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“Playce” — a website you navigate by playing video games

As I’ve written before, video games were the first place we learned how to interact with information on a digital screen. Icons? Controller movement? Screen-scrolling? Navigation of complex menus? All these concepts now part of computer interface design were first hacked out in games.

So now Steffen Walz, a PhD student at the Swiss Federal Institute of Technology, has closed this loop — by designing “Playce”, a web site that you navigate by playing it like a retro-80s video game.

Playce is divided into two panels vertically, and you begin by picking one of four different types of games based on your personality. As you play the game, you unlock different parts of Walz’s site (which is mostly a portfolio of his design work). Pick the “achiever” game and you’ll be playing a version of Breakout, where you have to destroy certain bricks to navigate to different site pages. Pick the “killer” game, and you play an old-skool shooter where you blast little tanks, soldiers or planes to go to pages. (That’s a snapshot of one section of the “killer” screen above.)

As Walz notes on his web site:

The art and craft of make-believe place-making challenges architects, urban planners, game and interaction designers, and it likely to (need to) take advantages not only of the game generation’s competencies … but also reflect the expectations of the Homo Ludens Digitalis, who has been trained to win not only in the gamespace, but in the gamespace that is everyday.

As Walz noted in an email to me, the interface isn’t exactly an efficient way to navigate, but it’s pretty thought-provoking. And it makes me wonder: Are there any examples out there of web sites that navigate in gamelike fashions, without directly referencing games? I.e. in a more subconscious way?


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I'm Clive Thompson, a writer on science, technology, and culture. This blog collects bits of offbeat research I'm running into, and musings thereon.

Currently, I'm a contributing writer for the New York Times Magazine and a columnist for Wired magazine. I also write for Fast Company and Wired magazine's web site, among other places. Email or AOL IM me (pomeranian99) to say hi or send in something strange!

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January 31, 2010 » 07:29 PM
V. A. To me death seems to be an evil.
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A. To both.
M. It is a mis­ery, then, be­cause an evil?
A. Cer­tain­ly.
M. Then those who have al­ready died, and those who have still got to die, are both mis­er­able?
A. So it ap­pears to me.
M. Then all are mis­er­able?
A. Ev­ery one.

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One of the more interesting trends is family, which came in at number five. Specifically, discussion about family, moms, dads, daughters, etc. jumped during 2009. With Facebook users getting older, this isn’t a big surprise. However, the fact that the mention of “kids” jumped by a factor of five this year is rather dramatic. It’s tough to know what this means, though. (via Facebook Unveils Most-Mentioned Topics of 2009

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January 15, 2010 » 01:36 PM

BEYOND AWESOME. They are announcing a recall of the Plush Uterus “due to a potential choking hazard for children”. To apply for it, “Please send an email to the address below with the subject line, ‘UTERUS OPT OUT’”.

January 14, 2010 » 10:04 PM

“To order, please TYPE “YES” IN CHECKBOX BELOW TO AGREE YOU UNDERSTAND THIS PLUSH MUST BE KEPT AWAY FROM KIDS (it is a sex organ, after all). If it is not checked, WE WILL NOT SEND THE UTERUS.” (via @ibogost)

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I watched Space: 1999 back in the day, but I swear to god I do not remember this scene.

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