Turning existing IP into an educational game and more at the Children’s Media Conference #tCMC

A slightly belated write-up of my Children’s Media Conference experience in July.

This year was my first CMC, and it was great. Good sessions, good conversations.

On the Wednesday Kirsten Campbell-Howes and I, under the #LEGup and edugameshub banner, produced a workshop on turning existing IP into a good educational game. We had around 25 attendees from various organisations and agencies, some of whom, such as Aardman, who had a property they already wanted to work with, and others who were coming at it without something in mind.

Over the course of the afternoon we alternated between group exercises intended to develop a game idea into a full pitch, and informal chats on particular aspects of the process with our expert panel. We had Chris O’Shea of Cowly Owl, Josh Hutson of Nightzookeeper, Mahesh Ramachandra of Hopster, and Phil Stuart of Preloaded, all sharing their wisdom and anecdotes about the games they’ve created over the years. Personally, I learnt a lot from these guys during the workshop and during the prep for it. Hopefully our attendees did too.

The final pitches were impressively detailed, and really rather good, especially considering how little time people had to put them together. You can read a write up for the session with various takeaways here.

Our slides are below:

I was also on the panel for “Achievement Unlocked! How to design, make and sell successful educational digital games”. It aimed to be practical session on the process and business of educational games and was produced by Antonio Gould. We got into budgets, one of my favourite topics that I wish people would share more on (but I also get why they don’t). For the record, when I said that you could potentially get a reskinned game with a basic mechanic for under 10k, I didn’t mean that that was necessarily a good idea… especially for an educational game which usually needs to address specific learning outcomes. You can listen to the session here.

As with the above session, most other sessions have their audio and presentations online, and I recommend having a prowl around the site. Other talks that I thought were interesting were:

The opening keynote from Dylan Collins of SuperAwesome certainly caused some debate. Definitely didn’t agree with him on all counts, but it was still thought-provoking. Can watch the whole talk on that link and do some grumbling/nodding of your own in response.

The research sessions are worth a look. I caught one on pink and blue and gender, which had some interesting info but I didn’t feel really went into sufficient detail about whether the causes of gender differentiation might not be a result of subtle conditioning such as toy colours in the first place.

Andrew Manches’ talk on Transformational Technology went into some fascinating areas of research around embodied cognition and gesture theory. Did you know that our gestures often demonstrate the physical and embodied ways we think about apparently abstract concepts such as number, by imagining them like blocks in front of us, for example? And by disrupting the gestures, you can disrupt the ability to think? There were 9 research sessions in total and I will definitely be having a trawl through the rest that I missed.

The Learning Landscape session brought together a huge panel of experts who debated statements such as “Brands and businesses have no place in the classroom” (I think we need to be much more cautious about this, one panellist thought it was a great idea though); “No one wants to play an educational game”; “There’s no evidence that digital content enhances learning” and “Teachers are afraid of technology, so they won’t use your work anyway” etc. You can read the write up here.

One of the other workshops sounded brilliant, and I’m sorry I couldn’t attend, as was running my own. Olivia Dickinson and Jon Spooner ran a Collaborating with Kids session, which invited 35 local kids along to work with adult attendees on a selection of mini workshops within the workshop. It sounded insane and fabulous. The report is here. Top takeaway: children will be brutally honest, and also: “everyone needs a monkey sidekick”, apparently.

And the definite highlight of the conference was Ylva Hälllen from SVT in Sweden talking about Minimello, basically the X Factor with toilet rolls, as part of the Innovation Forum session. It sounded brilliant. Kids make characters out of toilet rolls, send them in, and they then turn up on the Minimello TV show with songs written specially for them, in the style of their character. The songs were hilarious, and whole idea was just beautiful. You can read the report here and or just watch an episode on YouTube (with subtitles).

Electronic visualisation and inspiration: the EVA conference 2013 #evalondonconf

I spent Monday and Tuesday of this week at EVA, the Electronic Visualisation and the Arts conference for which I was lucky enough to get a bursary to attend. It’s a multidisciplinary event, which describes itself as being about “electronic visualisation technologies in art, music, dance, theatre, the sciences and more…” It was certainly diverse. Some presentations were technical or academic, others were more practical, and they were on a range of subjects from a wide variety of institutions and individuals. “Electronic visualisation” covers an lot. I left quite inspired, if wondering on earth to do with all the ideas now whirling around my brain. I highly recommend it.

Here are some of my highlights from the two days I spent there. For the full proceedings go to http://ewic.bcs.org/category/17656#.

Creating Magic on Mobile

My paper kicked off the day, so let’s get that out of the way. I presented (with Alex Butterworth of Amblr) on “Creating Magic On Mobile”. You can read the full paper here, which discusses our experiences creating the Magic in Modern London app for Wellcome Collection (when I worked there as Multimedia Producer). It’s a geolocated treasure hunt set in Edwardian London so the paper covers the use of GPS, audio-visual content and a map based interface to create a historical semi-fictionalised narrative.

It also contains a call for more imaginative use of mobile in cultural organisations, and shows how we attempted to do this with Magic in Modern London, but also some of the challenges we faced along the way (such as trying to overlay a 1908 map onto google maps). It was a pretty experimental project, but also very ambitious, and we learnt a huge amount along the way. It played a large part in my drive to help set up ME:CA (Mobile Experiences: Cultural Audiences).

Keynote: Steve DiPaola “Future trends: Adding Computational Intelligence, Knowledge and Creativity to Interactive Exhibits and Visualization Systems”

Steve DiPaola (a “computer based cognitive scientist, artist and researcher”) gave a fascinating keynote that covered several of his projects. The notes from his talk are here http://dipaola.org/eva13/. These included.

  • A beluga whale pod interactive simulation at the Vancouver aquarium being used both in gallery and as oart of scientific research. This installation allows visitors to observe particular behaviours and test out scenarios.
  • Teaching evolution through art: using “evolved” artworks to help people really get what evolution means, particularly challenging in America, where 60% of people don’t believe in it (apparently). This was done as part of Darwins 200th birthday celebrations.
  • Analysis of Rembrandt’s works to understand his compositions and techniques and their affect on the eye path of the viewer. This work came to the conclusion that Rembrandt had an impressive understanding of vision science 200 years before anyone else.
  • A project to create life-like (ish) 3D avatars that people can speak through to address people remotely, and perhaps anonymously (e.g. scientists having a digital conversation with the public from another country).
  • An analysis of Picasso’s “Guernica” 40 day period of creativity. This mapped all the works created during this prolific period onto a timeline to try and understand the nature of his creative process, how ideas evolved, and how he was influenced by other works.

Timelines

Timelines were also feature of other talks, such as this about “representing uncertainty in historical time”, I didn’t see this presentation but did see the demo later, which looked at turning the works of a composer into a timeline that mapped them against their first performances. Can’t find a link for this, but I was impressed, as with the Guernica project above, at the way a putting data into a timeline can reveal new insight.

More museums and mobile (with added AR)

There were a couple of other museum mobile projects, both of which used augmented reality (AR) in different ways. Timeline Newcastle looked interesting, and quite similar to Streetmuseum in overlaying archive photos onto the modern city (if I understood it correctly). I was particularly interested to see that the Smithsonian Natural History Museum have a very ambitious app in the works called Skin and Bones. It will focus on 14 objects, giving different levels of engagement with each, based on their framework for visitor preferences called IPOP (ideas, people, objects and physical). So for visitors who want to hear about people, they have a meet the scientist option, for physical – an activity, for ideas – an exploration of a scientific concept, and for object – a detailed study of the skeleton some of which used AR to overlay the skeleton with an animation.

I was interested in their concept of using it to raise “visual literacy” ie, helping visitors to understand and interpret what they were seeing  and in doing so increase dwell time in the galleries. They had recognised that users were spending little time in this gallery, except for at a few “hero” skeletons, and surmised that people weren’t finding it interesting because they didn’t know how to make sense of what they were seeing. So in the app, for example, it will show you how a particular venomous snake’s jaws hinge back into their mouth and how you can see that in the skeleton.

They have an impressive (and expensive sounding?!) user testing plan. They are creating two apps,  one without AR and one with to see how that affects visitor interaction, and will be using a beta app path analyis tool called Look Back to help with this (although this feature is also apart of GA mobile analytics as well).

Keynote: Linda Candy “Creativity and Evaluation: Supporting Practice and Research in the Interactive Arts”

This was an impassioned call for making evaluation a key part of the creative process in a keynote from writer researcher Linda Candy. It’s not just about evaluating impact, but also creating new knowledge and new works, she said (but impact also still important, I would add!) and should be fully embedded in practice. For artists creating digital interactive works there are also usability issues they should be testing (do people understand how to interact with it, for example? Is it within reach of children/wheelchair users?).

Obviously, as a huge fan of evaluation, I am very much down with this. Evaluation isn’t just about fulfilling the tedious criteria of funding bodies, but is more about understanding and improving your own work. The evaluation work I’ve done on games has been some of those more interesting and thought provoking work I’ve done.

Other assorted interesting presentations: critical robots, doomsday clocks and more

There were several other interesting demos and presentations.

Stop, my brain is full

There was a whole other day of this that I missed, probably for the best, as by the end of it my head was spinning.