Shop of Chaos (working title)
Design approach: Bazaar
In the development of this project we will introduce a production experiment that is based on the theory of the cathedral and the bazaar.
The cathedral as a production and development method of a small group designing for a very large group, opposed to the model of the bazaar in wich a very large group of users also become the designers and developers of the same product. The bazaar-model taps from the intelligence- and workforce potential of a very large group of people. ("The Cathedral and the Bazaar", by Eric S. Raymond)
Document
The next part contains a lay-out wich will be a brainstorm document, a production document, a thinking platform and a communication medium.
We think this will grow into a marketing tool which uses word of mouth and informal ways to reach the audience. Players become co-developers and we hope co-developers become players.
Explanation
This document is an open working environment to combine the collaborative input of all parties. The objective for each party is to join in and help create this document. The document can be edited by different persons at the same time. Old versions will be saved so it is not possible to accidentally erase the document . IJsfontein will constantly monitor and edit the document. Although the design and thinking process will become a collaborative project, IJsfontein will have to filter out the ideas that come up and make a selection about what is relevant to the final project and what can be used for the actual design implementation.
Rules
This is an open environment so everyone can come in and deliver ideas. IJsfontein organized the document in several categories. We would like the participants to use these categories. If ideas for new or different categories emerge, please make a proposal in the chapter “Off the track” at the bottom of this page. IJsfontein will judge if this idea is worth implementing for the project.
Provocation
- All children really love the internet
- All children only get addicted to internet
- All children get absorbed and forget their daily life activities.
- All children get lost on the web.
- All children use the internet only for playing games.
- All children become even more passive than with tv only
- All children are much faster users of the web than grown-ups
- The way children think is being changed by the web
- Internet is only about shopping
The categories / chapters
Internet basics
Metafors/images: Shop of chaos, Information space(no gravity), The world, Sea of information, Garbagedump of information, Grey and silent, A boardgame like monopoly but then navigation-driven and self-emerging, A multiuser telephone, Sim information, Surfing practice, Information ecology, Workplace, Surfing on the web is like playing golf: use as little clicks as possible to “get there on par”.
Information, navigation: Back, Forward, Find (search), Bookmarks, Hyperlinks, History, Upload, Download, Buy, Sell, Spam, Virus, Cookies
People, communication: Avatars, Sharing, Interest, Meeting, Address, Entertaining, Help, Consulting
Behavioural and social consequences on the internet
Communication
Time and space
Undo, mistakes are penaltyfree
Copyfree
Interest-clustering instead of geografical-clustering
Anonymity as a challenge for accountability
Openess as a challenge for accountability
Superdistribution
Dynamic changing environment
Distance measured in clicks instead of kilometers
Loss of memory, gain of abstract problem-solving capabilities
Shared intelligence
Thrive on change
Kids are strongly motivated by a constant change in their environment, they do not see this as a threat but they like it. The game itself could change constantly. This means kids have to figure out the rules behind the metafors on an abstact level to be able to play the game, finish the game and solve puzzles This also addresses the children’s need for “hard fun” .
Natural born multitaskers
Kids have learned to multitask. Watching tv,listening to the radio and make a pencil drawing at the same time, no problem. Kids like different challenges at the same time. So let us implement parallel problems in the game. Interpreting sounds/music, interpreting images, solving puzzles and doing dynamic navigation all at the same time
Challenge seekers (hard fun)
Kids are looking more and more for games with a double or triple challenge in which you need to be smart, fast and skilled for your tasks.
Non-linear thinking
Let's not try to tell stories to kids, let’s create an experience they can make and influence themselves.
Autodidactic and Constructive learners
Arranging and building your own experience and environment is something kids are trained to do nowadays. Interactivity requests input from the user/player. Kids use the rules they have just discovered for their own benefit.
Game ingredients
Agents
Not online: There will be a computerdriven character that will help you in the game, give directions and show you how to perform tasks.
Online: However, if you decide to play online, then your character can become person-driven (someone else could interfere in your gameplay), but you can also become the character yourself and help another player, frustrate the other player or perhaps even spy on the other player, cheating on solving puzzles that you cannot solve yourself.
Dreamworld
Play with the laws of physics. Make charicatural use of them
- extreme gravity, spaces getting bigger and smaller, endless falling, floating in space, endless stairs, upside down gravity, walking on the moon, being attracted like a magnet or tied to something that is elastic, walk like you are jumping on a springboard and find the right rythm.
First person game
Player will always be represented by the cursor. The cursor can have different shapes: a hand ,an eye or an ear depending on the actions one can do. This will further be defined as we develop the gameplay.
Links to books, sites or person
"Growing up digital", by Don Tapscott
"The Cathedral and the Bazaar", by Eric S. Raymond
IJsfontein Website
Off the track
Got any new ideas? Do you want to propose a new chapter or item? This is the place to do just that!
Hallo van Sander
Hallo van Mark en Paul
VR environments should be as easy to use as lucid dreaming, literally 'willing' reality to change. While this may be difficult to do for 20 yrs in computers, we should strive for that sense of ease. Be gods in our digital world...
Daniel Joyce