kip/bot/blog

apophenic pretentia

  • Home
  • 110 Best Books: the perfect library
  • About
RSS

Design, Control & Jane Jacobs

Posted on March 28, 2008 by kipbot
3 CommentsLeave a comment

When people ask me for interaction design (IxD) book recommendations (one of the few things I believe I do exceedingly well is recommend books), I always steer them towards Steven Johnson’s Emergence, away from Jakob Nielsen, and sometimes toward Jane Jacob’s Death and Life of Great American Cities. I also show them a great photo/coffee table book about ants.

Yesterday, David Armano twittered a post of his from last year, where he described two architects creating a children’s playground. One architect has very firm ideas about the role of every element in the playground, and how it should function. The other designer is pretty open to creating an environment where things simply happen. (Amusing sidenote: the first is a man, the other a woman.) The first architect is bothered when kids use the playground their way rather than enjoying it in the way he had anticipated . . . Read the post, but the take-away is that designers shouldn’t necessarily be focused on control, and have clear outcomes in mind for the experience their designs create.

This calls to mind a classic story from Jane Jacobs about the fountain in Washington Square Park. City planners wanted the fountain to function as a fountain, with water jets, gently overflowing and tiered bowls, inward spraying outer rings — a lovely bit of the old world here in the Village. Before the fountain was operational, though, residents had turned it into a lunch spot, an additional set of benches, and even a performance space/amphitheater. When the water was turned on, residents had lost a gathering space and lobbied to have it turned off. City planners and parks people kept turning the fountain on, putting their sense of what the space should be used for over what had been working quite well for the residents. Eventually, people turned to sabotage to keep the water off, going so far as to put laundry detergent in the water system so that the fountain would bubble and foam rather than spray.

The residents won out, and the fountain has for years been dry. It is a place for skating, eating, stand-up comedy, the occasional performance troupe, some theater, and whatever other clever things people come up with for their reclaimed space.

That was an important design moment for me, and the book is an important design book for interactive designers. It highlighted to me a key principle: sometimes the best experiences are the ones where users can surprise you with what they add to it or do with it.

This isn’t terribly new today. There is a notion of emergent gameplay that has been around for years. Real-time strategy games like Age of Empires are loaded with emergent gameplay — even players doing the same matchup of civilizations on the same map over and over again try different styles and strategies and sometimes just do humorous stunts. In World of Warcraft, I have seen same sex weddings (Stormwind Cathedral), naked dancing guild meetings, impromptu fireworks shows (at the fountain in the Mage Quarter of Ironforge — Jacobs would have loved it!) and Intel sponsors screenshot contests.

When I was a game designer, I used to think of this as hard-coded experiences versus open ones. A hard-coded experience is a series of gates, funnels, obstacles: Pitfall Harry sidescrolling from point a to point b, solving all of the puzzles in Myst. Open games would include WoW, AoE, Sims, Electroplankton . . .

As we move from web sites to web services, this kind of emergent design thinking — the ability to create systems that users interact with in creative, dynamic, surprising, and useful or entertaining ways — is a new skill we have to come into.

Categories: design, UX
Notice: This work is licensed under a BY-NC-SA. Permalink: Design, Control & Jane Jacobs
How did this come about?
In the spirit of Nothing New

3 Responses to “Design, Control & Jane Jacobs”

  1. Bill Ward says:
    March 28, 2008 at 12:11 pm

    Good points. Marketers, advertisers, brands, corporations and universities are all struggling with letting go of control.

    Any education models, programs, or examples that you know of that are doing a particularly good job with design / innovation & interactivity and letting go of control?

    Keep Digging For Worms!

    Bill a.k.a. DR4WARD

    Reply
  2. kip/bot/blog » Video Game Innovation: Focus, Focus, Focus says:
    April 7, 2008 at 5:15 am

    [...] But, I think it’s really important to point out the level of focus Blizzard has. It has a very narrow range of game types and titles and works to make them incredibly good. Anyone who has played RPGs before WoW is regularly impressed at how they’ve improved nearly every mechanic of the genre — the quests are fun, funny, and interesting; resource collecting and skill acquisition are generally fun; major things like the introduction of a mount or a class item/skill come at just the right time; and exploration and paying close attention to things (like the plane crash in the fly-over to IronForge) always pays off.  WoW is also does an amazing job of combining directed activity with  emergent gameplay.   They’ve picked a genre — RPG — and chosen to do it really, really, absurdly well. [...]

    Reply
  3. kip/bot/blog » 2008 » October » 13 says:
    October 13, 2008 at 8:03 am

    [...] This is nice story about how urban planning has paid off and resulted in the kind of urban life Jane Jacobs wrote about. At first blush, the city planners seem to be almost every bit as arrogant and social engineery as those of the Robert Moses era, referring to people of ’superior caliber’ and assuming that everyone is drawn to a city. But maybe they succeeded where others have failed because there was a real human insight there: that people living in cities, recently transplanted in particular but maybe all of them, have a need for open spaces and places to walk and mingle. [...]

    Reply

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

*

*


question razz sad evil exclaim smile redface biggrin surprised eek confused cool lol mad twisted rolleyes wink idea arrow neutral cry mrgreen

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

  • Recent Posts

    • Gamifying Learning
    • What FB got with Instagram #latetotheparty
    • The Evolving Faux-Flash Genre
    • Evolving and Nuancing Web Metrics
    • Digital Age Requires Fluid Mental Models
  • Categories

    • advertising
    • analytics
    • brand
    • business
    • collaboration
    • computing
    • craft
    • creativity
    • culture
    • design
    • DIY
    • education
    • emergent
    • expertise
    • gadgets
    • games
    • imadork
    • innovation
    • inspiration
    • management
    • marketing
    • politics
    • programming
    • reading
    • science
    • social
    • technology
    • Uncategorized
    • UX
  • Tag Cloud

  • Archives

    • April 2012
    • March 2012
    • February 2012
    • January 2012
    • December 2011
    • November 2011
    • October 2011
    • August 2011
    • July 2011
    • June 2011
    • May 2011
    • April 2011
    • March 2011
    • February 2011
    • January 2011
    • December 2010
    • November 2010
    • October 2010
    • September 2010
    • August 2010
    • July 2010
    • June 2010
    • May 2010
    • April 2010
    • March 2010
    • February 2010
    • January 2010
    • December 2009
    • November 2009
    • October 2009
    • September 2009
    • August 2009
    • July 2009
    • June 2009
    • May 2009
    • March 2009
    • February 2009
    • January 2009
    • December 2008
    • November 2008
    • October 2008
    • September 2008
    • August 2008
    • July 2008
    • June 2008
    • May 2008
    • April 2008
    • March 2008
    • February 2008
© kip/bot/blog. Proudly Powered by WordPress | Nest Theme by YChong