Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Tuesday, January 03, 2012

Can I still buy Lego?

A picture from an old ad flashed around the internet with viral speed a week or so ago. It's a little red-headed girl, holding out her colourful, glorious Lego creation. The discussions and the issues this brings up has touched me both personally and as a researcher looking at play, games and leisure. Lego has long been the benchmark of free creative toys, dominating the market with their simple and sophisticated idea.

 This was the Lego ideal when I had children, and it's the lego they grew up with and loved. We still have loads of the toys, one of the few things we did not throw out in the move, and now that our daughter has more room, I expect her to take them home. I loved my own Lego pieces, particularly when my father or older sisters would get down on the floor with me to play. There was this sunny spot on the floor which was like made for a long afternoon building odd creations.

When my sister had kids, some 15 years later, we started looking for Lego for them. It wasn't really that easy any more, because it had all become extremely gendered all of a sudden. The different stories that could be told with Legos had taken off, and where my kids could have a kingdom's castle (which was great, female characters make as good knights as the male ones), 10 years later the options were much wider - and almost all for males. Ninjas, Star Wars, Pirates of the Carribean - girls could still play with them, but it was clearly aimed at the tomboy side of girls. If we wanted something neutral, it was getting tricky. For years, we actually stopped buying Lego, because buying the boy-stuff for the girls would have made it seem like a present for the boy. We did not want to encourage the gendering of toys by getting him space-legos and the girls crayons, so it ended up with crayons for everybody. But we kept looking, and once in a while we'd find a nice design, a house, some cars, some animals. We still loved Lego, you know.

The last few weeks have made me seriously reconsider that love. Lego has redesigned their toys - supposedly after four years of research - and created a girly line. I am stunned. Here I was, happily thinking I'd just have to wait out the space-ship and pirate runt of the last few years, and I'd be able to find lovely, gender-neutral Lego again. Instead they go dramatically in the opposite direction, gendering the toys beyond recognition.


Check out more pictures from the new Lego sets at Geekologie and Stylist.co.uk, and have a look for yourself. The figures are no longer compatible with the other lego sets, so if the girls want to create a pink-suited space girl to fit in the rocket and use the same gear as the boys, they can't do it. They can't put them on the horses, they can't work the farms, they can't fit the police uniforms  and they certainly can't fit a hard-top over their styled hair.

Lego, I understand that girls have been telling you they want more stuff for girls. I have been looking for more good stuff for girls myself. But I have not been looking for yet another arena where boys and girls are shown that their interests and activities can never mix. The beauty of Lego was that it could all integrate. If I had wanted to get plastic toys with more realistic figures, different shapes and standards that didn't match the other toys, I'd have bought Playmobil!

Instead I would have liked to see a bakery next to the car-wash or a complex model of a cupcake factory or a dairy - have you ever looked at those? They are the model-train enthusiast's dream come true! Why not let the girls have pink space-suits, purple cars and sturdy female ambulance drivers in the same fit and design as the rest? The Lego universe is potentially as diverse as reality as it is, and yes, a kitchen in bright colours would be cool, but can't it fit in right next to the command bridge on the death star? Even evil villains taking over the universe have to eat, you know.

This all makes me want to go stick my head into SWTOR and never come back out. In there I can be female and look gloriously competent and dangerous, in armour sets that do not bare my boobs, either. Thanks, BioWare. The next toy I buy for a child of any gender may be a digital game.

Thursday, December 08, 2011

Remember the milk...

Like so many others in these electronic days of endless potential, I have scheduling issues. And like so many others, I have learned how to use wonderful digital tools such as google calendar or all the other electronic calendars available - synchronised over many different platforms. It seems like technology actually can make life easier, as it helps me keep track of the many complex committments of a modern life.

My husband has access to the google calendar. I then match my ITU calendar (which does not synch) to the google calendar when I make changes that influences my work-hours, since my colleagues and the administration use the ITU calendar to plan our mutual schedules. Occasionally, I even update my paper calendars (two, one diary, one overview), when I plan the term and I need some kind of visual idea of the term. Most of the time having google calendar in my pocket - i.e. on the phone - has simplified life immensely, even if it looks like I am double italian accounting - as they would say hereabouts.

It still doesn't meet my scheduling needs. A lot of my time restraints are ongoing, and flexible to a certain point. When I am working on an article, I need perhaps 40 hours of hard work, but I don't have to do those 40 hours from 8.00 - 16.00 on any particular dates, as long as it's done by its deadline. I often juggle several different deadlines, some long, some short, and prepare a series of lectures while writing one or two articles while being in several committees, a board or two, and have several firmly scheduled meetings. We all know what that's like, right?

What this means is that I need to remember the deadlines a long time in advance, just noting the date isn't enough. I also need to prioritize, and I need to sort according to type of task. While some calendars do parts of this - google, for instance - it doesn't tell me how much time I have already scheduled for a certain period, and it doesn't give me an overview of types of tasks. Also, the tasks end up like long, long bars at the top of the calendar, and given the many tasks I have running simultaneously, they end up hiding the calendar itself! I have been playing around with some other views on the google calendar, but while the calendar with its connection to the maps and the incredible locator function that comes with it is great (how many times have I been saved in Copenhagen by that combination?), the truth is - it's a great calendar but a bad to-do list.

That's where "remember the milk" comes in. It is a to-do site/software/app with the combination of many platforms increasingly important today. It integrates with Siri - the new apple wonder-app which is taking over the lives of apple users, and also with gmail through aggregating a to-do list next to the emails.

What "remember the milk" does not do is create a nice visual representation of my time restraints and affordances. It's still a list, even if I can sort these lists in a lot of different manners. Now I have spent the last 20 minutes trying to google a lovely diary/calendar design I saw not too long ago: Two circles - day and night - represented each 24 hours - the visual simplicity and speedy perception of a traditional clock face on paper.  It made me long for a very different solution, and interestingly, the technology is here - almost.

I have recently bought a livescribe pen and notebook, and play around with this almost magical technology. It combines my hand-written notes with my digital storage, adds sound and allows for the fluidity of recall based on my notes for meta-data. Now, combine my desire for a more comprehensive and fluid scheduling system with the combination of hand-written notes and cryptic data, and yes, I want a livescribe notebook calendar/diary with a circular representation of time, that can be synchronised across platforms as easily as I can make a note in the book.

The wonderful thing about new technology is that this fantastic fiction not really that far away. All that's needed is for a brilliant designer to hook up with an innovative programmer, and then somebody who can market it. I guess I'll dream on though.

Monday, March 28, 2011

Copenhagen part 6: buying, living, seeing.

The last few weeks have been filled with concerns about where we will live when my husband and I are both here and the house in Norway has been emptied and sold. I have already lived longer in the tiny, but posh apartment in the city than planned, and we have to find new place. Like good geeks, the internet was our main tool searching, and Boliga.dk is an extremely useful site. By now we have been all over the place, looking at apartments in 8tallet (extremely tempting, but way out and no storage space what so ever), several different apartment co-ops as well as fully owned apartments in Amager, Østerbro, Fredriksberg, Nørrebro (the famous, or infamous, Jægersborggade) and the city, as well as houses, regular and in garden co-ops. I spent every week-end for 6 weeks riding my bike around to see houses and apartments, and I have the muscles to prove it! However, when we finally decided to bid, it was for an apartment in the street where I already live. Smaller than planned, not that cheap, but I get to stay in the City.

So we keep living in a street with five (perhaps six?) restaurants and cafés, at least two of them extremely good and the rest pretty decent. There's a baker around the corner, as well as a gourmet deli. The street has a cleaner, a designer furniture store and a very trendy hairdresser - and it's just two blocks long. To get to anything like what I find in this street would include airplane tickets if I started out in Volda - or at least a 2 hour drive, including the ferry trip.

Buying property in Copenhagen is however a very different process from doing the same in Norway. Here it's not just adviced to have a lawyer, they actually do stuff that's practical and useful, and it's expected that they particpate in the process. Since one is as good as another, we counted on advertising to help out, and contacted one that advertised on Boliga. But apart from a lawyer, I need a very good relationship to a bank, since they want to money to be guaranteed and secured well in advance. Coming from the Norwegian system where only a small preliminary sum changes hands in advance, and then the real transfer happens with the transfer of the property, it's unexpected that they want a guarantee for the whole sum 45 days in advance, and the final payment to be available 15 days in advance.

Also, we are foreigners. That's not really a big deal, since we're both Scandinavian, I work here and we're both planning to live here. If I had planned to stay mainly in Norway and commute during the week, as some colleagues do, I'd have a lot more of a problem. Danish rules for who can own property are pretty strict.

The process is slowly rolling along though. And then we'll be living in Copenhagen. This week-end was a typical example of what we can do and experience in the city. Friday, after visiting the lawyer, we walked across the street into Illum Bolighus, ready to spend half an hour dreaming about designer furniture. And look, they serve wine too! What's better than free wine, lovely furniture and a head full of plans for a new place to live?

So there we were, happily sipping and enjoying the exhibition, when a very nice and enthusiastic man paused and asked us "you like that table, don't you?" We told him exactly what we thought about it - lovely, but too low for us. That made him disappear to come back with a small side-table, and while we watched he demonstrated how the tables could have different heights by ordering new legs, and several other things about the material. All the while he was talking about the design in a very proprietary fashion. "I thought it looked better with a metal finish. I wanted some variety." No, he did not sound like your regular eager salesman, and I peered at his name tag. It was one of the designers! It turned out that Illum had a special exhibition for the launch of some of the new designs in the Naver collection, and our fascination with good carpentry and light, elegant designs had caught the attention of one of the designers, as he saw us caressing his table.

Now, you might think that I could never have met a designer like that back in Norway? Think again, he has designed both for Hjellegjerde and Ekornes, furniture factories from Sunnmøre, the part of Norway where you find Volda. Still, I have to admit that with the following late night of discussions of design and architecture with a friend who's an architecture student, then a trip to Arken with another friend, who happens to be an artist and designer (a topic to this week-end, I think), to be followed up with restaurant trips to take advantage of the Copenhaven Restaurant Week, we felt very far from the quiet weekends in Norway, with long walks in the mountains and friendly togetherness in front of the fireplace, when we didn't work. And I also have to admit - I love the change.

Friday, February 11, 2011

Design, nature and culture

The other day I picked up Don Norman's The Design of Everyday Things. I am not done with it yet, so this isn't a review. However, it triggered quite a few questions in, which highlight one of the main problems with design, a problem my mother pointed out 40-50 years ago. What she pointed out (in less words) was how the distribution of power in society influences design.

I love the main credo of Don Norman's book and approach to design. Rather than the top-down approach where "good design" is something recognized by the designer's peers and rarely truly appreciated by "regular people," Don Norman starts, like a true functionalist, with function, and claims that good design starts with good function. It has to work for the people who use it. I am almost ready to break out in hallelujahs here, I couldn't agree more. Then he goes through a whole stack of problems with design, listing several examples... and that's when I start seeing a different problem with how design is developed, based on the teachings of my mother.

Back when my father built the house we sold last year, fashion demanded small, scientifically designed kitchens, largely designed after time-motion studies. The idea was a work-space where the housewife would be able to reach everything with as few steps as possible. That's when my mother put her foot down, with the pretty precise analysis of the situation: "That's designed by men."

The traditional Norwegian kitchen was and is, excluding a period lasting from 1945-1970, a large, social room, today frequently merged with the living room thanks to efficient vents and fans. It's an important place for work, socialising and enjoyment, a focus which is even more important in an active, two-provider family where the socialising time is limited. It's where children are taught how to cook and clean, it's where the family cooperates to create an important value of the family life, and it's where work and socialisation can mingle, as it offers a chance to be together, work, chat or open up to each other. You can't do that in a tiny kitchen designed for one person to stand in one spot; you need room, several working spaces, and light.

Don Norman and I don't really disagree here, but still, this is where he uses his examples oddly, without consideration for status and power. One of his examples is an Italian designed washing machine that can do one hundred things, but the couple owning it barely makes it do one. My mother had some funky washing machines in her lifetime, and despite her low level of education and absolute terror of computers, she always made them work the way she wanted. Why?

The example in Don Norman's book is an extremely educated couple. I am sure they can operate any kind of technology they need to get their work done. But do they even care about the process of laundry? My mother would recognize materials by touch, she knew the nature of different colours (blue bleeds more easily than red), she would distinguish between weaves and was deeply offended by blends that changed the properties of all materials included. She'd treat each piece of clothing belonging to a large family individually, and the washing disasters with mixed colours were normally the fault of her not-that-focused daughters. In many ways, my mother was like the Austrian bus driver in another of Don Norman's examples, who, when asked if it wasn't difficult to keep track of everything in his complex panel answered "it's all where it should be."

Now we're getting where I want to. Yes, to a certain extent design is bad because it invites error. However: to a certain extent design is bad because it assumes people are all the same. We believe doing laundry is a simple task, because we all have to do it. It's knowledge we aren't trained or certified for, and so it has to be easy. Driving a bus, on the other hand, includes rigorous training and strict certification. It has to be complex. A complex washing machine causes frustration with the design, a complex bus causes respect for the handler.

Next couple that with gender theory, and we start to see one of the reasons why telephone systems are allowed to be designed as such horribly impractical tools. Most professional phone operators are women. They work a tool which we all use, and so we believe it's simple. They have jobs they are not certified for and which require very little special training. Also, where the bus driver might kill his passengers if he didn't find everything right at hand, nobody dies from a missed call (unlike it's to an emergency call center, and I suspect their systems don't look much like the ones Don Normal describes).

My mother loved to be able to adjust her washing machine to do exactly what she wanted. The bus driver probably has the same feeling about his bus. I love the huge clunky windows machine that I use for gaming, because it lets me do the same thing. I am a lot more frustrated by the apple machine I have through work, because it treats me like an idiot, "simplifying" things I want to do by hand. I use it as a compromise between weight, size and certain functions, and grind my teeth when it calls me stupid by making so many decisions for me. If I was a different kind of user, I'd probably worship it by now, just like I want my car to be simple to drive, and I would not buy a washing machines with functions I didn't recognize the use for.

So: Good design of everyday things is user-centered and based on tests, I am all with Norman there. I would however like to see him question the many places where he says "natural", possibly exchanging several of those with "cultural." After all, most desicions which feel natural to us aren't. They are cultural. Another example from the book: He has tied a string around his closet door in able to open it. At that age, I'd have been down in my father's workshop, looking for a door-knob. That was the culturally logical, available solution to me, and since I thought all fathers had a fully equipped workshop, it also would seem natural. The string was a very clever idea though!

Thursday, January 06, 2011

Save the world with games

Jane McGonigal claims that online games will save the world:


Much as I love games, and even in the face of my own optimism about how games can lead to positive cultural changes, I have a hard time believing that we can "fix" real life by creating and playing games.

McGonigal is a designer, and so she believes strongly, I suspect, in the power of design. In this talk it comes out as if she believes the world can be re-designed, mainly by using game design features. I think that is scary. Game worlds are tyrannical states, if we ever apply the ruthless simplifications used to create game worlds on society, USSR or Nazi-Germany will be puppy play in comparison. Think 1982, which describes a throughly designed world.

Let me state it clearly, in case my love of games, gamers and gaming makes people think I am ready to swap worlds: No, I don't think living in a game world all the time would be a good thing. I think it would be horribly oppressive, with too few options, too many detailed rules and too strong surveillance and control to be satisfying as anything other than a way to once in a while focus on something simple and relatively easy compared to reality.

Later on she says something which is positively wrong. About four minutes into the talk she claims that when we face failure in real life, we get depressed and become cynical. Then she claims we never have those feelings when playing games. But we do, we do, all the time! And then we do what's so great about gaming: We stop playing! When the game starts to feel like a chore because we just can't beat it, we leave it. She even claims there's no unemployment in World of Warcraft. Tell that to the bored guildies whining about how bored they are and why won't anybody come and play!

The problem with real life isn't that it's not designed like a game. It's that we can't turn it off and go somewhere else when we are unhappy. Games are greate because they are GAMES, they are the place we go to when we need a break from the rest. This means the real world can't be broken. The real world can be horrible, polluted, destroyed, war-ridden, but it is the measuring stick for everything. We only have one planet, and this is not a beta-test. What can be broken are our carefully designed systems. They are what brought the world into the state it's in, for good or bad. Designers, McGonigal, designers who thought they could see how it all connects and then make it better by introducing yet another patch to the system.

This doesn't mean we shouldn't learn from games. Games are after all built on pretty solid knowledge and research into how people act and interact, how we learn, what motivates us and how we pay attention. This is then skillfully adapted to digital environments. But the games are just a new way of putting already existing knowledge to good use.

Take for instant the scholar who has been almost universally adapted by game scholars in the European and American cultures: Mihaly Csikszentmihalyi. His very interesting thoughts and research, which is being oh-so-frequently used to explain why people like games and why games are good, was not really made to explain games. It was made to explain real life, particularly the lives of people who were happy and satisfied with their work and their lives. So: The teories on why games are good were not born within games, but came from what McGonigal calls "real life." What is born in games is nothing which does not exist outside of games. Ingame, we have just removed a lot of the stuff we don't want to relate to from the world outside the arena. Games are real, just limited.

Then McGonigal goes on the show us that the amount of time spent playing World of Warcraft equals the amount of time it took for homo sapiens to evolve, and she uses this as a proof that playing makes us evolve as a species, into something more able to collaborate. Eeeehhhh, well, if you're going to measure evolution that way: How many individuals spent their time evolving during those 5 million years? Let's assume we're talking about perhaps a regular population of one million species (I have no idea how many human ancestors were alive on earth at the same time in this period, perhaps much more, pwerhaps much less). If so, we're talking about 5 million million years of evolution. We really need to play a bit more to get there. And it doesn't really help to say "this is true, I really believe it" after that statement about evolution either. Belief isn't proof, even when preaching to somebody who really wants to believe. I just can't. I keep getting these nasty flashes of cynicism that not even my ardent gaming has cured.

Jane McGonigal's TED talk is funny and interesting, and she's charismatic, good looking and smart. I am however severely disappointed with her lack of a historical perspective both on the research she is trying to apply to her talk and on leisure activities. The thing is: Society has been using games for teaching cooperation, team-work, strategic thinking, ethics, mastery and physical and intellectual development, plus a lot of other virtues depending on the game and the values of the society the games are being played in, since the very beginning. This is the argument for football as well as chess.

And around 11 minutes in came one of my big laughs, and it was shared by the audience. She quotes Edward Castronova in Excodus to the virtual world, and then manages to say: "And he's an economist, and he's rational." Cue audience cracking up. I'll not go ALL the way into that comment, but think about how today's economy is doing, and then consider how rational economists are.

Anyway: Go enjoy McGonigal's talk, but don't leave your skepticism at home. It's by being skeptic, cynical, rational and a bit disrespectful of the motives of people with convictions so strong that they tend towards preaching that we can find the interesting ideas in all the chaos being pitched to us every day.

Thursday, May 27, 2010

Games: Design and Research

Next week there's a small, but ambitious conference in Volda: Games: Design and Research. It's organised by Norwegian game researchers loosely connected, mainly Kristine Jørgensen (conference chair), Ragnhild Tronstad, Faltin Karlsen, Sara Brinch and me, and financed by Volda University College, University of Bergen, and the Norwegian Research Council.

If you are in the neighbourhood, feel free to drop by for a lecture or two. This conference can not accomodate more than the people participating, but the lectures are open.