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The Rules We Break|Eric Zimmerman

The Rules We Break : Lessons in Play, Thinking, and Design

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Overview

Whether you're a game player, a designer of any kind, or someone who wants to know more about design, The Rules We Break will open your mind to creative and thought-provoking approaches to design. Play through more than 20 hands-on, real-world games and exercises to explore how people think, how games and systems work, and how to move through a creative process. Everyone can learn from game design: interaction designers and software developers, graphic designers and urban planners, kids in after-school programs and university students studying design. This collection of interactive games and exercises is designed to help you consider new ways of approaching productive collaboration, creative problem solving, analysis of systems, and how to communicate ideas, providing skills you can use in any discipline or situation. These real-world exercises are designed to be played on tabletops, as playground-style physical games, and via social interactions with others in person or online. A wide range of entertaining, thought-provoking games, exercises, and short essays grow in complexity over the course of the book, from 20 minutes of play to design projects that last for days or weeks. Award-winning game designer Eric Zimmerman invites you to play your way through it all, learning about play, systems, and design along the way.

Details

  • ISBN-13: 9781648960673
  • ISBN-10: 1648960677
  • Publisher: Princeton Architectural Press
  • Publish Date: November 2022
  • Dimensions: 9.98 x 7.98 x 0.63 inches
  • Shipping Weight: 1.49 pounds
  • Page Count: 208

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Is the 21st century “an epoch in which games and play are the model for how we interact with culture and each other”? Designer and professor Eric Zimmerman thinks so. At the very least, games can provide an extraordinarily useful way to learn by doing. In The Rules We Break: Lessons in Play, Thinking, and Design, Zimmerman gathers an array of games—ones that can be played on tabletops, playgrounds or even online—designed to encourage flexible and creative thinking, facilitate collaboration and improve communication. Games are “a kind of miniature laboratory,” Zimmerman writes. Constraints always provide a fertile environment for creativity, of course, but sometimes the learning comes from devising the game itself. For example, one exercise asks groups to prototype games with a few found objects in 15 minutes. Fellow groups then play one another’s games. Zimmerman provides reflection and discussion points for all games, so it’s clear what we stand to gain from playing—whether in the classroom, boardroom, family room or workplace.

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