TOTAL EXPERIENCE explores designing for experience: its theory, its practice, and how designing for experiences affects us socially and in our personal lives.
BOB JACOBSON is fascinated by the experience of experience. A planner and technologist, Bob has a Ph.D. in Urban Planning & Design from UCLA. He's been a policy researcher, technology CEO, science writer, and consultant. As a Fulbright Scholar, he studied cellular telephony's impacts on transborder communities in the Nordic Arctic Circle. Bob edited Information Design (MIT Press 2000) and is now writing a book on the theory and practice of creating edifying, transformative experiences.
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PAULA THORNTON says, "Understanding human behavior (economics), optimizing interactions (design) and facilitating conversations (markets), are the means to achieve strategic differentiation. This is the focus of our discipline. It is not a 'nice to have'‚ and is not, like documentation once was, an afterthought. It is the means by which to start a strategic discussion and the means by which to drive a tactical initiative. All design should be evidence-based."
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I received the following email today from Jane McGonigal, the reigning Queen of In-the-World Game-Based Experiences, now Game Designer at the Institute for the Future. It describes “World Without Oil,” a new alternative-reality game that responds to a very real crisis in our world: Peak Oil, the eventual running out of petroleum in our lifetimes. Get ready for the crisis: follow Jane's instructions. You're in for an entertaining and educational, but excruciatingly real experience -- and one that unfortunately, in the future, will not be a game to play but the reality in which we live...
I have some exciting news: Earlier this week, World Without Oil launched. It’s the first alternate reality game to address a real-world problem: U.S. oil dependency. The official motto: “Play it – before you live it.” And you can play right now!
It takes literally less than 30 seconds to sign up as a game hero. I hope you’ll go sign up right now! Here’s the link.
(Signing up just gives you a unique identity in the alternate reality. It means the game will know who you are if you come back and play. Unlike other ARGs, the game won’t start emailing you or burying things in your backyard.)
Once you’re signed up, there’s lots of fun stuff to check out. The game launched on Monday, and already there are hundreds of player created documents to browse—-not to mention the official “backstory” created by the game’s puppet masters. The latest game updates include video footage of an underground car vandalism effort, instructions for how to throw fuel-free parties, and an eyebrow-raising transcript of the new Secretary of State’s address to the nation.
More information about the project below; email me if you want to hear more.
Best,
Jane McGonigal
Resident Game Designer, Institute for the Future
www.avantgame.com
This press release explains the game:
First Alternate Reality Game To Confront A Major Social Issue: A Worldwide Oil Shock
All Web Users Invited to Witness the Oil Shock, Document Their Experiences, Apply Collective Imagination to Solve a Real World Problem
“Play it – before you live it!”
(San Francisco, CA)—Everyone knows that “someday” the world may face an oil shortage. What if that day was sooner than you thought? How would your life change? On Monday, April 30, ITVS Interactive and Independent Lens will launch WORLD WITHOUT OIL, a live interactive month-long alternate reality event to explore this very real possibility.
Produced by the design team at Writerguy, WORLD WITHOUT OIL is the first alternate reality game to enlist the Internet’s vast collective intelligence and imagination to confront and attempt to solve a real-world problem: what happens when a great economy built entirely on cheap oil begins to run short? This grassroots experience looks at the impact on people's lives—work, social, family and personal—and explores what happens when our thirst for oil begins to exceed supply.
“Alternate reality gaming is emerging as the way for the world to imagine and engineer a best-case-scenario future,” says WORLD WITHOUT OIL’s participation architect, noted futurist Jane McGonigal. “It’s been summed up this way: ‘If you want to change the future, play with it first.’”
Beginning April 30, the nerve center for the realistic oil crisis is at WorldWithoutOil.org, with links to citizen stories in blogs, videos, photos, audio and phone messages posted all over the Internet. At the grassroots website, people will learn the broad brushstrokes of the crisis, such as the current price of a gallon of gas or how widespread shortages are. Players will fill in the details, by creating Web documents that express their own perspectives from within the crisis.
“The ‘alternate reality’ of WORLD WITHOUT OIL is not fantasy, it’s a very real possibility,” says Writerguy Creative Director Ken Eklund. “And the game challenge is one of imagination. No one person or small group can hope to figure out the complex rippling effects of an oil shock, but the collective imagination can. And understanding it is a serious, positive step toward preventing it.”
People of any age or Web ability can participate in the game. Player communities are already forming to prepare for game launch, and pre-game play has started. Use these links:
WORLD WITHOUT OIL is produced by the Writerguy team, presented by ITVS Interactive (Independent Television Service), and funded by the Corporation for Public Broadcasting. An Independent Lens Web-exclusive presentation (PBS), WORLD WITHOUT OIL is an ELECTRIC SHADOWS project (ITVS).
About the Game Creators
The Writerguy team includes some of alternate reality gaming's most experienced “puppetmasters” in addition to a Web producer, designer and outreach manager. Ken Eklund, Writerguy and creative director, has been working as a game writer and designer for 20 years. He is credited on over two dozen games as well as many Internet-based educational projects. Jane McGonigal, participation architect, is currently the resident game designer at the Institute for the Future in Palo Alto, CA. Previously she was a lead designer at 42 Entertainment, most notably for I Love Bees, an award-winning alternate reality game. In Fall 2006 MIT Technology Review named McGonigal one of the top 35 innovators changing the world through technology.
Electric Shadows and Independent Lens Web-Exclusives
Independent Lens presents interactive features throughout the series website and is proud to be a portal to Electric Shadows projects which feature the unflinching visions of independent media makers via the Web. These award-winning Web-originals invite visitors to interact through non-linear storytelling and social issue games created by independent media makers. Presented by Independent Lens and ITVS Interactive and funded by the Corporation for Public Broadcasting, Electric Shadows sites explore the arts, culture and society through innovative forms including nonlinear storytelling and interactive gameplay and meet the ITVS mission of giving voice to underserved communities. Since its inception in 2002, the initiative has funded six online projects. Electric Shadows projects have garnered a People’s Choice Webby Award, two SXSW Web Awards, highlighted as one of Time.com’s “50 Coolest Websites”, Yahoo! Picks, Cool Site of the Day and numerous other accolades. Explore the projects and learn more about Electric Shadows.