Capture d’écran 2017-12-11 à 14.41.02

Becoming a quiz show master – writing trivia for Pin My State

By Ameya Murukutla

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How many of us have watched a quiz show on TV and thought that the questions were ridiculously easy to write? I thought that all that one had to do was to add how, what, when or why in front of a fact to have a trivia question ready to go. So, when I was hired by the CRI GameLab to write 300 questions for a game, designed to celebrate the rich diversity of Indian states and union territories, I assumed the task to be a piece of cake. The game is called Pin My State and in the game the players would have to answer a set of questions in different categories about the different States and Union Territories of India. Now, after finishing the task of writing the questions, I have newfound respect for game show writers and quiz masters.

India is a large country which boasts of a multitude of cultures and customs. Each state has its own unique history which shapes its modern-day populations. To write credibly about all of them was a challenging albeit interesting task. I started writing the questions by myself and realized that I was being insular. I wrote more about the things I knew and places I lived in. Academia has taught me to google efficiently but I wanted something more than just a review of different Indian states. I wanted to capture the experiences people had while travelling through the country and the impressions that different cultures left on them. With these lofty and cliched ideas I mailed a few friends and relatives that I would be interested to know more their trips and vacations in different parts of India. I had expected a few responses, some vague ideas and a lot of long winded mails about life changing experiences they had on said trips. I was pleasantly surprised over the next few weeks by the positive response and the amazing details about food and culture that my friends gave me. Sure, I had some mails asking me if I had changed careers and occasional load of vacation pictures sent my way but among all that were amazing ideas and facts about places I had never been to. The fun part is that this mail has snowballed and spread through my social contacts. I still get calls from people who heard about the quiz from a friend saying that he/she has an amazing question for me.

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Even with great ideas I had a few roadblocks ahead. A quiz is engaging and informative only if it is relevant. Esoteric facts and dry dates from historic events are only fun for a select few. The questions must be prefaced but mustn’t be long, the options should be coherent but still not too easy and finally the topics should be popular but should not be stereotyped. I can only hope to have hit the mark on balancing difficulty with level of interest the questions generate in players.

Next came a chance to take the game for a test drive. Since I was travelling to India I asked the team if I could test some of the questions. I had already taken to accosting unsuspecting people at parties with trivia questions but felt a more organized approach to testing was warranted. The Bangalore based branch of the company Progress allowed me to test the questions on a Friday afternoon. The twenty players were wonderfully diverse state-wise, and the following hour and a half was lively but borderlined on becoming combative. The questions which garnered the maximum discussion were about food and this fascination reflects the passion we Indians share over our amazing cuisine.

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I had an amazing time being a part of this game and I thank Jesse, Radhika, the GameLab and Includo for giving me this amazing opportunity. For me this game has started a journey of discovering amazing things about my country and I plan to keep that going.

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Capture d’écran 2017-10-04 à 19.10.15

“Pirate Partage” Released

IMG_0929This blog post announces the conclusion of the game Pirate Partage. Like the other games we have developed in the IncLudo project, it has grown significantly from its initial birth at a game jam at the Mozilla office in Paris more than a year ago, without straying too far from the initial spirit and fun of the original design.

In the first version, pirates with different handicaps had to share treasure (coins) strewn over the table, by putting them into one of the four treasure chests. They did this by following instructions on cards, but the instructions were always for someone else. So one player had to tell another player to put 2 coins in the red chest, for example. What made this hard is that each pirate had a handicap: one pirate can’t see, another can’t hear, still another can’t talk, and the last can’t use their fingers. To spice things up, once in a while a player would turn over a bonus card that would make players either “toast” (by touching their fists together) or swap handicaps with the player across the table from them. You can read about more about the initial idea, and how we came to it, on a previous blog post.

Already at the end of the jam, we found that the game concept worked really well. Players enjoyed it, and it eventually found other ways to communicate with each other despite the handicaps. But there were a few glaring problems. First, the “blind” player (later named Captain Skulleyes) didn’t have any way to look at their cards without cheating a bit, peeking under their eye mask. Secondly, it was hard to measure how well the players were doing. They could easily drop coins in the wrong treasure chest and there was no feedback to tell them it was wrong. And finally, none of our prototype props looked anything like pirates. We knew there was a lot to do on that front.

The rest of this blog post will be centered around how we approached those three problems.

 

Scoring System

When ZMQ tested the first version of the game in India, they got quite positive feedback. But they found that players really wanted a scoring system. At first, this didn’t make a lot of sense to us. Pirate Partage is a cooperative game, so how could the players compete? ZMQ explained that teams of players wanted to compete against other teams, to see how well they did.

This seemed like a good idea, but in practice it wasn’t obvious how to make it happen. You could set a goal of having players go through all their cards, and then time how long it took them, but there was no way to know if players actually did what they were supposed to. A few times in playtesting we saw players miscommunicate and not realize it, or even tip over a whole treasure chest and then just turn it back up again. This is a difficult problem, because we can’t know which cards are played when, nor what actions were done when they were.

After struggling with this problem quite a bit, we decided to recast the design as a problem solving exercise. If we know how many pieces of treasure the players start out with, and how many they end with, then we can figure out if they played their pieces correctly. To make this work, we went from having a bunch of different treasure chests in the middle of the table to each player having their own. Instead of taking treasure off the table and putting it into the chests, players had to swap pieces from their chest to other. This was actually a bit harder, since sometimes you have to dig around in your chest a bit to get the right piece. Then we made the cards involve more than one player and piece, which opened up the possibility of making two other players exchange pieces rather than yourself.

In order to know what the solution is (the number of pieces in each chest), we need to know which cards have been played. To do this, we flipped the problem around and told the players which cards to play. This involved numbering all the cards, and telling the players which ones to take each game. This sounded like a job for a computer program (though later it was suggested that we could have put it into a booklet). The final step involved making sure there were no “deadlocks”, that is situations where no player could advance because they needed treasure from another player who was similarly blocked. We got around this by increasing the number of pieces that each player starts out with, and making sure that even if they played all their cards in a row, they would not surpass the number of pieces they started with. It’s a conservative approach, but at least we don’t have to worry about deadlocks.

 

Mad Props!

Perhaps the biggest change in comparison to the original prototype is with the props. We created custom treasure chests, cards, masks, and sticks, and selected pieces such as bottles and gems that fit our pirate treasure theme.

We knew that we wanted cards that the “blind” player could understand through touch. Our first idea was to use something like Braille, with bumps coming out of the cards. But making something that we could read required making very large bumps, and these large bumps made stacking the cards difficult. We had more success with cutting holes into the cards. At first we did this with a hole-puncher, but then we discovered the laser-cutter, the unsung hero of the fablab. This machine is incredible to watch. Check it out

Once we figured out that what the laser cutter could do, we designed much of the remaining props with it in mind. The treasure chests were done using both the engraving and cutting features.

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Radhika designed the masks using multiple layers of cut wood stacked on top of each other.

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Coming back to the cards, we still had to generate all the designs. We did this using Adobe InDesign’s data-merge feature to layout the vector shapes used by the laser-cutter. InDesign loads a custom CSV file that we generated via a Python script.

When we playtested the game, we found that it took too long to hand out the right cards to the right players each game. So we reduced the number of cards and separated them into 4 categories, a bit like “suits” in a common 52-card deck. Each category has a letter and is painted in a different color, which really helps to distinguish between them.

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It surprised us how difficult it is to feel out what a card means. We took pains to lay out the cards so that the same symbols are in the same positions each time, and the holes are always in the same configurations. But it appears that people in general do not get the same sense of space and distance through touch as they do through sight. We found that people feel in a more exploratory way, and have a really hard time doing relatively simple things such as counting the number of circles, or knowing which shapes are above which others. I will be very interested to see how sight-impaired people would deal with the cards; are they simply much better at remembering the spatial relationships between shapes?

Another element that was quite fun to design was the chopsticks. It was hard to find something that made the objects difficult to manipulate, but not impossible. In the original prototype, we tinkered with things we found around the Mozilla kitchen, eventually setting on a oven mitt with a wooden spoon taped to it. But this was not a very durable item. We also tried just using wrists instead of hands, but it was too easy.

We found that chopsticks worked quite well, at least with the audience we were playing with. They found them difficult enough to use to make it was a challenge, but not so hard as to be discouraging. The trick was that we wanted to use them with our mobile app, and regular wooden chopsticks aren’t recognized as fingers by a tactile screen. At this point I remembered the amazing work that Volumique did with using pawns on a tablet. They coated the pawns with a material that conducts electricity, and the device sees the pawn as a finger (or set of fingers) as long as the player touches it.

With this inspiration, I tried with metal chopsticks. They worked sometimes, but the contact with the screen was not large enough to be recognized as a finger. In addition, the metal was hard enough to scratch or break the screen if it was hit too hard. As a suggestion from Kevin Lhoste at the CRI Maker Lab, I took a cheap touchscreen stylus and fit it over one end of the chopstick, then attaching it with glue. That worked brilliantly.

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App

The last major change from the original prototype involved creating an application for tablets and smartphones. We really wanted this for 3 main reasons: for playing our own custom soundtrack, for keeping time, and for a scoring system.

We gave the musical tasks to our intern Liburn Jupolli. The challenge was to make something pirate-themed that was loud and distracting enough to block the sounds of other players talking. He made us a soundtrack that you can hear below:

We decided to use the Unity game engine so that we could easily export onto Android and iOS. I began my making a very ugly but functional prototype that included all the elements. The most complex part of the design was the “firing scene”. The goal of the firing scene was to distract the players from exchanging items and force them to coordinate together in a different way. It replaces the “toast” cards from the original design. In the firing scene, each player has a button to launch a cannon, and some of them are asked to press them at the same time. Its a bit like a rhythm game for multiple players on the same device, though at a much slower pace. Since the blinded player can’t know when they should press, other players will have to tell them.

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Radhika worked hard on creating a pirate cave feel for the game. I’m especially happy with the animations on the firing scene, which was a difficult UI design challenge.

Conclusion

I am quite proud of how far we’ve taken this game, strengthening the theme and including cards that can be read through touch.

Since the game requires so many different props and elements, it makes for an elaborate setup that interests people and makes them want to play. On the flip side, it takes a while to setup, and is a bit expensive to produce. It’s well suited for a workshop environment, but taking it to a home environment would doubtlessly require adapting the design to have it be cheaper to make and quicker to unpack.

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Presentation of IncLudo Program at Games for Change Festival 2017 in New York

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CRI and ZMQ presented its IncLudo project at G4C Conference in New York. The G4C Festival was held at 63 5th Avenue, New York, USA. The festival showcased the best and brightest games and their game developers and creators; and leading change-makers and social entrepreneurs with keynote, sessions, panels, demos, networking events and expos. It was a 3-day event, from 31st July 2017 up to 2nd August 2017, with the first 2 days dedicated to powerful social games and their demos; and the 3rd day was assigned for VR for change summit which explored the positive power of virtual realities in the areas of science, social justice and storytelling.

One of the features of this G4C Festival 2017 was ‘Civics and Social Impact’ category which highlighted games that helped player users to engage with matters related to contemporary critical social issues such as healthcare, education, climate change, environment, diversity & inclusiveness, social justice and responsible citizenship.

The IncLudo project got the opportunity to present itself in the ‘Civics and Social Impact’ category, which was represented by its Indian co-partner ZMQ, by Hilmi Quraishi (Ashok Fellow) and Director Social Programs of ZMQ. IncLudo is a collaborative project of ZMQ and CRI with an objective to promote value of diversity and foster inclusivity at workplace. The project aims to build capacities of organizations on diversity and inclusiveness through a gaming platform. The project is supported by European Commission.

The keynote of G4C Festival 2017 was presented by Micahel Gallagher of ESA, Constance Steinkuehler of University of California, Irvine and Mora Cerf of Kellogg School of Management. On Day 1 of the festival, under the Civic and Social Impact category, IncLudo project was given a 5 minute opportunity to present its project, objective and its content under Micortalk Salon.

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There were around 10 presenters in civic section. The presentation was excellent. There were a few questions, rather, comments from the audience that they were witnessing the project of gamification for ‘diversity and inclusivity for the first time ever’. A few people also appreciated that such a concept can be used in the Corporates in the developed world. They meant that if such a concept based product can be replicated to the context for US and applied in large multinational corporations in USA.

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On the Day 1, ZMQ also participated in two civic sessions namely – iCivics: From Concept to Scale; and How gaming can bring education to conflict zones. In both the sessions, ZMQ made interventions and talked about the IncLudo project and how it is helping to build a holistic environment of on diversity and inclusivity. ZMQ got the chance to invite the audience form the 3 sessions to Showcase of the IncLudo game due on the day 2.

On Day 2, ZMQ represented in 2 more sessions ‘You have Got a Great Game’ and ‘Games of a Budget: Change for Change’. ZMQ made the interventions, shared its experience on IncLudo, and invited audience to attend the demo showcase of the Micro talk session. On Day 2, the showcase of Micro-talk session was held for 1 hour and 30 minutes during the lunch hours. Around 8 innovators presented in the session and showcased their live games. There were around 60-70 audience who had come up to the session. ZMQ has showcased through its posters, brochures and bookmarks. Besides this, ZMQ showcased the game ‘Pirate Partage’.

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There we about 20-25 visitors who had shown interest in the game. ZMQ played the game with a few of them. The time span to play the game Pirate Partage with 4 players is minimum 40 minutes. As the time period to demo showcase was limited very short and the attention span of the visitors was less, they didn’t play the game till the end. But we made them play in groups of 2-3 people. They played 1 round of game each to understand the concept being physically challenged in different respects and how to communicate with each other. Almost all of the people who visited the stand were highly impressed by the game concept. Some of the people who visited the stand were:

  1. Leena Kejriwal

  2. Sarah Photowat

  3. Aidan and Daniel

  4. Felipe Marlon

  5. Fredric Bernal Lim (Special Education Teacher)

  6. Stefan Krause

  7. Asi Burak

  8. Emily Treat

  9. Simone Stein

  10. Minseok Do

  11. Ram Devineni

  12. Ellen Mendlow

  13. Greg Trefry

  14. Mark Deloura

     

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FOSDEM 2017 talk about the science behind IncLudo available

In the IncLudo project, we are making open source games to promote diversity in the workplace. After a year of building and testing game prototypes, we want to share what we’ve learned about bias, empathy, icebreakers, taboos, and board games while pursuing this important but challenging goal.

The speaker is Jesse Himmelstein, coordinator of the project for CRI Paris and director of the CRI Game Lab.

This talk was recorded at the FOSDEM conference in 2017 as part of the Open Game Development track.

Creating Creative Carpets for Another Day

 

General introduction

As part of my studies in the Master EdTech program at CRI-Centre de Recherche Interdisciplinaire I am doing a 5 months internship in the CRI GameLab http://cri-paris.org/gamelab/

During the first month of the GameLab internship I started working on the project IncLudo.

I will show you here my work process during the first month and give you some insight on the different objectives, ideas, details of my work and follow up with other posts related to the subject.

Within the project I have specific tasks accompanied with learning objectives.

For the first month i worked on 2 games:

– Another Day http://www.includo.in/another-day-prototype-released/

https://cybercri.github.io/AnotherDay/IncLudo%20-%20Clothes&Work.html

 and

-Pirate Partage http://www.includo.in/pirate-partage-prototype/

https://github.com/CyberCRI/PiratePartage

https://www.youtube.com/watch?v=EjlvVq24rnY

 

Main objectives

I am fairly new to games from a study standpoint and I want to use this experience and precisely this project at hand as an opportunity to learn game history, esthetic, design, gamification processes and how that works and reflects with sound design.

I also want to learn some programming skills, mainly Python – learn how to use Arduino.

First weeks 

The first week I took an immersive standpoint for the overall work, focusing on specifically on :

  • Deconstructing the game mechanics, form and use of gamification.

By doing this I can understand the overall structure of the game and get a clearer view on organizing the compositions.

Then I can continue in parallel to compose for each segment of the structure and research and work in combining 80s, Northern Indian, bhangra , trip hop, dance styles.

The second and third week

  • These two week are mainly focused on continuing work on orchestration and changes for Another Day, composing the main theme and other parts for the second game Pirate Partage , stylistic research for the game and orchestrating each composition.

The Two Games

1.Another Day

Another Day is a visual novel. The player embodies a HR Director in a company, and face up to different situations at work. He has to make choices. Each choice leads to a different ending.

Deconstructing the game mechanics and form

When I first encountered the project it was at a prototype level with a scenario and design of characters based on the scenario.

I deconstructed the scenario into a list of cues presented for a clear organization of the parts that needed to be composed

From all these cues I composed 20 pieces of music for each section with shortened names.

Then I divided the outcomes of the game and re-grouped them into mood groups within a mood map:

            Mood Map

mood map

The mood map is a categorization of the moods within the games different outcomes and how they effect the situation which is separated ones that are : – positive , neutral , forward positive , neutral unsure and negative.

This map helps distinguish the different ambience and mood each composition should have.

Compositional approach

My approach to the composition of the different parts was to keep in mind the different cues, not necessarily base myself on them.

I looked to understand the situation and to get a kind of feel of the visual part and make representations of these characters with different moods and style combinations.

At this stage each piece is in a-b or a-b-a form and serves the purpose of creating material with a rich palette within the used styles.

I worked roughly on 2 to 4 pieces per day on composing, arranging and orchestrating each piece.

After listening and analyzing several works from Ravi Shankar and other Classical Indian musicians i worked on creating a varied palette of possibilities with the styles I mentioned above that could create a blend a repetitive atmosphere representing the office

with a richness in orchestration that wouldn’t necessarily be thought of in an office setting representing each different character and mood.

While its still a process of work I took this standpoint so the project can have a range of choices and variations within a specific modern, traditional Indian, minimal, setting.

Esthetically in the pieces I wrote and produced within the week the blend of styles can be deconstructed into:

  • Repetitive harmonies: modern through the use of synthesis and traditional Indian through the use of traditional Indian instruments
  • 80s, trip hop, dance, ambient orchestration
  • Traditional Indian rhythmic section with slight variations with percussive instruments such as:

Examples and tools (Included links to listen to the music)

I used mainly Logic as the principal software while incorporating different software synths, some parts sampled percussion and reworked them in various forms via plugin effects.

You can see briefly the kind of use of repetition and the different instrumentation mix with Indian traditional percussion and synth combinations I used as a base in these examples:

Example.1 – Lunch time Bhangra

Exmpl 1

Example.2

Exmpl 1

Feedback process

Throughout the process while experimenting with the different styles, I tested the work with different persons that where native to the culture and also got different references and shared references

Level development map

Conclusions and Notes

Through this week I got a good introduction to the whole project and laid the basics of the creative carpet which I will develop in the coming weeks.

I read and analyzed works by different composers for different games in the 90s and 2000s like:

Studied in specific the book “Game Sound” by Karen Collins which gives a good introduction to the history, theory and practice of video game music, going from the first consoles, they’re sound producing capacities to more organizational and compositional aspects of pre-during-post production matters.

I also got some interesting parallels on how the process of identifying the cues in the game to make music for could be organized and also different maps you could make to organize the dynamics of the compositional work throughout the game.

Map for game level tension, Collins , Karen – Game Sound – MIT Press , 2006

Emotion Map

So I used a similar approach with modification to create a mood map

Parallels to previous experience

I found that in general making music for games had a connection to making music for theater, film, animation which I had experienced in several projects already.

What is quite different and interesting to work on in the game platform is that within the storyline you have to have alternatives of each piece of music depending on the story.

So the outcome of the story development is determined by the player and each path it takes meaning different development of the material in each different path.

Studying these patterns took me closer to the game and all its inner mechanics and helped me understand on how gamification was used in the subject itself.

Short map of level development and different outcomes inspired by examples on the book Game Sound

Level development map

In this small example we can see a short part of the development tree which for the music means each branch is a similar path but with some kind of variation related to the outcome.

So in general the style remains the same but the mood can change with each different path.

I furthered my knowledge on Northern Indian traditional music and also got a chance to explore the different styles and blend them together in a more concrete creative environment with a concrete product.

Pirate Partage

The second part of the project which needed music was the game Pirate Partage.

Pirate Partage is a silly cooperative physical game about what happens when people have to give up their primary means of communication. Four pirates sit around a table and have to sort pieces of treasure into different treasure chests. Each one gets instructions on what the other has to do, like “pirate to the left must put two coins into the red chest”. So far so good.

I worked in a similar way as the first game adopting the similar techniques, only here I explored mainly dance styles mixed with orchestral classical styles , reminiscing kind of pirate music with the kind of robust, march like nature within a mixture of post 90s orchestral Hollywood themes mixed with neo-classical style.

The result is 5 different pieces of music which are to be a part of the main soundtrack and trailer music and to be heard via headphones during the game by only one of the players.

Work continues as the pieces will expand and the orchestration will change, more updates soon with the music embedded in the game.

(First posted on medium.com –

https://medium.com/@liburn.jupolli/creating-creative-carpets-for-another-day-b99f2278f42b#.o0586hrvz

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Looking for interns and graphic artist in Paris and India for 2017

Hello, I’m the director of the CRI Game Lab here in Paris.

We’re looking to hire interns and a full-time graphic artists who have lived in India to work in our Paris offices to develop games that promote diversity and inclusivity.

IncLudo (http://includo.in) is a joint EU-India development project with the goal of creating games that promote diversity and inclusivity in the workplace. Within the project, CRI and ZMQ have developed a number of open source game prototypes of different forms, from mobile games to board games to interactive fiction, and tested them within organizations of different kinds in India.

In the next year, we will be developing our most promising prototypes into polished games. We are looking for help from a small number of interns (in graphic arts, game design, and programming), and a full-time graphic artist, who are familiar with Indian culture, history, and work environment.

Ability to discuss and research game design questions in English is a must. Previous experience in game creation (at work or in personal projects) is a big plus.

If interested, please contact jesse AT cri-paris DOT org with your CV, portfolio, and short letter of motivation.

Thanks!

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Same Day Different Lives prototype released

Written by Jesse Himmelstein, in cooperation with Gwen Ruelle from the Red String Project.

Try it online at sddl.crigamelab.org

 

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What if we could meet people in reverse? That is, learn personal and intimate details about their experiences, thoughts, and day-to-day before we see the color of their skin, their gender, or their age?

Social psychology has shown that group stereotypes shape the way we think and feel about other people, even if we don’t consciously “want” it to be the case. When we see someone unfamiliar, we immediately categorize them by superficial criteria such as race, gender, looks, and age. And each of these categories correspond to expectations about the other person’s behavior and state of mind.

In the workplace, these biases are most apparent in decisions on hiring and promotions, and they are difficult to surmount. One way is to codify our social interactions, such as how Google HR now eschews free-form interviews. But what if we could re-wire our categorizations by simply meeting more diverse people and confronting our stereotypes with their realities?

This prototype, called Same Day Different Lives, takes that second approach. It is an online mobile game in which the player is assigned a pseudonym, and then is randomly paired up with someone else. At that point, the two contribute to a shared “journal” that only they can see and contribute to. To get the “conversation” started, they respond to a number of questions through taking pictures (like “Take a picture of something you’re throwing away today”) or recording their voice (like “Tell about a recent dream you had”).

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After a number of days of such questions, they are then given a “quiz” in which they try to guess basic demographic information about the other person, such as their age and level of education. The intention here is to learn this superficial information only after first knowing them on a more personal level. On the final day, the two players are given a chance to chat freely, perhaps to ask each other about some of the experiences they shared that surprised them.

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As an avid listener to podcasts, I appreciate the intimate nature of hearing someone talk about their personal experience. I was also inspired by the Rider Spoke project from Blast Theory and the Mixed Reality Lab at University of Nottingham, in which participants biked around the city, recording intimate stories from their past and listening to those of others, all anonymously.

This was also a chance to team up with Gwen Ruelle, who has worked on oral history as part the Red String Project and Oral History Productions. She and I designed and tested the prototype together, and she contributed most of the questions for the journal section.

In terms of development, this project was done completely in Clojure and ClojureScript, letting me develop my skills with those languages. I still can’t claim to be an expert, but I really appreciated its features to tame asynchronous operations.

Try it online at sddl.crigamelab.org
Source code available on GitHub: github.com/CyberCRI/same-day-different-lives

Capture d’écran 2016-09-15 à 15.57.56

“Another Day” prototype released

Written by Leïla Satsou.

 

When doing research about inclusivity, and analyzing testimonies, I realized how difficult it was to make a safe professional environment for everybody. I used to take the game “Parable of Polygons” as an example.

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Indeed, everyone is lead by numerous and different biases. As a result, it is very difficult to change mentalities.

We can’t change people in a snap of the fingers; it is a harsh work to do on ourselves. My goal is not to change the way of thinking, but to engage the players’ awareness.

This awareness is the first step to inclusivity.

I began to look for the mediator role in company. In every company, the human resource director embodies this role. For me, it was obvious that the player should take this position and then make some moral decisions. These decisions would have an impact on the well-being of the one who is concerned, all the employees of the company, and the company itself.

Taking account of all these elements was making the player’s decisions more difficult. Indeed, on the one hand he has the person who feel bad in the company, and in the other hand he has all the others employees.

The game I developed proposes different choices, as well as different endings. The player will never have the feeling of losing the game, or either winning it. Endings will adapt the player’s choices.

Capture d’écran 2016-09-15 à 15.57.56

 

Play the game or check out the code

Capture d’écran 2016-09-15 à 15.48.20

“Weather Check” prototype released

Written by Gayathri Gopalakrishnan.

 

Weather has a great impact on human beings. The impact is so profound that we have terms like winter blues and even psychological disorders like Seasonal Affective Disorder or SAD for short (the acronym really speaks for itself :P) that are influenced by weather.

I am from the south of India, which implies that my city is blessed with ample sunshine throughout the year. The Parisian winter and even spring had left me longing for a nice warm sunny day. That is when I thought…’Hey! Weather is a nice and obvious representation of how people feel!’ That was the beginning of Weather Check!

The initial idea was to use the ambience to provide feedback about how employees in a team feel, especially about diversity and inclusion. Feeling excluded in the workplace happens more often than we think. This is one of the topics that do not surface during discussions. A person who points out that they feel excluded is often seen as weak. So, fitting in is something everyone tries to do but no one talks about it. The idea was to have team members anonymously fill in a short survey about how they feel within the team and then use this data to generate the weather. If a significant portion of the team claims that they feel left out, the overall weather turns out to be stormy or rainy. The expectation was that, upon seeing this, the team would make an effort to be more inclusive overall. As the team members interact more they would alter the input to the weather system, which would eventually reflect in the weather that changes from stormy to sunny.

The way I initially imagined it, the weather would be projected on the ceiling thus making it an integral part of the workspace, like in the image (all the better images are copyright protected, but if you are looking for a better image google sky ceiling tiles/wallpaper).To put this in context, imagine walking into the coffee room and seeing the sky above you nice and sunny. It is a subtle reinforcement that the team is getting along well. That brings us to the question…what if you walk into the coffee room and you are greeted by a stormy ceiling. In this situation, our concept seems more counterproductive!

 

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This led us to the realization that it was not just enough to provide feedback. It was also necessary for us to offer a solution if the weather turned out to be bad. Inspired by another concept that Jesse has been working on, we started discussing the possibility of a tool that is linked to the weather check. This would typically be an app that groups people together (in pairs or small groups) and offers activities and fun team building exercises that happen over a period of time. At regular intervals, the users would also be asked to fill out the weather check survey form. Ideally, the activities and exercises would reflect in a positive change in the weather.

Once Jesse and I discussed this idea, we started working on a prototype (Well, Jesse did: P). What we needed initially was a way to validate if users could relate to the feedback. To test this, Jesse built a nice minimalist version of the first half of weather check: A simple form that takes input and displays the weather.

Capture d’écran 2016-09-15 à 15.49.11After the first version with simple hand drawn clouds, Jesse rightly pointed out that the feedback was incomplete. Users were being told that there was a problem, but it was not clear what the problem was. So in the next version, it was decided that the pain points mentioned by the users would be visible on the clouds.  At this stage, there is not going to be a fancy ceiling but a simple projection of the results on the wall.

As the next step, we have been working on testing this version with some users from the GLASS summer school. We are hoping that this would help us substantiate our theory that this kind of representation would spark a healthy discussion within the team. If that works, the next step would be to develop a version with the part that generates activities and team building exercises.

 

Try it out at http://wc.crigamelab.org/ . Code is available at https://github.com/CyberCRI/weather-check

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IncLudo presentation at Games4Change conference in Paris, June 2016

This post was written by Gayathri and Jesse. Images courtesy of Games4Change Europe.

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The Games4Change Europe festival is held annually in Paris, usually in June. It’s a great opportunity to meet others working in the field, and of course a chance to present our own work.

We gave our presentation on Friday morning, as a joint talk between Gayathri, Leïla, and Jesse.

Our presentation is available online on Google Sheets.

 

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In the hopes of making the talk more interesting, we took a chance on adapting one of our prototypes to make it playable during the presentation. We really should have tested it out more, though, or chosen volunteers ahead of time. We ended up rushing the volunteers, so that the audience didn’t get a good chance to understand how the game was supposed to work.

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We had great success making contacts at the festival.

Gayathri had an interesting conversation with Marie Gillespie, a Professor of Sociology at the Open University, that widened her perspective. She urged us to think in the perspective of the user and raised the question of “are people willing to let games change the way they think”? We think this is a very important question to ask, because a lot of our game design depended on the fact that people would be willing to play such a game. Maybe, for the games to be effective, the message that we are trying to convey must be more subtle…

This thought was later reinforced by an insightful conversation with a TJ Matthews, a PhD student in pro-social gaming. He was pointing out some very good research and games from Tiltfactor. In particular, he quoted research based on the games ZombiePox and Buffalo where it was proved that players are more receptive to the actual message of social change when the game does not advocate the message openly or obviously.

Later in the conference, TiltFactor was mentioned again. This time by Prof. Scot Osterweil, the creative Director of MIT’s education arcade and Learning Games Network. He introduced us to another game from TiltFactor titled Awkward Moments at Work.

The last half-day of the conference was devoted to workshops. Each of us went to a different one.

Gayathri: I was in the workshop titled,”Games to promote crosscultural understanding: a Practical Workshop for Developing new concept”. It was run by Dima Veryovka from Colabee Studios. I was impressed by the level of user research in their previous games Never Alone and Forest Song and hence chose to attend this workshop in particular. To my disappointment, the workshop didn’t offer much in terms of user research methods or methods that help cross cultural understanding. However, we did have a fairly interesting discussion on what kind of game/plugin would make a social change while being commercially viable. There were some interesting ideas for a plugin that made existing games more social thus linking natives and immigrants with the games that they play in common as a conversation starter.

Jesse: I participated in the “The Brain Architecture Game” session run by Marientina Gotsis from USC. The workshop was based on a game that she designed in cooperation with neuroresearchers. Each team builds a “brain architecture” out of pipe cleaners and drinking straws. Pipe cleaners are flexible and tend to bend easily, which makes them hard to build with. But by putting one inside a drinking straw, it can hold much more weight. At the beginning of the game, you roll the dice to see what kind of situation you are endowed with. Some teams got much luckier than us in terms of their genetics and early childhood. Our team was punished by malnutrition and negligence. These early handicaps proved to have compounding effects that weakened our structure. Lucky for us, we had rolled high on “social support” – essentially friends or extended family that could take care of us. In the game, this translates to a few extra straws that we used as soon as necessary to combat the random bad events that occurred. Overall, I found there were a number of simple but well-chosen rules that made the game succeed both in terms of fun and in teaching the realities of brain health through metaphor.

In conclusion, it was an excellent event, and we’re looking forward to doing more with with Games4Change Europe in the future!

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