July 29, 2011

Time passing through roleplaying games

As I sit down to have lunch today, I’m stuck in a whirlwind of thought about my son and his not-so-awesome experiences playing PnP roleplaying games at the local library. From what he’s telling me, it’s a pretty caustic environment (at least for him) and he’s just not having a good time. So much so in fact that he’s probably not going to go back. Which sucks. Worse than that, though, is that I’m not sure I can help him. Which really sucks.

It’s not that I don’t understand what he’s going through. I spent my entire youth (from about the age of 13 to, oh, yesterday) playing, planning, immersed in, thinking about some kind of roleplaying game. Whether Advanced Dungeons & Dragons in high school, Marvel Super Heroes in college, Both during the early years of marriage, or electronically through World of Warcraft, Neverwinter Nights, Dragon Age … well you get the idea. What I’m trying to say is that my resume is chock full of experience with the games, so I ought to be able to fix whatever he’s going through. But I can’t.

When I was in my teens, I gave a lot of thought to what it meant to get together with friends (and not-so-friends) and go on an imaginary adventure together. What it meant to sit around a table with Mountain Dew and chips, clattering dice, pencils and graph paper and share the time — not as ourselves with our mundane zit-focused can’t-get-a-date problems — as creatures from our imaginations. There was a deep trust shared by everyone there that bickering and petty disagreements from the hallways of highschool couldn’t break. That this was a time to be apart from all of that. As the dungeon master of most of our weekly games, I felt it was up to me to protect that trust. Naturally, some fun-poking would be had and alliances crossed, and all of that was in good fun. It was up to me, though, to keep it as good fun and to referee the game and where it went. I wish I could do that for Gabe.

The problem is that I’m 36 years old. I can no longer enter the world of youthful gaming in any way that wouldn’t come across as creepy. I can’t volunteer as a DM or a player. I can’t give advice to the kids on what tactics to use to keep things friendly. Hell, I don’t even know if the concerns my friends and I had around trust and whatnot apply to Gabe’s group. All I know is that he’s not having a good time.

Basic game mechanics, good refereeing of the players’ actions, fairness in on-the-spot decision making and positive story telling can all contribute to a group dynamic that — while potentially adversarial and quasi-violent — will eventually yield fun for everyone, even — perhaps especially — for the kids who are socially awkward (are you listening, DMs?) I can see the solution. I know how to fix it. I could fix it. If I were younger.

For the first time in my life (aside from the white hairs in my beard that my wife tells me look sexy) I am really faced with my age and what that means. I live in a world of adults with adult problems, most of which I can solve. Faced with issues where adults aren’t involved — where it is the teens who are running things — I’m at an impasse. I can be here for Gabe and offer advice and counsel, a calming word or a hug as needed. Maybe even a distraction in the form of an ice cream or World of Warcraft raiding session. What I can’t do, though, is the thing I desire the most: fix the source of his pain.

For years I’ve felt that tabletop RPGs were a way for teens to safely learn things about each other, to learn what it meant to trust and empathize, to learn positive social interactions in a safe environment. After all, it was always our characters being harassed, not us. It was our characters who bore the brunt of everything, and they could teach us how to respond. For Gabe, though, it seems that what he’s learning is that no matter where he turns outside of his home there is little to be found in the way of empathy, compassion, trust, and honor. Worst of all, he’s finding that characters are no longer a protective avatar, but a tool to be used as a way of enhancing real-life bullying tactics.

And for this I have to apologize to my son. I’m sorry, man. I had thought that the games that brought me joy and lasting friendships in my youth might do the same for you. I hope you keep playing. Because if you do, I’ll be your DM anytime you want.

Filed under: empathy,family,parenting — Tags: , , , , , — Sabin @ 11:24

August 4, 2006

IA as a job: not just wireframing

A couple of months ago I wrote that empathy is the most important attribute an information architect can have. I still believe it.

Information Architecture is not just a job where you gather requirements and lay out a page. It’s not just the organization of data into neat, easily-interpreted little groups (though that part’s a hell of a lot of fun, for sure). It’s not just knowing what users want. It’s a job that requires hands-dirty, deep-digging, socio-emotional connections with everyone you talk to: users and business partners alike. It requires that you turn those connections into an ego-free hypothesis about what users want. It requires that you learn how to express that idea to your team in a way that is both humble and clear.

  1. You are without ego.
  2. You are an empath.

That’s right. Let go of the idea that you are the center of a project, because believe me: it has nothing to do with you. Do, though, embrace the idea that for however long you are in the midst of your work, you will channel your users. They will live in your head, ride the train home with you, and you will speak as them in meetings.

Not only that, but you’ll also need to learn about 5 other languages: business, design, development, project management, and usability. You’ll need to express your thoughts all over the organization you work for: up and down, left and right. And you’ll need to all of that with no ego. You’re not the center of the project, you’re just the one connected to it more than everyone else. Have a dose of humility, then, and it let it show.

If you can’t feel what your users feel, if you leave a meeting complaining about your team mates or users, if the rest of the team is grumbling about working with you, you’re not an IA.

If, however, you can be creative and humble; if you can feel the joys and the pains of both users and business partners alike; if you can do all of that and still put together those nifty wireframes, you’re going to be one hell of an information architect.

Filed under: empathy,ia philosophy,information architecture — Sabin @ 20:00

May 22, 2006

Notes on IA

Some quick IA notes to jot down. Details later on when I’m not eating.

  • A solution that creates more problems than it solves is not a solution (if someone knows the source of this, please tell me).
  • Information Architecture is a lot like being a marriage counselor: facilitating communication between two parties in such a way that both parties feel as though they are being heard and listened to.
  • Empathy is the most important attribute an information architect can have. After that, it’s patience.
  • Creating wireframes is not as important as knowing how to ask a question.
  • Being able to design intuitive navigation is only possible if you know who’s navigating.

The above are some things that I hold on to in my day-to-day dealings with my work. If any of you out there know the source or such of any of them (some of them may not have one), please let me know so I can give credit where it’s due.

I’m particularly interested in hearing what other IAs use as their mantras when designing, asking questions, theorizing, etc. Feel free to send along so I can include it here and credit you.

Filed under: empathy,ia philosophy,information architecture — Sabin @ 19:59

April 6, 2006

Empathy most important attribute of IA

After about 6 years of working in an IA capacity, I’ve come to realize what it’s all about: empathy. The best IAs don’t understand what the user needs, they feel what the user feels. It’s all about being able to place yourself in the position your users are in; have the thoughts they have; the hesitations, life-experiences, and navigational baggage they have.

The best IAs go beyond building systems, or architecting data storage models. They go beyond those because it’s not about the data: it’s about the people.

This is why I think architect is such a fitting word. An architect is someone who understands how to design space that meets in the middle of tri-fold field: function, form, usability. Good buildings serve an overall purpose: hold offices, serve fast food, reach towards the heavens. Better buildings do those things and are nice to look at, pretty up the neighborhood, and give aesthetic pride to their denizens. The best buildings are pretty and fuctional, but also account for those strange creatures that dwell within them: people.

See, people are weird. They do funny things like have to pee on the 37th floor. Or they need to throw a tissue away right now while they’re walking down the hallway. Or they derive pleasure from seeing the city shrink beneath them as they ride an elevator to the 56th floor.

A good architect can account for function, form, and usability to create some truly wonderous locations. Information architects should feel no shame in attempting the same.

So hang the debate about what to call ourselves. Just do what’s right and spend that energy creating places for people. Places that are efficient, beautiful, and pscyhologically satisfying: for both us and the end-users.

Filed under: empathy,ia philosophy,information architecture — Sabin @ 19:35

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