Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Wabi Sabi: The Japanese Art of Impermanence Review

Wabi Sabi: The Japanese Art of Impermanence
Average Reviews:

(More customer reviews)
Are you looking to buy Wabi Sabi: The Japanese Art of Impermanence? Here is the right place to find the great deals. we can offer discounts of up to 90% on Wabi Sabi: The Japanese Art of Impermanence. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Wabi Sabi: The Japanese Art of Impermanence ReviewThis book is a manifesto for a traditional Japanese aesthetic. The author begins with an operational definition of wabi sabi: "If an object or expression can bring about, within us, a sense of serene melancholy and a spiritual longing, then that object could be said to be wabi sabi" (p. 11). He then proceeds to round out this definition by examining different aspects of the concept of wabi sabi such as its historical origin in Zen, its development in Japanese culture, and its expression in Japanese arts and crafts. Finally, he lists design criteria, identifies suitable materials, and sketches out ethical principles that are required for the creation of objects that are wabi sabi.
The author's tone sometimes becomes anxious and urgent when discussing commercial culture and design, both in the West, where materiality is "ever-encroaching" (p. 3), and in Japan, where "the space afforded to wabi sabi is certainly on the decline, and its future relevance to Japan is under threat" (p. 58). Also, he treads very lightly when discussing the way wabi sabi objects became status symbols in Japan.
The volume itself is a well-designed paperback with a readable font, wide margins, and austere black-and-white photographs that present some very memorable images.
Immediately after finishing reading this book, I wanted to give it a rating of four stars. The next day I noticed that I was thinking about the spaces and objects in my life a different way, so I've upped the rating to five stars. Read the book and give it a few days to work.Wabi Sabi: The Japanese Art of Impermanence Overview

Want to learn more information about Wabi Sabi: The Japanese Art of Impermanence?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Beyond Disruption: Changing the Rules in the Marketplace Review

Beyond Disruption: Changing the Rules in the Marketplace
Average Reviews:

(More customer reviews)
Are you looking to buy Beyond Disruption: Changing the Rules in the Marketplace? Here is the right place to find the great deals. we can offer discounts of up to 90% on Beyond Disruption: Changing the Rules in the Marketplace. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Beyond Disruption: Changing the Rules in the Marketplace ReviewI truly and thoroughly enjoyed this book! It reminded me what it was that got me into this line of work in the first place. This book focuses the reader on using creativity to look at the world in a different manner, and create truly differentiable advantage thereby, and the energy and excitement that I took from it were absolutely wonderful.The book is team-written by a series of folks at TBWA\, (one of the largest ad agencies in the world) and there are definite portions of the book that are only of value to people outside of the ad world in dealing with folks inside, (most notably, the entire third section of the book, which you can honestly skip) and there are some chapters written by Dru's team that contradict some of his basic tenets, but don't let either of these put you off. The case studies, base lessons and some of the discussions about methodologies are highly portable, and certainly can lead to a strong and very valuable transformation in your practices and company, if taken to heart.It will focus you and your co-workers on defining and fulfilling the grandeur of the mission you're on, (regardless of industry or product segment) with the benefits accruing in direct proportion to how widely you can introduce this mindset and maintain the excitement, (much of it self-perpetuating) to your environment.And one very cute suggestion that has immediate value to us all: a company was having a very difficult time with actual output not being achieved due to both the quantity and time span of meetings, (sound familiar?). Dru and his team's suggestion, which was implemented to great success? Remove all chairs from the conference room. Imagine how quickly meetings can be over if everyone has to stand during the entire discussion!Beyond Disruption: Changing the Rules in the Marketplace Overview

Want to learn more information about Beyond Disruption: Changing the Rules in the Marketplace?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Contextual Design: Defining Customer-Centered Systems (Interactive Technologies) Review

Contextual Design: Defining Customer-Centered Systems (Interactive Technologies)
Average Reviews:

(More customer reviews)
Are you looking to buy Contextual Design: Defining Customer-Centered Systems (Interactive Technologies)? Here is the right place to find the great deals. we can offer discounts of up to 90% on Contextual Design: Defining Customer-Centered Systems (Interactive Technologies). Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Contextual Design: Defining Customer-Centered Systems (Interactive Technologies) ReviewI've been searching all over for good guides to the *process* of human-centered design as opposed to the techniques for good UI: This book is excellent on two counts
1. The principles and methods you advocate
2. The lack of competition, but this doesn't distract from the quality of the book.
There are lots of books on how to do UI, but they all concentrate upon the widgets. This is the only one I have seen that really tells you how to go out and collect customer data, and then, what to do about it. I also like the way it deals with UI design -- do it only after the analysis -- resist the temptation to start the design too soon.Contextual Design: Defining Customer-Centered Systems (Interactive Technologies) Overview

Want to learn more information about Contextual Design: Defining Customer-Centered Systems (Interactive Technologies)?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Brand Meaning Review

Brand Meaning
Average Reviews:

(More customer reviews)
Are you looking to buy Brand Meaning? Here is the right place to find the great deals. we can offer discounts of up to 90% on Brand Meaning. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Brand Meaning ReviewAs an account planner with over 25 years' agency experience I have to say that this book feels like an important book on branding - maybe as important as David Aaker's book was in the late 1990s. It begins with a strong theoretical foundation, and includes all the most important classic and emerging research on branding. Batey spends a lot of time exploring the fundamental topic of human motivation and why we seek meaning. He highlights the needs and value systems that drive behavior -- he even has a cool chapter on "the meaning of things" which addresses how objects can come to be endowed with symbolic meaning in the first place.
But the book also has a very practical side - there are chapters on brand meaning in brand strategy (in fact, Batey encourages readers to think of brand management as brand meaning management)and his work on brand extensions, portfolio management and architecture is very applicable to our day-to-day situations as agency people.
I think Batey's greatest contribution to branding theory, though, comes in what he calls "implicit brand meaning" which is different from primary brand meaning - it's the meaning that taps into deep universal truths and cultural values, the meaning that transcends categories and product qualities. Batey calls it the "psychic resonance" of the brand, and includes lots of ideas on how to identify and manage implicit brand meaning.
If the book has a drawback, it comes in the density of the topic. It's chocked full of insights and thoughts. It's less skim-able than it might be, but it sure is underline-able once you get into it. You'll want to read it with pen in hand.
Brand Meaning Overview

Want to learn more information about Brand Meaning?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

A Theory of Fun for Game Design Review

A Theory of Fun for Game Design
Average Reviews:

(More customer reviews)
Are you looking to buy A Theory of Fun for Game Design? Here is the right place to find the great deals. we can offer discounts of up to 90% on A Theory of Fun for Game Design. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

A Theory of Fun for Game Design ReviewRaph Koster's _A Theory of Fun for Game Design_ is certainly a book worthy of a place on any game designer's shelf. For those who attended the original lecture that spawned the book, there isn't a whole lot that is new, but it's great to have it in book form. For those who did not, the book can be quite revealing, particularly for those who have struggled to adequately define just what games and game design is all about.
Perhaps more importantly, though, is that Raph has written a light, frequently humorous, and sometimes touching book that should make a great gift to those of us who have parents or spouses who DON'T understand why we're wasting all of our time with games. Rather than try to explain it to them, you can simply hand them this book, and they can come to appreciate the scope and depth of the subject without being overwhelmed.
And at times the book is quite poignant on a human level. You can see Raph's genuine pride and love for his children nearly pour off the page when he talks about them, and his mention of his grandfather passing away while he was at GDC is particularly touching to me since my own father died while I was at GDC in 2000.
The book can essentially be read in two ways. The first, simply by reading all the illustrations in sequence, is great fun all by itself. Nearly every drawing does its job in illustrating the point it tries to make, and quite a few have charming little extra details that a gamer will readily appreciate.
The second, and perhaps more proper way, is to read the text and the illustrations together. (I suppose one could also read the text by itself, but where's the fun in that?) To summarize very crudely, the book makes the following assertions:
1. The human mind enjoys processing information from the world around it into patterns, procedures, schema, etc. that it can later apply with less thought in identical or similar situations.
2. Games primarily feature a core pattern(s) and mechanic(s) which players learn via playing the game. This is fun for the mind.
3. If the pattern is too hard to discern, or the mechanic of learning the pattern too difficult, players get frustrated and stop playing. On the other hand, if players understand the pattern and master the mechanic too easily, they'll quickly become bored and stop playing. There are other issues as well (relevancy, matching expectations, presentation, etc.) that come into play.
4. Most games have traditionally taught very basic life skills. As children become adults, they've learned these skills, these patterns, and no longer play games since they are now out in the real world playing "for real".
5. Many of these skills, while useful when we were a primative people, are becoming less relevant, and even dangerous, in a modern society, where change is increasingly more and more rapid.
6. Game designers need to broaden their game designs, not only to encompass a larger range of patterns/skills/mechanics/lessons, but also ones which are relevant and helpful to modern society.
7. Game designers have an ETHICAL DUTY to do so.
(I've skipped over many other points of the book, which although unfair and regrettable, is necessary for the sake of length.)
Now, enough of the praise, on with a few (minor) criticisms.
I found the book paradoxically both too long and too short. The layout of the work is to fill (nearly) every right hand page with an illustration, with the text on the left hand page. This is great, because their are so many illustrations, but it means that the text on the left of many of the pages is often quite limited: 2 - 5 paragraphs, and usually short ones at that. However, I am not saying that there should have been more text; often it conveys just the right depth and meaning for the particular point it is trying to make on that page. But at times it does get a bit distracting; you get the feeling that these pages are only there because there are so many illustrations.
Yet at the same time, I felt the text sometimes got too repetitive, and should have gone deeper. But the problem is you couldn't really dwell on one thing too deeply, because it was on to the next page and on to the next point (and the next illustration). Really, the format constrains the book to a particular level, and I think part of this also comes from the fact that the book was largely original a presentation, where it is quite common for points to be made simply, and repeatedly, without a lot of additional exposition. And I think if you accept the book in that context, you won't be disappointed.
One point that I thought the book did not give enough attention to was the element of chance in games. Nearly every game features the element of random chance, yet the book explores this mechanic very little in relation to other core game mechanics. When it does -- all of 2 paragraphs on page 56 -- it's almost dismissive of it as little more than a way to teach people about odds.
I would contend there's a lot more to it than that. Introducing a random element into a game helps enhance the learning experience by prolonging the appeal of the game. Consider a game mechanic which, if mastered, allows a player to win 100% of the time. If the game is fairly deterministic, then once they've learned this mechanic, they'll quickly become bored with the game. Now, consider what happens when you add the element of chance. The player, even if they've mastered the mechanic, can still lose. This forces them to re-evaluate their mechanic -- do they REALLY have the best one, or were they mistaken? What additional patterns can they learn to help eliminate the effect of chance? Does this teach us that in life, even the best laid plans can fail due to unknown and unpredictable factors? And so on.
I would also add that the addition of chance helps ameliorate the problem of players playing the same game at different skill levels -- the inferior player still has a chance to win, even if it is by luck, but by winning is encouraged to keep playing the game and, perhaps, learning what the superior player already knows.
The other point of the book that I take issue with is at the end, where there is a rather sudden appeal to a variation Pascal's Wager. This forms the basis of an appeal to ethical game design. I find the whole insertion rather jarring, partly because I feel Pascal's Wager is thoroughly debunked (particular when you consider the wager fails to mention any costs relating to belief), and partly because it doesn't seem to make much of a difference. If game's don't matter, than it doesn't matter if a game explores a particular behavior that is "bad". On the other hand, if game's do matter, then surely it is important to have games that explore such mechanics as a way of learning about ourselves, just as more "ethical" games may explore other mechanics. As Sister Wendy admitted, Serrano's _Christ in Urine_ was still valid art; it just wasn't particularly good (in the non-moral sense) art.
I also think it is difficult to expect games to illuminate the human condition and teach lessons at the same level as other forms as art for precisely the reasons cited earlier in the book. Games are about a core mechanic/pattern that is learned, and the very nature of gaming compells one to look past the story and other contextual trappings to focus on the central gameplay. Consider the moral of _Moby Dick_, which is about the dangers of letting one's obsession overtake them, or the destructiveness of the desire for revenge to others around you, or perhaps, according to some interpretations, the futility and hubris of denying God and trying to confront evil itself on one's own. But a game _Moby Dick_, even if it contained such themes, would ultimately teach you instead about optimal strategies for hunting whales, or perhaps a formula for determing the true costs of obsession in lives lost. And neither of which may be models that realistically describe reality, which calls into question their ultimate utility beyond the scope of the game itself.
But despite these lengthy criticisms, I can certainly recommend this book. As I said before, I think it's particularly useful as a gift to non-gamers who want to know more about what we do and why we do it.
Bruce
A Theory of Fun for Game Design Overview

Want to learn more information about A Theory of Fun for Game Design?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Green from the Ground Up: Sustainable, Healthy, and Energy-Efficient Home Construction (Builder's Guide) Review

Green from the Ground Up: Sustainable, Healthy, and Energy-Efficient Home Construction (Builder's Guide)
Average Reviews:

(More customer reviews)
Are you looking to buy Green from the Ground Up: Sustainable, Healthy, and Energy-Efficient Home Construction (Builder's Guide)? Here is the right place to find the great deals. we can offer discounts of up to 90% on Green from the Ground Up: Sustainable, Healthy, and Energy-Efficient Home Construction (Builder's Guide). Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Green from the Ground Up: Sustainable, Healthy, and Energy-Efficient Home Construction (Builder's Guide) ReviewThis book does a good job at setting up a working definition of "green building" as a decision making process that occurs at each point in the design of a building, with an emphasis on residential construction. The book has a lot of pictures and pop-up bubble sidebars that make each page seem more like a design school presentation poster (that's a good thing). It presents a lot of basic information and principles about each part of a building, from foundations, insulation, windows, framing, flashing, natural building, etc. and how they come together as a "green building system."
If you are an architect or drafter who is looking for a book with technical details and explanations about specific construction methods or materials notes do not buy this book. If you would like to learn about green building science principles as to how they relate with each division in a building then buy this book.Green from the Ground Up: Sustainable, Healthy, and Energy-Efficient Home Construction (Builder's Guide) Overview

Want to learn more information about Green from the Ground Up: Sustainable, Healthy, and Energy-Efficient Home Construction (Builder's Guide)?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

The Ten Faces of Innovation: IDEO's Strategies for Defeating the Devil's Advocate and Driving Creativity Throughout Your Organization Review

The Ten Faces of Innovation: IDEO's Strategies for Defeating the Devil's Advocate and Driving Creativity Throughout Your Organization
Average Reviews:

(More customer reviews)
Are you looking to buy The Ten Faces of Innovation: IDEO's Strategies for Defeating the Devil's Advocate and Driving Creativity Throughout Your Organization? Here is the right place to find the great deals. we can offer discounts of up to 90% on The Ten Faces of Innovation: IDEO's Strategies for Defeating the Devil's Advocate and Driving Creativity Throughout Your Organization. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

The Ten Faces of Innovation: IDEO's Strategies for Defeating the Devil's Advocate and Driving Creativity Throughout Your Organization Review
With Jonathan Littman, Kelley provides in this volume a wealth of information and counsel which can help any decision-maker to "drive creativity" through her or his organization but only if initiatives are (a) a collaboration which receives the support and encouragement of senior management (especially of the CEO) and (b) sufficient time is allowed for those initiatives to have a measurable impact. There is a distressing tendency throughout most organizations to rip out "seedlings" to see how well they are "growing." Six Sigma programs offer a compelling example. Most are abandoned within a month or two. Why? Unrealistic expectations, cultural barriers (what Jim O'Toole characterizes as "the ideology of comfort and the tyranny of custom"), internal politics, and especially impatience are among the usual suspects. That said, I agree with countless others (notably Amabile, Christensen, Claxton, de Bono, Drucker, Kelley, Kim and Mauborgne, Michalko, Ray, and von Oech) that innovation is now the single most decisive competitive advantage. How to establish and then sustain that advantage?
In an earlier work, The Art of Innovation: Lessons in Creativity from IDEO, America's Leading Design Firm, Kelley shares IDEO's five-step methodology: Understand the market, the client, the technology, and the perceived constraints on the given problem; observe real people in real-life situations; literally visualize new-to-the-world concepts AND the customers who will use them; evaluate and refine the prototypes in a series of quick iterations; and finally, implement the new concept for commercialization. With regard to the last "step", as Bennis explains in Organizing Genius, Apple executives immediately recognized the commercial opportunities for PARC's technology. Larry Tesler (who later left PARC for Apple) noted that Jobs and colleagues (especially Wozniak) "wanted to get it out to the world." But first, obviously, the challenge was to create that "it" which they then did.
In this volume, as Kelley explains, his book is "about innovation with a human face. [Actually, at least ten...hence its title.] It's about the individuals and teams that fuel innovation inside great organizations. Because all great movements are human-powered." He goes on to suggest that all good working definitions of innovation pair ideas with action, "the spark with fire. Innovators don't just have their heads in the clouds. They also have their feet on the ground." Kelley cites and then examines several exemplary ("great") organizations which include Google, W.L. Gore & Associates, the Gillette Company, and German retailer Tchibo. I especially appreciate the fact that Kelley focuses on the almost unlimited potential for creativity of individuals and the roles which they can play, "the hats they can put on, the personas they can adopt...[albeit] unsung heroes who work on the front lines of entrepreneurship in action, the countless people and teams who make innovation happen day in and day out."
Because organizations need individuals who are savvy about the counterintuitive process of how to move ideas forward, Kelley recommends three "Organizing Personas": The Hurdler, The Collaborator, and The Director.
Because organizations also need individuals and teams who apply insights from the learning roles and channel the empowerment from the organizing roles to make innovation happen, Kelley recommends four "Building personas": The Experience Architect, The Set Designer, The Caregiver, and The Storyteller. Note both the sequence, interrelatedness and, indeed, the interdependence of these ten "personas."
I am reminded of comparable material in A Kick in the Seat of the Pants. Specifically, Roger von Oech's discussion of what he calls "The Four Roles of the Creative Process" (i.e. Explorer, Artist, Judge, and Warrior). Also Six Thinking Hats in which Edward de Bono explains the need for a creativity "wardrobe" comprised of several hats. Specifically, white (rational, logical, and objective), red (emotional), black (negative), yellow (positive, hopeful, optimistic), green (creative and innovative), and blue (ordered, controlled, structured).
What Kelley achieves in this volume is to develop in much greater depth than do von Oech and de Bono what are essentially ten different perspectives. He does so, brilliantly, by focussing the bulk of his attention of those who, for example, seek and explore new opportunities to reveal breakthrough insights...and while doing so wear (at least metaphorically) one of de Bono's hats (probably the green one). Kelley devotes a separate chapter to each of the ten "personas," including real-world examples of various "unsung heroes who work on the front lines of entrepreneurship in action, the countless people and teams who make innovation happen day in and day out."
Two final points. First, most of those who read this book can more easily identify with "unsung heroes" such as those whom Kelley discusses than with luminaries of innovation such as Thomas Edison or with celebrity CEOs such as Andrew Grove, Jeffrey Immelt, Steve Jobs, and Jack Welch, all of whom were staunch advocates of constant innovation in their respective organizations. Also, presumably Kelley agrees with me that those who read and then (hopefully) re-read his book should do so guided by a process which begins with the curiosity of an anthropologist and concludes with the empathy of a caregiver. This is emphatically not an anthology of innovation recipes. Rather, it offers a rigorous intellectual journey whose ultimate value will be determined, entirely, by the nature and extent of innovative thinking which each reader achieves...and who then uses the breakthrough insights to drive creativity throughout her or his own organization.The Ten Faces of Innovation: IDEO's Strategies for Defeating the Devil's Advocate and Driving Creativity Throughout Your Organization Overview

Want to learn more information about The Ten Faces of Innovation: IDEO's Strategies for Defeating the Devil's Advocate and Driving Creativity Throughout Your Organization?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

General System Theory: Foundations, Development, Applications (Revised Edition) Review

General System Theory: Foundations, Development, Applications (Revised Edition)
Average Reviews:

(More customer reviews)
Are you looking to buy General System Theory: Foundations, Development, Applications (Revised Edition)? Here is the right place to find the great deals. we can offer discounts of up to 90% on General System Theory: Foundations, Development, Applications (Revised Edition). Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

General System Theory: Foundations, Development, Applications (Revised Edition) ReviewI've looked high and low for a text summarizing systems theory and I write this review in near shock having just finished this book. I say "shock" because I just can't believe how remarkably undated this book is after nearly 40 years (first edition 1969). I've read books by Checkland, Lazlo, Weinberg and many others but nothing summarizes the systems world view better than this classic. You've gotta love a scientist/philosopher who quotes Aldous Huxley liberally. I'd give it six stars if I could.General System Theory: Foundations, Development, Applications (Revised Edition) Overview

Want to learn more information about General System Theory: Foundations, Development, Applications (Revised Edition)?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Designing for the Digital Age: How to Create Human-Centered Products and Services Review

Designing for the Digital Age: How to Create Human-Centered Products and Services
Average Reviews:

(More customer reviews)
Are you looking to buy Designing for the Digital Age: How to Create Human-Centered Products and Services? Here is the right place to find the great deals. we can offer discounts of up to 90% on Designing for the Digital Age: How to Create Human-Centered Products and Services. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Designing for the Digital Age: How to Create Human-Centered Products and Services ReviewKim Goodwin has written a book that I've been hoping for for years.
It's the book I turn to when I want thorough yet approachable guidance or reminders for how to do design.
I told a colleague of mine: "Finally! The textbook and handbook for the practice of interaction design!" Much inspiring and useful work has come before, but I haven't found such a comprehensive and useful how-to book for practicing and aspiring interaction designers.
If I could only have three books on my shelf to refer to in my interaction design (or if I were on a desert island where I was going to be designing interactive systems with people), I'd have:
* Kim Goodwin's Designing for the Digital Age for process,
* Jennifer Tidwell's Designing Interfaces for patterns, and
* Alan Cooper et al's About Face (3) for principles.Designing for the Digital Age: How to Create Human-Centered Products and Services Overview

Want to learn more information about Designing for the Digital Age: How to Create Human-Centered Products and Services?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Rules of Play: Game Design Fundamentals Review

Rules of Play: Game Design Fundamentals
Average Reviews:

(More customer reviews)
Are you looking to buy Rules of Play: Game Design Fundamentals? Here is the right place to find the great deals. we can offer discounts of up to 90% on Rules of Play: Game Design Fundamentals. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Rules of Play: Game Design Fundamentals ReviewThere are very few books about the theory of game design. Most of the books which purport to be about game design theory have titles like _Game Design: Theory and Practice_ [Richard Rouse III: 2001], and focus much more on the latter than the former, usually in the context of commercial computer games. The exceptions to this rule generally approach the subject of game design theory from a particular perspective, e.g., as a communication method or "future's language." [Duke: 1974] So when _Rules of Play: Game Design Fundamentals_ (by Katie Salen and Eric Zimmerman) was published by MIT Press in 2004, I took immediate interest.
The book largely lived up to expectations. Weighing in at a hefty 672 pages of relatively small type, this textbook-format tome is, as the title might suggest, heavy on game design theory but light on practice. This makes it a excellent complement to the established game design literature.
Structurally, the book is fairly straightforward and is divided into four major sections: Core Concepts, Rules, Play, and Culture, each of which is capped by an essay or a game design by an established game designer written especially for this volume.
The first section (together with two brief chapters preceeding it) discusses necessary background ideas, defining important terms and presenting concepts to be built upon later. Besides preparing the reader for the next 500 pages, it's in this section that the authors accomplish one of their primary goals of the book: creating a game design vocabulary. Creating such a critical vocabulary, they argue, is an important step towards treating game design as a discipline, because you need such a tool to education game designers, to pass skills and knowledge from one generation of designers to another, to faciliate audience-building by enabling critical discussion of games, and finally as a buffer against criticism, by giving "us" -- a word which takes on new meaning in the last third of the book, when they discuss the various ways players become de facto game designers -- the vocabulary and understanding to defend gaming as an activity from those who would censor it. These points are borrowed from an essay by Henry Jenkins, a media theorist and game scholar who is also the head of the Comparative Media Studies program at MIT. (As a quick sidebar, this book may be worth buying for the bibliography alone.) Of course, vocabulary is only the start of an effort to establish a "critical discourse for game design." Or, as Salen and Zimmerman explain, "a critical vocabulary lets us talk to each other."
The last three sections of the book form the beginnings of that critical discourse. Each of these sections highlights a specific primary schema ("a conceptual lens we can apply to the analysis or creation of a game"), with most of the chapters in these sections focusing on related lower-level schemas. For example, in the section on the schema "Games as Play," there is a chapter on "Games as Narrative Play," which examines both narrative elements of games and narrative as a result of game play. These schema-based chapters borrow heavily from a wide variety of disciplines, and it is through these schemas that major insights regarding game design can be found. (For instance, the chapter on "Games as the Play of Pleasure" has an interesting discussion of the importance of short-term goals, which serve both to help players make plans in a game, and also provide moments of satisfaction when these goals are reached.) A lot of these insights will not be new to experienced game designers, but what is new is the systematic framework in which the insight is embedded.
Or, more correctly, frameworks. I would argue that this multiple-perspective approach is the book's primary strength. Rather than taking a given theoretical construct and forcing all of "games" into it, it starts with a few core concepts and then generates a plethora of interrelated-but-distinct models with which to examine any game. Any given model may or may not be suited to an individual game -- or, perhaps more accurately, may or may not have the potential to produce new insights -- but as a whole they are a powerful collection of tools. If you have a hammer, the old saying goes, everything looks like a nail. In this case, Salen and Zimmerman have handed the reader a fairly complete toolbox. (Note that I will admit to shoehorning this analogy into place just a little bit. A hammer is construction tool, not an analysis tool; it's job is on the *practical end*, not the theoretical. A better analogy would be a toolbox that contains an MRI machine, a spectrograph, an x-ray machine, a CAT scanner, and a simple camera, but I don't know of any old sayings that use those particular tools.) This comprehensive approach draws on a wide variety of disciplines, from pyschology and literature to software engineering. Within the field of games it casts an equally wide net, drawing examples from computer games, parlor games, Live Action Roleplaying Games, boardgames, professional sports, schoolyard games, and others. It's not unusual for one paragraph to discuss a game like Chutes and Ladders, the next to discuss professional basketball, and a third to discuss Quake. Such a diverse treatment of the subject guarantees that there is always an example available for a type of game the reader is familar with, even if the inevitable result is a little bit of shoehorning of examples. (I remain unconvinced, for example, that Tic Tac Toe is really a "territorial acquisition" game.) There are also plenty of new games to learn about -- for instance, did you know that someone ran a live action PacMan game in New York City? This comprehensiveness extends to the bibliography and footnotes.
Another strength derives directly from one of the goals of the book: the authors are attempting to create a vocabulary. As a result, they are meticulous about defining terms, especially when they are borrowing concepts from other disciplines. This can occasionally be a little tiresome, but in the end it's always worth the effort.
The weaknesses of the book are in many ways mirror images of the strengths -- it's occasionally too theoretical, too comprehensive, and too multi-disciplinary. It tends to wordiness, and occasionally the authors seem to base significant points on what one could argue is a word game, e.g., they draw upon the definition of play as in "loose" ("too much play in the fan belt") when defining the idea of "playing a game" or "game as a form of play." It's a clever little example of creative pseudo-etymology, but I'm not sure that I buy the construct, even if it does seem to offer insight on occasion. (Note that I originally wrote "play on words" rather than "word game.")
One glaring void in this comprehensive approach, ironically, is that the book doesn't really focus on games that are played for reasons other than the pleasure of the participants. Professional military games are mentioned only in passing, large seminar games not at all, and it's probably safe to say that when one thinks of DOD gaming, such concepts as "Games as Cultural Resistance" (chapter 32) are probably not the sort of idea that comes to mind. Indeed, much of the sections on "Play" and "Culture" might seem to be inapplicable to the type of gaming sponsored by DOD, because they do not address the unique reasons as to why military organizations participate in the creation and playing of games.
I think that conclusion would be a mistake. The motivation as to why individuals play DOD games is certainly different than the motivation of your average _Vampire: The Masqerade_ player, but the mechanisms by which a player finds the experience meaningful probably isn't. A bored or alienated player is bored or alienated, regardless of whether he's playing in the latest first-person shooter on his own initiative or Millenium Challenge because he was told to be there. If anything, these issues might be more important in a military games context: Joe Civilian Gamer can simply stop playing DOOM if he gets bored, but gamers that are forced into situations they don't want to be in have a tendency to cease their willing suspension of disbelief ("step outside the magic circle," as Salen and Zimmerman would say) and cause problems for others as well.
So, in short, I think the book is worth the time and the price tag ($50 list), both for game designers in general and professional military game designers in particular.Rules of Play: Game Design Fundamentals Overview

Want to learn more information about Rules of Play: Game Design Fundamentals?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...

Which "Aesthetics" Do You Mean?: Ten Definitions Review

Which Aesthetics Do You Mean: Ten Definitions
Average Reviews:

(More customer reviews)
Are you looking to buy Which "Aesthetics" Do You Mean: Ten Definitions? Here is the right place to find the great deals. we can offer discounts of up to 90% on Which "Aesthetics" Do You Mean: Ten Definitions. Check out the link below:

>> Click Here to See Compare Prices and Get the Best Offers

Which "Aesthetics" Do You Mean: Ten Definitions ReviewThis book lacks the focus and depth of Koren's most popular book about Wabi Sabi, but it is nonetheless a playful and engaging exploration of the many ways the term aesthetics comes up in contemporary life. This is a great book to pick up occasionally to flip through and ponder life and art. Anyone looking for a storyline or a linear treatment of the subject matter should look elsewhere.
Koren's book's are a joy to own because they are curious enough that they invite multiple readings and light/simple enough that doing so is more of a pleasure than an arduous task.Which "Aesthetics" Do You Mean: Ten Definitions Overview

Want to learn more information about Which "Aesthetics" Do You Mean: Ten Definitions?

>> Click Here to See All Customer Reviews & Ratings Now
Read More...