The Transformers

When you think of a city, what is the first thing that comes to mind? Most likely it is the stuff that it is made up of: its streets and buildings, its parks and squares. But what sets a city apart, aside from its architecture, is how all that stuff is put to use. A city’s nightlife, a city’s cuisine, a city’s culture. In other words, what people make of the space they live in when they are at play.

Play isn’t limited to the ‘soft side’ of urbanism. In fact, it turns out a building isn’t some prefixed structure capable of doing one thing only. Adaptation and reuse continuously transform what a city’s architecture is for, often from the bottom up. In this way, a city’s people shape their homes as well, quite literally.

What is at work in this process of city transformation, is nothing less than play. In cities, just as in games, people and the space they inhabit shape each other. Thus, in our Western cities, where reuse is overtaking construction of new space, we are all becoming architects.

In this session Kars looks at how game culture and play shape the urban fabric, how we might design systems that improve people’s capacity to do so, and how you yourself, through play, can transform the city you call home.

http://2011.dconstruct.org/conference/kars-alfrink

Kars Alfrink is ‘Chief Agent’ of Hubbub, a networked design studio for applied pervasive games. Hubbub works with organizations to create games that take place in public space, engage people physically, and are socially relevant. Amongst other things, these games are used to encourage good citizenship and to facilitate cultural participation.

Besides this, Kars teaches at the Utrecht School of the Arts, where he mentors students who are pursuing a Master of Arts in Interaction Design or Game Design & Development. He is also the initiator and co organizer of ‘This Happened’ — Utrecht,a series of lectures dedicated to the stories behind interaction design.

In his spare time, Kars practices a traditional Japanese martial art, and tries to keep up with geek culture.

Also huffduffed as…

  1. The Transformers

    —Huffduffed by mealybar on September 26th, 2011

  2. The Transformers

    —Huffduffed by iamdanw on September 26th, 2011

  3. The Transformers

    —Huffduffed by markpasc on September 27th, 2011

  4. The Transformers

    —Huffduffed by sechilds on September 29th, 2011

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    —Huffduffed by tkadlec on September 26th, 2011

  6. The Transformers

    —Huffduffed by adrianl on September 27th, 2011

  7. The Transformers

    —Huffduffed by foxes96 on November 15th, 2011

  8. The Transformers — dConstruct Audio Archive

    —Huffduffed by mortenjust on February 8th, 2012

  9. Kars Alfrink — dConstruct 2011

    —Huffduffed by susanjrobertson on December 5th, 2011

  10. The Transformers — dConstruct Audio Archive

    —Huffduffed by Nath101 on February 15th, 2012

  11. The Transformers

    —Huffduffed by PeteWilliams on September 26th, 2011

  12. The Transformers

    —Huffduffed by BenjaminParry on September 26th, 2011

  13. The Transformers

    —Huffduffed by olafursverrir on October 2nd, 2011

  14. The Transformers

    —Huffduffed by marks on October 4th, 2012

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    —Huffduffed by michaelfox on October 18th, 2011

  16. The Transformers

    —Huffduffed by lewisnyman on October 6th, 2011

  17. The Transformers

    —Huffduffed by corntoole on March 29th, 2012

  18. The Transformers

    —Huffduffed by Weltenkreuzer on October 11th, 2011

  19. The Transformers

    —Huffduffed by peterfromhorwich on October 12th, 2011

  20. The Transformers

    —Huffduffed by nahuelsotelo on February 28th, 2012

Possibly related…

  1. Reality is Plenty

    Lately, Augmented Reality (AR) has come to stand for the highest and deepest form of synthesis between the digital and physical worlds. Slavin will outline an argument for rethinking what really augments reality and what the benefits are, as well as the costs.

    Rather than considering AR as a technology, we will consider the goals we have for it, and how those are best addressed. Along the way, we’ll look at the history and future of seeing, with a series of stories, most of which are mostly true.

    AR may be where all this goes. But how it gets there, and where there is, is up for debate. This is intended to serve to start or end that debate, or at a minimum, to bring the conference to a close by pointing at the future, perhaps in the wrong direction.

    http://2011.dconstruct.org/conference/kevin-slavin

    Kevin Slavin is the Managing Director and co-Founder of area/code. He has worked in corporate communications for technology-based clients for 13 years, including IBM, Compaq, Dell, TiVo, Time/Warner Cable, Microsoft, Wild Tangent and Qwest Wireless.

    Slavin has lectured at the Cooper Union for the Advancement of Science and Art, the American Institute of Graphic Arts, and the Parsons School of Design, and has written for various publications on games and game culture. His work has received honors from the AIGA, the One Show, and the Art Directors Club, and he has exhibited internationally, including the Frankfurt Museum für Moderne Kunst.

    —Huffduffed by dConstruct one year ago

  2. The Full Stack of Entertainment: Storytelling, Play and Code

    Forget transmedia. Forget alternate and augmented realities. Forget multimedia magazines, tablets, phones and puzzling QR codes. Our challenge lies in figuring out the full-stack of entertainment, designed from the bottom right to the very top: for phones, physical objects—part of the Internet of things or otherwise—tablets and conventional computing devices, where art, code and design mesh together perfectly with directorial vision.

    These teams producing our next generation of entertainment are right at the heart of Steve Jobs’ placing of Apple at the intersection of liberal arts and technology. Where did they come from, how are they evolving entertainment and how are they making storytelling, play, code and technology sing?

    http://2011.dconstruct.org/conference/dan-hon

    Dan Hon is a Creative Director at Wieden Kennedy in Portland, OR, where he works on the intersection between storytelling, games, play and code. A former lawyer, he’s worked for Mind Candy helping to build their first product, Perplex City, and co-founded Six to Start, an award-winning entertainment production company in 2007. He’s most known for being passionately for, and against, ARGs. He does not play World of Warcraft anymore.

    —Huffduffed by WILL2 9 months ago

  3. What Is the Shape of the Future Book?

    We will always debate: the quality of the paper, the pixel density of the display; the cloth used on covers, the interface for highlighting; location by page, location by paragraph.

    This is not what matters. Surface is secondary.

    What are the core systems comprising the future book? What are the tools that need to be built?

    As designers we will need to provide the scaffolding for these systems. The interfaces for these tools. Not just as surface, but holistically—understanding the shifting of emotional space, the import of the artifact, the evocation of a souvenir, digitally.

    How will we surface the myriad data just below the words of digital books in organic, clean and deliberately designed ways? How will we shape the future book?

    http://2011.dconstruct.org/conference/craig-mod

    Craig Mod is a writer, designer and publisher concerned with the future of books, publishing, and storytelling. He lives in a tiny Bay Area village in the California full of dreamers, endless yogurt, and trees that let loose money when shaken just so. His writing appears mainly on his website, but has also appeared in the New Scientist, The New York Times, and A List Apart. He works as a designer for Flipboard.

    —Huffduffed by dConstruct one year ago