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Defining the Fun House

Mar
30

As a part of my, "What makes a place fun?" research, I have postulated the idea of the "fun house" as an actual home anchored in fun as much as much as some homes are designed to be beautiful.


The question always is, "What is a fun house?"

And while I am still working out a good theoretical definition to that question, here's a good practical answer:


Yes, a house built around a skateboard ramp.

Interesting (to me at least), is how people talk about this particular "fun house"

  • "The result of the client’s request is a curved form interior, which “set the whole house as well as the inhabitant’s life, into motion”. — Architectural Review 
  • "Converting your house into a 'skateable habitat' is one strangely cool move." — Gizmowatch 
  • "As a kid, I was obsessed with Pee-wee's Playhouse. As an adult (at least according to my pricey movie stubs), my refined tastes would prefer The Ramp House, a 'skateable habitat.'" — Gizmodo 
  • "Speaking of things I would have wanted as a kid, take a look at this house: it's built around a gigantic indoor skateboard ramp. I absolutely love this guy's priorities. " — Dvice 

What I notice here is a strong push and pull around the notion of fun. The Architecture Review comment, perhaps predictably, stressed some sort of formal design purpose or insight. But nowhere is fun allowed. Gizmowatch recognizes the latent playfulness of the space, but feels the need to praise it while marginalizing it as a "strangely cool move." Meanwhile, Gizmodo and Dvice make the most common move, by suggesting that while the place grabs the author's imagination, he must quickly put it into the category of childhood. The common theme, fun = foolish, naive and childish.

And, perhaps most useful, were select comments about the house from Boing Boing readers. While many readers saw the house as a gimmick, an ostentatious display of trust fund excess or simply dangerous, a few other readers rose to the defense of the space :

"Haha, I knew a bunch of boingers would be big downers on this. This just in: Boingboing readers have decided that having fun is irresponsible."

"Dude, this is totally killer!! That's a frickin dream-house right there. Closing my eyes and ears to all of the bummer comments… ignorance is bliss."

Conclusion of the moment, a fun house is a battleground around the concept of fun!

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Finding a Fun House: What makes a place fun?

Mar
17

(This is an excerpt from a longer argument building a description of fun and linking it to the much more explored subject of play.)

On face value the question rings true. Some places do seem more fun than others and wondering "What makes a place fun?" is equivalent to asking: "Where is a fun place we can go?"


Of course, the simplest questions can belie a complexity not obvious at casual glance. After all, fun itself is an amorphous concept that resists a universal categorization. "What is fun?"

  • Taking a nap is fun.
  • Driving fast is fun.
  • Playing football is fun.
  • Getting promoted is fun.
  • Meeting new people is fun.
  • My job is fun.
  • I had a fun time last night.
  • This weekend will be fun.

What any individual finds "fun" is ultimately contingent on a personal framework of desires, interests and intentions as well as the action of the individual themselves.  In contrast to classic concepts of aesthetics that posit the nature of beauty in and of the object itself, the aesthetic of fun balances on the relationship of the individual to the object. Disneyland is not fun, going to Disneyland is fun. A place itself is not fun or not fun. Rather, what we do in a place structures the experience of the fun. Fun is contingent on the person and the place, present in neither and dependant on both.


This notion of contingency is not new within the world of game design, a discipline focused on creating, measuring and delivering fun as an economic metric of sales success. Fun games sell.

Game designer Sid Meier is famously quoted as saying “A game is a series of interesting choices.” (For one reference to this bit of game lore, see: http://www.half-real.net/dictionary/ ) In his remark, Meier points to the contingent nature of games and fun itself. What Meier assumes in his quote is that fun relates to the concept of choice, and that this choice must be interesting. In other words, choices themselves point to the necessity not only of a contingency between the player and the game, but to a complex and solvable sort of field that makes play possible.

Chris Crawford, likewise has argued for the dependency of games on a noun/verb dichotomy that favors the action of the verb (For a good discussion on this idea, see: http://terranova.blogs.com/terra_nova/2005/01/nouns_and_verbs.html ). In other words, the nouns, the subject of play and its place, matter less than the contingency, the actions adhered to the people, places and things by the player.  In a simple sense, it’s not where you are or what you have, but what you do that defines the fun. Again, the contingency of the player frames the question of fun. No amount of “fun” things will replace any amount of fun action. Or even more strictly, things are not fun, playing with things is fun.

The question, then, “What makes a place fun?” appears to ponder the imponderable. The fun does not come from the objects or the place, but exists in the space and interaction between the player and place. Beauty may be in objects, but fun is in the moment of object interaction. To extend Crawford, nouns contain beauty, fun occurs in verbs.

Looking at Meier and Crawford side-by-side, we see a dilemma, though. If fun is only the moment of action, then the idea of fun itself dissolves. Fun in this sense is a flash of light, a transient phenomenon, a luminal experience that resists its own definition. Creating a fun game, or a fun place, would be like taking a snapshot of motion. Once the picture is taken, the subject, the motion, is gone. What remains is only a sign for the thing, the thing disappearing even as you attempt to capture it.
Of course, game developers make fun games and game players routinely describe games that they have played as fun and games that they expect to play as fun. 

The trouble comes with trying to reconcile the nature of fun with ease at which we use the term.  Because what we mean by fun is not reduced to the indivisible moment of action, rather points to the tangible contingency or interaction between the player and the played. Fun includes the memory of the past and the expectations of the future. The central contingency of fun is the conceptual connecting point of the past and the present.

So how does fun relate to places or games?

These observations, thankfully, do not reduce the question, “What makes a place fun?” to absurdity. Instead, they point to a central contradiction: Fun may operate as a contingency in the moment of experience. Fun may not be in the place or in the objects of the place, a property to be experienced universally.  But like a ghost, fun lingers in the place, haunting with a memory and an echo of a feeling and an active experience that once was and might be once again. In this way, the fun house is the twin to the haunted house—a place imbibed with a perceivable sprit, an active history linked to a past action and an ongoing manifestation, an imbibed future.

The question “What makes a place fun?” then, may be read as contingent itself. The question both poses a plea to remember the past—what made this place fun?—along with a hope for the future—what will make this place fun again? Fun is never present, but only lingers as a memory and shimmers as promise, a context in the present moment.

As result of this fundamental contingency, fun becomes a portable concept, referring to a matrix of hopes and memories, recollections and expectations, ambiguous in its nature. 
(Next up: Finding a Play House: What makes a place playful?)
Questions waiting answers:

* What is play?
* What is the relationship of play to fun?
* What, exactly, is an "interesting choice"?
* How do the concepts described here relate to other notions of fun, such as Koster's A Theory of Fun?

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Fun and Games with Architecture

Feb
20

Some recent links sifted from the great shifting data mass of the Interwebs:

Electronic Playgrounds
http://www.physorg.com/news109517949.html 

What happens when an international playground equipment maker decides to go digital? i.play is supposed to blend together the fun of videogames with the physical activity of a playground. To my mind, what this really does is drastically misunderstand both videogames and playgrounds. Why so? As a game, the scenarios seem pretty routine, a virtual version of tag. As a playground, it's pretty sterlie–not a lot of use participation besides running around (and you don't need a playground for that) and not a lot of narrative content (Why are we running around?).
On my list of things to read, a masters thesis on the relationship between architecture and videogame development. What seems most promising is the suggestion that architectural design and game design share enough connecting tissues to use one to talk about the other. At the very least, the idea of player-centric game design as a way to rethink the ossified method of designing an architectural program is a great idea!

Video Game Spaces: Image, Play, and Structure in 3D Worlds
http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11754

What does architecture have to do with games? For Michael Nitsche the answer is 3D. Plenty of writers have noticed the inherent spatiality of games. But Michael tackles the subject in a manner more useful to thinking about the connection of architecture to games by honing in on 3D games. Sure, there are all kinds of non-3D games. But the market has definitely favored 3D virtual spaces. So, this book is particularly relevant in its analysis of those games spaces. I've read through the introduction (available on the MIT link above) and am looking forward to reading the rest of the book. My big question as I aborb Michae's ideas is this: OK, we can borrow certain forms of architectural theory to talk about game space. But what can we borrow from game space to talk about architectural spaces? See the post above for possible answer!

Also, check out Michael's interview with Henry Jenkins:

http://henryjenkins.org/urban_pl.html



Cluclu Land

There's a lot of great blogs and a lot of smart people. One of my favorite places to find both is Versus Cluclu Land. The topics vary, but the blog never ever worries about coming off too smart. As a result, it always seems to have something that gets you thinking. Recently, a conversation about Wagner, Gesamtkunstwerk and aesthetics has sucked me in!

Unusual Life

In a world of endless weirdism, here's a blog that helps track some of those weird places.

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Tilt-Shift for Dummies

Jan
08

OK, the tilt-shift technique–the one that makes real photos look like shots of miniature models by way of manipulating the depth of field–may be the fad of the moment. But it also points a finger at just how delicate our grasp of media is in a much more profound way. Without much effort, we can fool the eye that an image of a real place is actually an image of a fake place. The point is, of course, that media can very well be the message. It also happens to support the argument that mediation of any type is a step toward fantasy. Why else do we see the tilt-shift universe as a cute, wonderful and magical doll house world?

Which only makes http://tiltshiftmaker.com/ all  that much cooler. The  Web site is dedicated to the technique and provides a very simple, but quite effective tool for turning your images into tilt-shift fantasylands, 
Here's my view of Aspen, from the gondola courtesy of tiltshiftmaker (and yes, I know, Aspen wasn't real in the first place!):

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Architecture and Planning: It’s All Fun and Games

Dec
29

As I work on wrapping up my end-of-the year, I have a handful of links that deserve commentary, but get a structured dump in the interest of making things neat:

Cities as as systems/games and systems literacy 
Thinking in systems can help us make better games, of course. But can thinking about cities as games help us make better games?

Cities are systems, or rather, many systems that interconnect. Like buildings, they can be thought of as having layers, each changing at its own pace. If those layers are loosely coupled, the city — like the building — can adapt.

Recently, new urban layers/systems have started to emerge. They are made up of rapidly proliferating computing power, carried by people and embedded in the environment, used to access vast amounts of data.

At the same time, games have given rise to a new form of literacy —systemic literacy. However, to date, players have mostly inhabited the systems that make up games. They can read them. Writing, on the other hand, is another matter. True systemic literacy means being able tochange the systems you inhabit.

True read/write systemic literacy can be used to craft games, yes. But it can also be used to see that many other problems and challenges in daily life are systemic ones.


Here the author asks a very good question about our need for authenticity in hobby models. His solution is proposed as a project:

A few things collided in my head a while ago:

* How much I like model railway lay-outs (a lot)

* A wondering about why model railway lay-outs always evoke the past – rarely the future

Be sure to follow the blog to keep up to date on the project status, dubbed Lyddle End 2050, or check the tag lyddleend2050 on Delicious  or Flickr .

Reflexive Architecture in Second Life 

Second Life might be getting a little long in the tooth. Still, productive prototypers continue to find uses for the world. In this case, mocking up smart materials that provide a responsive program give a glimpse into the potential beauty, and visual clutter, of the new modern building of tomorrow.

Original Sin  
The New York Times, a little late to the party perhaps, recaps how architects use SL to prototype play and peddle their wares.

Dubai 
When it comes to architecture and fun, you have to keep tabs on Dubai. A review of a recent book on the city state underlines the book's subtitle–"The vulnerability of success".

Gamespace  
A collection of papers and the outline of a dissertation in development, all situated in the intersection of games and architecture and focused on spatiality.

And, as always, take a look at the Delicious blog roll. I keep that up to date with promising links of relevant interest.

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