A taxonomy of the orcanization – game design for information architecture
September 19, 2019
DescriptionGames are interesting little creatures that have been with us for a very long time. Games break us out of the flow of the ordinary, allowing us to safely experiment challenges, conflict, and complexity as land owners, explorers, pirates, or monsters, at no personal risk. They blend narratives with systems of orderly, fixed rules and procedures, and set clear boundaries in time and space: this is a game, this is not a game. They are social activities, but yield no profit and have no real material interest. Still, we don’t know of any single culture which doesn’t play some kind of game. This talk provides a bridge between the theory and practice of game design, tying systemically together the formal, narrative and spatial elements of games, and the theory and practice of information architecture for digital / physical experiences, to provide attendees two primary take-aways: what can we learn during the design process by using games as a simplified model or approximation of complex experiences; and what game design methods and principles we can directly apply to the design of digital / physical experiences. Saturday’s workshop on “Rules! Drama! Action!” provides a hands-on walk-through of the methods and principles discussed in the talk.
About the speaker(s)
Andrea Resmini is an information architect, a teacher, and a researcher. He’s currently a senior lecturer at Jönköping International Business School where he heads the Master’s in Information Architecture and Innovation. Andrea is a compulsive reader, a pensive writer, an architect, and a terrible piano player. The author of “Pervasive Information Architecture” and “Reframing Information Architecture”, he knows way too much for his own good about WWII submarine warfare, videogames, Tolkien, Jack the Ripper, and the Titanic.