Two papers at ICA

Here is where you can catch me at ICA this year.  (ICA is the big communication conference, this year in San Diego, CA in late May.)

  • Placemaking with games — Monday, May 29th at 5pm.  Our paper is: “Creative placemaking for neighborhoods: Positioning a game to circulate stories” (see ResearchGate for preview), with Karl Baumann, Francois Bar, and Ben Caldwell.  In the Hilton San Diego Bayfront, 4, Sapphire 400B.
  • Positioning a physical “diversity storytelling system” within a community — Friday, May 26 from 8-9:15am. With co-researchers Samantha Dols and Kara Andrade. Official title: “Here we listen: Positioning a hybrid ‘listening station’ to circulate marginalized voices across physical and digital channels in a neighborhood.” In Hilton San Diego Bayfront, 2, Indigo Ballroom C.

Hope to see you there!

Talk at DC IdeasFest: “Gaming for the City” (May 6)

Live near DC? Come to my talk at DC IdeasFest on “Gaming for the City/ Pokémon Go and DC.” Hear about a new kind of game that can connect neighbors, support local business, explore our history, and even tackle socioeconomic segregation. The story goes much deeper than Pokémon Go. Saturday, May 6th at 10:30am.

The theme for DC IdeasFest is amazing: “we hold the audacious belief that the growth we are experiencing [in DC] can and must be equitable, that we must be a city that is inclusive of all.” See their full list of talks.

My talk is about using games for community engagement and neighborhood impact…

(Screenshot of DC play of Pokémon Go via DCLeeFilms)

DESCRIPTION: Play can strengthen cities, gather open data, and introduce neighbors. New forms with mobile media are combining urban streets with digital flows of information, from Pokémon Go to mapping neighborhood history. Games can get us out in public space, building social capital and ties to local business.

How can we shape the impact of such games in our city and its communities? How will our approach be different than what is emerging in Copenhagen or Los Angeles? With examples and conversation, we’ll explore the answers.

Time and location: Saturday, May 6th from 10:30am- 11:30am.  In the Carnegie Library (Gallery 3) of Washington D.C., 801 K St NW, 20001 (+ Google Map). If possible, register in advance.

p.s. — This talk builds on our Games+Cities event from January, and my new course American University on “Playful Cities.”

Early images of our “diversity storytelling system”

Here are a few early pictures of our prototype for a “diversity storytelling system” at AU.

The idea is that audio stories in physical space can shift which voices circulate, and who has the burden of speaking in public. I’m proud there are some echoes of participatory design, since it was funded in part by the graduate student government at AU, with the sculpture and audio created by students as well.

Inspiration for the project comes in part from last year’s successful SKIN show at the LA Municipal Art by the Leimert Phone Company with Ben Caldwell, François Bar, and Karl Baumann.

GDC talk: Training Designers to Collaborate with Researchers

How can we empower designers to increase “impact,” especially in collaborating with researchers?

UPDATE (3/15/2017): Video of the talk is now live on the GDC Vault!

Next week I’ll be presenting at the Game Developers Conference (GDC) in San Francisco.  This talk extends research with the Game Impact project and G4C, and amazing conversations with pioneers in training designers for research collaborations, including Heather Desurvire, Mary Flanagan, and Jessica Hammer.

Training Designers to Collaborate with Researchers: Reframing, Scaffolding, and Roles

Feb. 27th, 2:10pm — See details.

Graduates in design are under increasing pressure to collaborate with social scientists, including to measure impact, and to improve the product itself. How should game educators prepare them?

Reports show growing fragmentation between designers and researchers; silos are deepening as language is politicized. This session will analyze several models for training students to collaborate with researchers on “impact.”

Are entirely new courses needed on “game research methods,” beyond usability? How can students be empowered to stand up for good design, even as they share power with outside experts?

Takeaways: Attendees will take away several distinct strategies (for the classroom and beyond) for training designers to work with external researchers. Learn what several universities are doing, including different approaches to usability training, managing up, and reframing creativity for impact. Each strategy builds the capacity of students to collaborate with outsiders.

Accepting for January: Game Design MA at American University

A reminder that we are still accepting students for January 2017 — tell your smart friends about our unusual MA program in Game Design. DC is emerging as a fascinating place to consider how games apply to other domains, from cities to health and learning. Currently I am teaching a course on Playful Cities, and in the spring will teach on Game Research Methods.

Here is a flier on the program:

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New course: “Playful City” (game design + neighborhood impact)

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Playtesting some quick prototypes using the ARIS engine

This semester I’m piloting a new course called “Playful City: designing media for stronger neighborhoods and community impact.”

We have MA students from the AU Game Lab, as well as some advanced undergrads.

PREMISE: Play on urban streets can introduce neighbors, retell history, and deepen our sense of place. From PR to activism, the battle for neighborhood identity is increasingly waged with media. Some of the most innovative strategies are emerging with game-based activities and pervasive media.

Official description: Students will create original games and activities, with no programming required (just a passion for neighborhoods and media). This course will emphasize games as community strategy, especially by learning from activities we design.
Prototyping will involve simple tools for embedding media in communities, from bus stops and text message clues, to oral history at listening booths.
Playtesting will reflect on social implications from tourism and economic development, to race relations and gentrification, local history and community organizing.

In sum, this course will tap communication strategies for behavioral change, collective storytelling and building group identity. We will reflect on how games are different than other strategies, from allowing transgression to crossing generations and reclaiming space.

Video from our G4C panel on “Increasing Social Impact: Tools to Design Across Sectors”

For two years, the #GameImpact project investigated sources of failure in articulating game impact. Our first results (published last year) showed the fault lines — especially across sub-fields. Now we introduce and debate several “thinking tools” for executive producers, lead designers and funders. Here are strategies to avoid the holes between research and design, between impact and intention.

Speakers:

  • Asi Burak (Board Chairman, Games for Change)
  • Colleen Macklin (Founder and Co-Director, PETLab)
  • Benjamin Stokes (Civic Media Scholar and Designer, American University School of Communication and Game Lab)

Presenting at ISTE Conference: First-person learning and civics

iste-2016If you’re one of the 15,000 educators heading to Denver later this month, join our session!

Our theme is “First-person Learning” with a focus on civic education games.  Co-panelists are USA Today’s Greg Toppo, author of The Game Believes in You, iCivics Executive Director Louise Dube, and teacher/researcher Matt Farber.

Wednesday, June 29, 11:45 am–12:45 pm in CCC 607.  See the official session description.

In more detail:

Continue reading

Launching new chapter: Countering Four Risky Assumptions

Today our Game Impact Project releases a new chapter, with some neat infographics. “Countering Four Risky Assumptions,” (PDF, 1.2mb) describes concrete steps to reduce the fragmentation in our field.
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The full report on Impact with Games is also updated, based on feedback gathered over the past year. Today’s announcement comes at the Games for Change and Tribeca Games and Media Summit in NYC.

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preprint: Participatory Design and the “Mobile Voices” Project

vozmob-100bAt last, more on the participatory design behind the “Mobile Voices/VozMob” project in Los Angeles is available online!  (VozMob gives day laborers in LA a platform to publish news and stories using ordinary cellphones; it was the basis of the Vojo service now at MIT.)

Specifically, this article investigates “power and participation” in creating this mobile platform for social justice.  Here are the details:

Participatory Design of a Mobile Platform for Social Justice: Reflections on Power and Participation in the Mobile Voices Project

by Melissa Brough, Charlotte Lapsansky, Carmen Gonzalez, Benjamin Stokes, and François Bar

EXTENDED ABSTRACT:  Given the emphasis in Participatory Design (PD) on the democratization of technology design and empowerment of users, PD has potential to contribute to the development of communication systems for social justice. Despite the growing significance of mobile technologies, especially within marginalized communities, there are few explorations of the application of PD to mobile communication technologies.

This case study analyzes efforts at participatory design in creating the Mobile Voices (VozMob) mobile platform, which was designed with and for immigrant workers and organizers. Through the VozMob platform, participants use basic mobile phones to publish online multimedia stories about their lives and their social justice efforts.

Through collective visualization methods, observation, and interviews, this study investigates user participation in the design of VozMob and the factors that enabled or hindered meaningful participatory design. Significant differences emerged between participants’ experiences of the design process, including: whether they experienced the development of the platform as technology ‘appropriation’ or technology ‘design’; and differences in the types and degrees of power-sharing in collaborative processes.

These findings have particular import for future efforts to develop communication technology projects that seek to advance social justice through participatory design, particularly for projects that incorporate emerging mobile technologies.

Key words: participatory design, appropriation, mobile media, social justice, digital storytelling, collective analysis, communication technology, popular education, digital media and learning

Our preprint (2mb PDF) is finally available, following some delays in publishing with the International Journal of Learning and Media.  Full release is expected later this year.