The document discusses hardware hacking and designing playful experiences that foreground social interactions using technologies beyond screens and keyboards. It notes some challenges in designing asynchronous games where players are geographically distant and provides examples from the past that have addressed this, such as big scoreboards. The document advocates for designing tactile games using mobile phones, custom hardware, and tangible interfaces that can transform relationships with technology and provide pleasure through play.
8. Foreground the social Technologies other than screens or keyboards May be asynchronous, on an expanded ‘board,’ etc. Potential to transform our relationships to technology Games I Find Particularly Interesting
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10. Some Solutions from the Past Big score boards, giant game pieces, players call in with info, spy on the players, make a central meeting point, players document online, keep players in small groups, custom hardware
13. Foreground the social Technologies other than screens or keyboards May be asynchronous, on an expanded ‘board,’ etc. Potential to transform our relationships to technology?