INDEX: Award is a prestigious biennial design award, set up in 2005 by INDEX: Design To Improve Life to acknowledge and reward companies developing creative solutions to global and local challenges. Spread across five different categories - Body, Home, Work, Play, and Community – previous winners include groundbreaking social housing projects, One Laptop Per Child, an airbag for cyclists and the Tesla roadster.
Mudlark worked tirelessly with to design the three games - Worm Attack, 9 Minutes and Family Values - in a way which would have a genuinely positive effect in India and East Africa, especially amongst women and girls. We are particularly pleased our work, blending social impact content with compelling gameplay, has been recognised in the Play & Learning category.
Downloaded over 25,000 times to date, the Half The Sky Movement games were designed for target audiences on non-smart, low-end, widely-available mobile handsets and built in J2ME – a platform for older “feature phones”, still dominant in the developing world.
Winners of the INDEX: Awards will be announced on 29th August at the home of Hamlet, Kronborg Castle, Helsingør (Elsinore), Denmark before a public exhibition opens across Copenhagen on the 30th August.
We will be sporting our black ties and crossed fingers.
May has been a fun month. We”ve been into a two-way mirror room testing the CBeebies project, published the Perceptive Radio (our BBC R&D project) and work has continued apace on and several other – as yet untitled – projects. I also left the country for a week, enjoying a wonderful Saga of my own up in Iceland.
“As a user, I would like to click on some URLs with interesting content behind them.”
Quantum Break teaser trailer, Remedy Games for XBone.
In the future, . We”re not sure about Quantum Break, the flagship new XBox Tv/Game thingy. We”re curious though, don”t get us wrong.
- Our friend Zoewi has started a very good . It should work as a go-to-guide for all significant gaming and play-related events/conferences across the world. It”s really heart-warming just to see the breadth of stuff out there already.
- London is getting its own E3 fringe this year with EToo. Organised by Guardian games correspondent Keith Stuart and veteran game designer Georg Backer, EToo should help keep you from feeling lonely when everyone has sacked off to LA.
- Fascinating, long post on Polygon about , and using game design/play as a medium to explore many of the ideas around gender, roles and society.
- A good and interesting post by Tracie Lee twinning a couple of my favourite things: UX design and restaurants. I”ve briefly written in the past about what web design can learn about high-end restaurant experiences, but it”s good to see the other approach being taken too.
- Typically excellent article from Kill Screen discussing the , and talking to one of our favourites – Rex Crowle of MediaMolecule. The tactility of physical materials used in digital forms in something we are very interested in, and is informing a lot of thinking around .
- Pitchfork continue to spit-roast trends with both a parallax scroll and full-screen/full-attention experiences for the new Daft Punk album, Random Access Memories. Sidenote: RAM is a tiny bit shit, but James and Richard seem to like it.
- Matt Locke wrote up “After The Spike and After The Like” – his talk at Digital Shoreditch – and it”s as essential a piece on the new forms of attention and the behaviour of “audiences” as you”re likely to read for while. Particularly useful for storytellers.
- Entertaining three-way interview with Molly Soda on the new Tumblr persona brands and the performance of personality with a hefty dose of feminist reading.
It”s been a couple of months since this year”s happened. Now that we”ve stopped worrying if there is enough tea*, we”ve had chance to catch-up on the and start thinking about what we”ll do in 2013.
*there is definitely enough tea.
Playful pin badges.
It”s useful to think briefly about 2012, though. Learning from previous events, people”s feedback and our own thoughts, we had a few key aims for this year:
Focus on Play.
Focusing On Play.
A lot of different elements have seeped into Playful over its life-span; most for good, but not all. We felt it was important to strip back to the original focal point – “play” – and not get too bogged down by other things.
Play is a broad concept and has a lot of affordances, allowing us to look at different behaviours, uses, contexts, meanings and approaches. It”s a tool for understanding relationships, how things work and navigating the world. It”s not saying “games”, but games are a key part of it, whether formal or informal.
That”s a hell of a lot to put over in six and a half hours, without getting distracted by other things.
“Planes, by Utku Can (@utku)
Exciting People & Doing It Yourself.
A major reason for our approach this year was seeing lots of people struggling, financially, to do what they were trying to do. The kind of thing that”s seen Glitch sadly close recently. We wanted people to still believe in doing what they”re doing, to be re-excited, refreshed; to go back out with a renewed sense of vigour and some new ideas.
To that end, we wanted to bring the DIY spirit to the fore; sacking off The Man and getting things done on your own steam.
Playful has a curatorial role: we”re not just putting businessmen on stage and asking them to hawk products. It”s our job to offer up some unexpected things, new ideas, different perspectives and, you know, give people the chance to think about what they’re doing in a more playful way. We are asking people to talk about things that are interesting to us, relevant and hopefully pointing towards greater trends.
We can”t do that by having same people all the time. We need to bring people and ideas beyond what we can see in front of us, bring in new voices, new brains and take a punt on some potentially raw speakers. One of the most important ways of doing that is actually having diversity on stage.
We have, in the past, struggled to make the line-up more than 25% women. This is a hugely common issue, and something that the majority of conferences fall down badly on. Various reasons are often cited for this: not asking enough women, not trying hard enough, not making it as appealing, not being as accommodating, not knowing enough women, perceived tokenism etc.
Last year”s event felt lopsided. Two female speakers withdrew shortly beforehand (urgent travel, illness) and we only managed to fill those spaces with men. We realised we had a failing in our approach, so decided to do something about it. That was in the form of an open Google Doc calling for women to put themselves forward as a speaker. It wasn”t just for Playful, but to address the issue in general.
That quick solution has now turned into Articulate, a proper project with Caper, aiming at redressing this imbalance across all creative and technology conferences.