent is a game that, even now, appeals to me because it’s a game where playing competitively is missing the point, whilst exploring possibilities and experiencing different flows of the game is paramount.  My kind of game, and my kind of gameplay.

I slowed down a little for To Green Angel Tower, not out of any shame or second thoughts… but because my hardback copy was too titanic to read on the train.  Seriously.  If I were to hit you with that hardback, you would die.  Your neighbours would die too, from the ensuing shockwave.  So I had to read my paperbacks, one of which is not in fantastic condition so required some care to avoid breaking the binding.

So I learned again the story of the Storm King, and I learned his reasons.  I re-learned the deepest secrets of Osten Ard’s greatest knight, and I re-learned of the sorrowful events that had happened long in the past to bring it all to pass.

Since then, I’ve been reading books consistently and comfortably.  I’ve been ploughing through them at a fair rate, if I’m honest.  Sometimes two at a time – I know, I’m shameless.

So, thank you, Memory, Sorrow and Thorn, for helping me get back something I’d lost.  Thank you, Tad Williams, for writing those books, all those years ago… and for being around to talk to a bunch of internet geeks about them (and other things) when many other authors still hadn’t worked out that computers were more than fancy typewriters and that the internet might actually be a “thing”.  I still wonder if I should be taking pineapples with me to SF cons, just to see who understands.

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