Creating a Culture of Design Research
Final Draft: July 8, 2003
1. Create a space that encourages design research
gameLab designs and develops computer games, and the office space we inhabit is filled to bursting with games, toys, and other play objects. Company staff are encouraged to spend time playing every day, whether that means surfing online games, spending lunchtime playing a boardgame, or taking work breaks interacting with one of the many game consoles in the office. Work tasks always take precedence over this kind of play research, but generally staff end up spending several hours a week just playing. This activity serves many purposes for us, including competitive market analysis, technological research, and general design inspiration.
2. Build a design research library
One concrete strategy we’ve undertaken at gameLab is the development of a researchlibrary. Our library includes retail game titles, books and graphic novels, DVDs and videotapes, magazines (we have many subscriptions), board and card games, and toys of all kinds.
3. Attend and create events
Be on the lookout for cultural events relevant to your company’s design work. In the past, gameLab has attended films, exhibits, conferences, and other events connected to games, design, and popular culture. These group activities (always optional and always paid for by the company) serve double-duty as research opportunities and as occasions for team-building. We keep outside field trips somewhat infrequent, so that they maintain their status as special events.
4. Let them teach
A majority of gameLab staff teach. Peter and I encourage them to teach courses, attend critiques, participate on panels, and give talks and workshops. Teaching is a profoundly challenging and effective form of research, and gameLab staff have taught everything from game design and game programming to Masters thesis seminars and interactive narrative design.
We encourage our staff to pursue personal projects. These can take the form of articles, essays, and books (many of our staff are published writers); experimental design projects (our Director of Technology Ranjit Bhatnagar regularly exhibits his robot artwork); and the creation of non-computer games (such as gameLab Game Designer Nick Fortugno’s self-published role-playing game).
As long as the side projects of full-time workers do not compete directly with gameLab’s core business of making commercial computer games, Peter and I urge our staff to have creatively rich lives outside their work at the company, and we celebrate their accomplishments in such endeavors. Games are culture, and the success of our collective work at gameLab is dependent on the cultural sophistication of our staff. By engaging with culture productively on their own terms outside gameLab, our staff bring insight into the projects they complete within the company.
6. Create contexts for experimentation
Although gameLab is a commercial studio, from time to time
we create opportunities for our staff to undertake experimental, noncommercial projects
as a form of design research. For example, over the last three years, gameLab
has designed and implemented a large-scale social game for our annual industry gathering,
the Game Developers Conference. These massively multiplayer off-line games are
events played by thousands of players, and vary in form from year to year.
Although the primary purpose of our conference games is to
research forms of social game play, they have a number of side benefits as
well. The games serve as potent publicity stunts for our industry peers, game publishers,
and the game press, highlighting our profile as an innovative game company. The
games also feed other research efforts: some of our staff are currently writing a paper about the design insights we have gained from these
conference projects.
In sum, there are innumerable ways of incorporating design
research into the everyday experience of your firm, thereby fostering a company
culture that embraces research. The informal guidelines outlined above are not
meant to replace more formalized research techniques, but instead to foster a
company context in which design research is tightly integrated into design
practice. A company that engages in design research on a daily basis will be
much more open to bring research into specific design projects when the
opportunity arises.
copyright © 2010 eric zimmerman |
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