The Power of Weakness 3: Norwegian News Flash

Trond Giske taler pフ NBF-møtet
Image 1: Trond Giske, Norwegian minister of culture

Technically we’re off topic here (unless our topic is very broad indeed) but I just realized that the near-Danes of Norway have taken a drastic approach to the lure of gaming.

Distressed with the rise of gambling addiction, the Norwegian government last year chose to ban all privately owned gambling machines. Lest riots should appear, the government is rolling out strictly controlled tailor-made machines which uphold a strict time and money limit and which are intentionally free of all the bells and whistles which normally attract gamers/gamblers.

Now, this is not directly related to the power of weakness, but a government is arguably a group’s way of controlling itself by adjusting the attraction of certain actions. I’ll get back to that in a later post. Right now I just thought that this was interestingly drastic and game-related to boot.

More details from Associated Press and for pictures of the unattractive wonder see VG.

The Power of Weakness 2: Lead me not into instant messaging

Working the way I usually do – backed up powerfully by Wikipedia, Google; seriously revising drafts etc. – I sometimes wonder how on Earth pre-computer people were able to do any serious writing.

Of course, I also – paradoxically – sometimes wonder if I wouldn’t be able to work faster, better and with far greater personal gratification if it was just me and a clunky old type-writer alone in a secluded cabin deep in some Swedish forest.

I suppose most of us feel that way. Distractions and how to manage them is certainly a prevalent topic on blogs such as Lifehacker (offering tips on all aspects of your digital existence). Witness also the rise of no-nonsense retro-style full-screen word processors such as Writeroom and Dark Room. These offer to limit your options, for a price (while jDarkroom does it for free).

jDarkroom
Image 1: jDarkroom

Riding the wave, Gmail just introduced a useful new feature, giving users the ability to shut down email for a while.

Gmail_email_addict
Image 2: Gmail’s Email Addict feature

Such features clearly minimise distractions such as blinking new-email notifiers. But they also help us minimize temptations, that is they help us control our future behaviour by hiding temptations.

The Power of Weakness 1: Choose your users with care, objects!

I’m immensely fascinated by the ways in which we, the alleged Homo Sapiens, set up our environments and construct our objects in order to make them difficult to navigate and use.

And I’m not being the least bit sarcastic here. We do, deliberately, and for excellent reasons, limit others and (even, more fascinatingly, ourselves) from easily taking certain causes of action in the future.
Now, this general topic is of profound depth and importance. We’ll discuss that another time then, shall we?

Today, let’s limit ourselves to a mere minor aspect of these big questions: Designed objects which, by their design, test and select their users.

The most common of such objects is the lock. The lock is an object which selects among the pool of possible users by being inoperable without the key. Thus, a lock requires the user to be in possession of a certain object.

Objects can test users in two other ways.

First, they can test for a certain knowledge. This is merely another type of lock, typically manifested as the need to know a password.

Second, an object can test for a certain characteristic (and here I use the term characteristic to also cover abilities).

Child lock mechanism
Image 1: To open, you need to hold down the small white button, while first turning then sliding the lock to the left

An example of the latter is the child lock. The child lock is meant to impose minimal annoyance on the adult user wanting to open a window or a kitchen cupboard, while making it impossible (or very difficult) for a young child to operate it. A child lock typically tests for several characteristics: Physical strength, logical thinking, and dexterousness.

Billede083
Image 2: To get onto this climbing wall, you need to be of a certain height

The alternative to child locks (in the broadest sense) is often complete inoperability (blocking the window until the child grows up) or posting a human evaluator/guard. The latter approach is The Amusement Park approach – amusement park rides often demand that users be of a certain height. But unless the guard is awake, anyone could get on board.

Now you’re entitled to your own aesthetics, but in my opinion the child lock approach is by far the more elegant. I think objects which cannot be used by users who shouldn’t are simply cool.

Of course, we can the discuss how this relates to things like the politics of artefacts if you’re interested…

Oh, a knowledge test is sometimes used to test for age… But it’s pretty inaccurate and often functions more like a test of whether the user can read and use Google.

Understanding Video Games now in stores

Understanding Video GamesThe video games text-book which I have co-written with Susana Tosca and Simon Egenfeldt-Nielsen has now left the printers and reached the virtual shelves of Amazon.com.
The book is so interesting that it actually has a (somewhat rudimentary) Companion Website featuring the book’s brief introduction chapter.

If you’re in Denmark, here’s a list of fine web book stores that will be happy to ship the book to you.

If you’re in the UK, you can get it directly from Routledge.

It’s 16.99 UK Pounds / 29.95 USD, took some time to write, and we do hope you buy it :-)