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  • Finally managed a bit of time to get my teeth into Dextrous and Screentop for supporting current game research project “Railbreak” screenshot of super early concept stuff atm. But so far these tools have both been wonderfully delightful to set up and use. 🚂 Read more

    A grid displays various cards labeled "Action" with different text, icons, and numerical values, such as "Staff onboard" and "Clean trains."
    → 10:31 PM, Aug 26
  • Youngest daughter decided to get a second hand Xbox. I have never owned a Xbox, never wanted to. But this has reminded me how bad M$ accounts are as she is 19 but still connected to me personal account as family so I have now added money to account but she still can’t buy a game pass 🤦

    → 8:45 PM, Aug 12
  • Working on getting open collective up and running, so we can raise a small monthly income to directly support The Strange Tool Store, pedagogy focussed education technology that’s small, local-first, decentralised and private. More details soon - strangetool.store

    Screenshot of page for "The Strange Tool Store" Collective awaiting approval from Open Collective.
    → 12:49 PM, Aug 12
  • Can we get a way to have wifi on trains that just works. I feel like I need to invent it

    → 7:41 PM, Feb 18
  • Full open source games design and development process! - Blender, Krita, Inkscape, GIMP and Godot - Behind the scenes of Project DogWalk - Dev blog and Production logs (some posts need a subscription).

    → 5:55 PM, Feb 17
  • Mega meeting today building something very exciting related to games and Southeast England more to do but everyone was very positive and will be great for students and industry. 👾

    → 7:01 PM, Sep 11
  • AI and Arts Festival Winchester, UK

    Next month I am doing a thing in Theatre Royal Winchester as part of AI and Arts Festival - check it out

    WetAI Lab: PaintR – Dr Adam Procter and Dr Christina Mamakos

    In this session Dr Adam Procter will talk about his work related to human centred and human understandable Education Technology and AI considerations.

    Dr Christina Mamakos will present thoughts around how contemporary painting practice might inform image/text AI technology.

    Together with attendees we will workshop the process of creating prompts and creating images. Both attendees and machines will develop images from the prompts, a human to human and human to machine workshop. Helping us explore the way we process and understand text to image as humans and machines!

    • www.theatreroyalwinchester.co.uk/whats-on/…
    • www.theatreroyalwinchester.co.uk/whats-on/…
    → 2:11 PM, May 10
  • Education Tech

    Talking ‘AI’ down is still talking about AI, it still adds to the vortex of attention. There are other many more important things in the world to be anxious about (though ‘AI’ seems set to make all of them worse).

    dctr.pro/2pd

    → 8:16 AM, Mar 19
  • In others news I made a new nodenogg.in explainer on YouTube and a intro to new SleepeR feature atm on Twitch (rough live)

    → 8:17 PM, Jun 2
  • A couple of excellent AI education / learning related posts from @epilepticrabbit@mastodon.social “Deskilling” and AI as a Tool - dctr.pro/2oc and @dajb@social.coop Using AI to help solve Bloom’s Two Sigma Problem - dctr.pro/2od

    → 6:59 AM, May 23
  • 2022 looking like a bumper year

    Audio Version

    From Feb I will be the brand new Interim Head of an also brand new Department of Art & Media Technology at Winchester School of Art, University of Southampton.

    Hopefully if successful I will be able to make it a more permanent role (application and interview dependant)

    But from Feb to August I will still be Programme leader for BA Games Design & Art so I will be pretty busy however I have plans…

    At the end of Jan I should have internally submitted my PhD text and come the end of March be waiting on my viva dates hopefully end of Easter / early summer so come Sept I will finally officially be Dr. Procter.

    So if things go to plan I could be a Doctor running a new department with some exciting approaches to technology and humans from October.

    As anyone who has read my blog or knows me I am very keen to push back on big tech, surveillance capitalism and this is something that has been my conversation piece to enable me to be given the interim role so embedding ethical and humane technology thinking and criticality in the new Department will be fundemental.

    The Department already has amazing staff and students and a brilliant set of programmes of study.

    Combine this with new structures and new programmes to come starting in earnest in October 2022 it is all pretty exciting.

    Much hard work to come but it feels like an exciting new chapter awaits.

    Of course I’ll keep people up to date on my blog if it all falls apart 🤣😬 or not 😊🙌

    → 6:21 PM, Jan 3
  • Excellent piece here on the issues of Fast Food Education - dctr.pro/2mz

    → 11:58 AM, Jan 3
  • New video demo of nodenogg.in beta showing some new views that are not fully live (yet). This demo features Mentat song Lone used with permission YouTube - questions / comments / feedback as ever welcome, comments on YT, reply here (blog or mastondon) or my forum

    → 5:34 PM, Oct 22
  • Interesting Cook book infringement case. Recipes are not “protected” by copyright law but Bloomsbury have pulled Haighs book after Wee claims it has copied her book, looks like the stories and thus typographical arrangement maybe the plagiarism issue. BBC News Copyright Licensing Agency

    → 2:23 PM, Oct 13
  • Met most of our new year one BA (Hons) Games Design & Art Students this week for our welcome week on campus, in person! So we made an animated gif.

    → 6:40 PM, Sep 28
  • With this mad weather I hope to get the global warming part of climate crisis on the 20th July 🤪 “benefits” of the climate collapse is you could play games and have a beer in the sun and meet me (if for some strange reason you wanted to🤪🌞😎) 2021 Graduate Games Showcase invite

    → 7:17 PM, Jul 5
  • Why there’s no such thing as lost learning - TES

    → 2:15 PM, Feb 13
  • The first 2021 School of Design Talk is Tonight 7pm UK time - 'networked notes'

    Tonight The School of Design starts its series of talks for 2021 members ! You are able to attend one free talk if you are not a member yet, but I suggest you will want to snap up joining at the insanely low £95 a year as you will get access to some amazing resources to level up your design chops, I also know spaces are limited.

    Disclaimer @mrmurphy is a good friend of mine and I have worked with him and am a paid School of Design member.

    The talk tonight is a subject I am excited about as Jordan Moore will be talking about his work

    “exploring the rapidly emerging ‘networked notes’ movement (also referred to as the ‘second brain’ movement), powered by tools like Roam Research, Obsidian and TiddlyWiki.”

    Jordon is also building a tool for thought, which I feel has more similarities with nodenogg.in (my tool), makespace.fun, kinopio.club and muse which focus a little more on spatial UI and delight over Roam and other use of force directed graphs and backlinks text, so I am excited to hear his insights.

    Read more and sign up at The School of Design

    Here is a clip from the tool Jordon has been making

    → 2:03 PM, Jan 19
  • Hindsight is 20/20 but you know what else is 20/20?

    Research

    Hat tip @aral@mastodon.ar.al

    → 6:14 PM, Jan 12
  • Excellent day of inspiring talks and more at Women in Games Global Conference, wrapped up with a live performance from 8-bit legend Nyokeë !

    → 8:48 PM, Sep 9
  • Google Has a Plan to Disrupt the College Degree - Oh please!

    This morning @dajbelshaw@fosstodon.org shared this link Google Has a Plan to Disrupt the College Degree

    Even the full URL naming felt like click bait

    google-plan-disrupt-college-degree-university-higher-education-certificate-project-management-data-analyst.html

    Probably ? or at the very least just about SEO..

    The title click bait ?

    Google Has a Plan to Disrupt the College Degree

    I’d say so. The Subtitle…

    Google’s new certificate program takes only six months to complete, and will be a fraction of the cost of college

    100% click bait.

    💥 Save time, save money, get “smart” 🤦

    Let’s start by stating there is no way a 6 month programme is the equivalent of a 3 / 4 year degree programme.

    teach foundational skills that can help job-seekers immediately find employment.

    This initial quote sums it up for me. Foundational skills for immediate employment but then Kent Walker senior vice president of global affairs at Google states;

    In our own hiring, we will now treat these new career certificates as the equivalent of a four-year degree for related roles.

    The thing is those that started in UX design moved into these roles as they appeared, they had degrees in design, art or english. They adapted as the industry moved they used far more than foundational skills to negotiate changes. I’ve been to talks from the games industry advocating the ‘fact’ you could learn to make a game via Google usually from individuals with degrees in English, philosophy, art or design even, and yet you don’t need a degree. This tends to be a narrow-minded view of new courses, they somehow think that a course called Games Design is not a ‘proper' degree anyway and not the route into industry. The motivation is usually to accelerate people into current roles and lower costs.

    Now for sure if you want to work on Fortnite 2, or any version of any game you can see now. You could get up to speed in 6 months in one very thin aspect of game making say basic 3d modelling and you could possibly get a ground level role if the company recognises the credentials, your portfolio would be very limited. I am not confident this would actually work in practice mind.

    However if it does I am also confident your starting wage and positions would be much lower than one of my graduates and your progression in the industry would be much slower.

    Why can I say this, two fold, I have the data to back this up but also a degree programme is not teaching you how to do a job role. And if it isn’t obvious the ‘jobs’ are always changing and evolving. Some roles our graduates are in didn’t exist 6 months ago.

    In teaching a degree programme, we have what I like to call a lens. In my instance our lens is game making, I think it’s a pretty important lens for many reasons, which can be found elsewhere on my blog, or just ask me why games are the most important design medium of our time, however it is still a lens. So within that Lens we are helping students to undertake what is wrapped in the package often called Life Long Learning.

    Some of the items in that package include;

    • Resilience
    • Cooperation
    • Co-creation
    • Project management
    • History
    • Context
    • Research
    • Negotiation
    • Future thinking
    • Curiosity
    • Failing
    • Reflection
    • Society

    Alongside all of these and more is the design, writing, psychology and technical skills to manifest ideas through game making, which is another huge list. And when I talk about skills there is again a specific way to really learn skills, my ZX Spectrum skills dont serve me today but the way I understood them does.

    This is a holistic approach to learning and how to work within a complex evolving system (our world). We do this with 3 to 4 years of project based learning, industry and exchange placements, projects and internships. MIT refers to this rather neatly as the four Ps - Projects, Passion, Peers and Play.

    You just can’t cover this type of approach in a 6 month programme, whose central pillar is to get you a job role. Yes perhaps those that progress from the 6 months (crash) course may in a company likely learn a lot of what I describe above on the job but would that the best place and of course you run the risk of being let go for any ‘mistakes’ you may make.

    Walker then pulls out a patriotic flag to tug at our heart strings;

    We need new, accessible job-training solutions … to help America recover and rebuild.

    Don’t be misled these courses are Google training programmes for Google to drive down the wages of designers and engineers.

    These two lines are just nonsense;

    Higher education has been ripe for disruption for a long time

    and that Google’s move;

    … has major potential to change the future of education and work.

    Oh Please !

    Yes short vocational courses have there place but let’s understand that properly and have a real discussion on how we need a decent mixed economy of education rather than the ongoing diatribe of Silicon Valley disruption.

    This next quote for me is dangerous;

    Remember: Nowadays, it’s all about skills. Not degrees.

    A degree is not about getting a job at Apple, Google or IBM per se. This is the ongoing fundamental miss-understanding of education. What Google have created is a training programme not an education.

    The world has some of the most unprecedented issues the human race has ever faced, what we don’t need is more of the same skills, we actually need more curiosity & creativity, and I know where this thrives, in Design, Art and Humanities education.

    (yes I used the same click bait title - sorry 🤪)

    → 10:31 AM, Aug 21
  • Cant recall where or when I saw this letter first but reminded of it today in my friends neat short film - Vimeo

    you MUST FIND A NINTH PATH - Hunter S Thompson

    → 1:08 PM, Aug 17
  • This is a great introduction to a lot of research I have been undertaking for the last few years in podcast form from the creators of Muse App. (Ink & Switch) - Tools for Thought

    → 10:34 AM, Aug 7
  • Building Anti-Surrveilance Ed-Tech! - Audrey Watters Watch

    → 7:35 AM, Jul 31
  • How to Help Student Succeed by Taking Ownership of Their Learning Online Through Personal Learning - Stephen Downes

    Excellent webinar today from @downes a must watch for any educator I would strongly suggest - Watch Recording

    → 9:32 PM, Jul 30
  • Way back in 2012 I presented at an Open Education Resource conference how OERs might move to a delightful experience and how current UX was (and still is) an almost hidden barrier to participation - vimeo.com/45563797

    → 5:40 PM, Jul 3
  • Back in June 2014 I talked about my research and how we should move from a files and folders based interaction specifically within education VLEs and focus on a design led experience. - vimeo.com/98131152

    → 5:39 PM, Jul 3
  • Video explainer of my web science reseach from March 2018 - www.youtube.com/watch

    → 5:37 PM, Jul 3
  • I have no idea if this will work but as @mrmuphy has been telling me I need to tweet about nodenogg.in so I have connected my micro.blog PHD catergory feed to @nodenoggin twitter. I am also going to quickly repost the few tweets as I should have tried crossposting first

    → 11:19 AM, Jul 3
  • A collection of frameworks and techniques to help with creative thinking exercises - dctr.pro/2i9

    → 11:39 AM, Jun 25
  • Yes I know about makespace.fun will write more, it looks like a great project and validates a lot of my thinking, research and making over the last 6+ years which is also right now deeply depressing for me personally

    → 11:16 AM, Jun 19
  • Big update from one or our Final Year student game projects. Always exciting as the last few weeks bring a series of rapid updates as launch date (hand in and showcase) appear in the very close future !

    YouTube Trailer

    Play Latest Build

    → 3:07 PM, May 19
  • What future learning environments need is not more mechanization, but more humanization; not more data, but more wisdom; not more objectification, but more subjectification; not more Plato, but more Aristotle

    Medium via @thoughtshrapnel

    → 9:38 AM, May 11
  • Now adding final year work in progress game play videos such as this one www.youtube.com/watch to our virtual arcade wsagames.com

    → 7:23 PM, Apr 27
  • There will be no back to normal - Nesta via @thoughtshrapnel

    → 12:06 PM, Apr 25
  • Sneak peak of our COVID-19 virtual arcade… launching the end of the week !

    Screenshot 2020 04 20 at 18 48 42 Screenshot 2020 04 20 at 19 13 30
    → 6:11 PM, Apr 20
  • Education evolving

    This is in reply to @thoughtshrapnel’s recent Saturday update and I wanted to publish my reply to my site.

    Here is the original newsletter - dctr.pro/2hm

    Excellent couple of education related links in the newletter this saturday and nice commentary from Doug (as ever). I have been thinking about this stuff too (obviously), I talk about some of it in the fledgling uneducators podcast and my own musings on micro.blog.

    Also prompted by this article to think specifically in terms of change versus opportunity, this to me is that the hand is (finally) being forced and change in our delivery of HE is long overdue. I found a blog post from over 5 years ago I wrote and have notes / ideas going back a decade or more on progressive approaches to HE and tech. I am not the only one that has been doing this in the various Technology Enhanced / Digital Education committees, workgroups etc. there have been many of us, but we had been seen as ‘innovators’ or people that ‘understand’ technology, and probably worse, even with ‘senior staff’ on these spaces not much happened, little pilots here and there but it was always seen as ‘radical’.

    I recall when being a ‘nerd’ was laughed upon, I look back on that time and smile, I always loved being a ‘nerd’ , curiosity is the key to creative thinking.

    What we must be aware of is learner ‘analytics’ and big data. Especially when those conversations come from Valley based startups or those modelling themselves on the Valleys buisness model.

    And finally how dare a ‘Professor’ say that to a 17year old, but then again I recall my art teacher at high school making similar discouraging comments…

    → 1:06 PM, Apr 18
  • Digital Literacies module for Educator from Steve Wheeler dctr.pro/2hl - on ZilLearn

    → 3:32 PM, Apr 15
  • We have know for ages that the Robots are coming and that Creative Thinking or more X Students will be the requirements going forward in a world where many jobs are completed by Robots, Smart School, Art School is all our say 😀 - New York Times

    → 2:55 PM, Apr 10
  • bricks and mortar education

    → 9:07 AM, Mar 23
  • Education has changed

    Covid-19 will change the way we deliver education. True Blended learning will be a de-facto standard for all education and not the experimental or niche that some “old school” educators continue to see it as. The need to be savvy with digital tools will be as important as subject specialism. This will enforce that educators are also capable technologists. No longer will anyone be able to hide behind a so called technical ignorance or annoyance. This does mean we need to also be very aware right now of the claws that Silicon Valley edutech will be deploying to capitalise on the capitalism approach to education and that we educators and tool builders must resist and fight against. We must be vigilant if we have any hope to save education from the ongoing marketisation and monopolisation based on purely ecomonic gains. I will try to write more on this but needed to post brief realisation / summary.

    → 8:05 PM, Mar 16
  • Diversity is Good for the Games Industries

    IMG 9879

    Today there are approximately 2.6 Billion people playing video Games. This group is not just men, in fact it is a really diverse audience. This group is almost evenly split in terms of gender (52% identify as female in last major survey in 2014). When you dive into some of the detail we see areas where there are, for example more middle age women playing video Games than teenage boys (Nesta 2017). This clearly indicates the appetite for game types is also in fact very diverse.

    Newzoo 2019 Global Games Market per Segment Newzoo Global Games Market 2018 to 2022

    Games are the biggest consumed media on the planet now and so this means they have the capacity to do more than just entertain. They can enable social good (Pokemon Go Earth day Clean up), produce empathy around migration (Papers Please) , Cancer (That Dragon Cancer) or give insight into Mental health (Hellblade: Senua’s Sacrifice). Creative Review suggests Games are the future of storytelling and so to speak and tackle broad issues and audiences through this medium we must have a group of diverse makers.

    It is worth noting this is often not the way main stream media portrays Games. They tend to focus on the same types of titles and genres, which also has an impact on the understanding of game. Or worse. We must work to combat this stereotyping.

    Screenshot 2020 03 05 at 12 31 44 Screenshot 2020 03 05 at 12 32 37

    The Guardian is an excellent example of opposition to this with Games featured under Culture and not under entertainment or toys for example.

    So we know there is diverse audience and diverse players but those working in the “Games industry” are still predominantly white men. The workforce in the UK identifies as 28% female and 20% worldwide. This is a complex and multi-faceted issue but is in part due to the wider issue of Technology, Engineering and Computer Science having the same issues. Some of the historical context of this largely lies around the marketing of technology in the 1980s with a focus on these things being for boys and we know that Schools and marketing still skew that interest in technology.

    A great example of a product that is already combating this within Engineering and girls is GoldieBlox, the argument that there is any biological difference is factually incorrect, data from across the world in fact shows girls out performing boys in science tests in fact, and yet there interest in the Science Technology Engineering and maths (STEM) subjects drops at around 15 years old and never recovers.

    GoldieBlox uses storytelling with STEM principles as extensive testing with girls showed this type of interaction appealed much more to girls than for example Lego’s attempts in this regard by just making the boxes pink.

    Screenshot 2020 03 09 at 14 41 21

    The voices of many people are needed to create great and compelling Games for all people and the powerful potential of Games to unite people can only be unlocked if we have a diverse representation of people making these products. Why would any industry not want to have diversity?

    Can we make it change? The stats are already showing a rise of diversity in the Games industries themselves and in the diversity of makers but there is much work to be done which starts at Schools and Universities. This includes educating against discrimination, encouraging participation and showcasing role models.

    IMG 9654

    From the inception of the course at WSA we knew based on the industry and are position, we wanted to and where in a place to encourage diversity into making Games. We understood the power Games would have and where Games where heading, although already a huge industry in 2013, the direction of future travel was very exciting, we are really only just seeing the impact of this exciting medium. The V&A in 2019 called Games design one of the most significant design fields of our time.

    Connected to this concept we knew and had working knowledge of the game engine Unity. The engine was well established and was well on its way to achieve its goal of democratising game making.

    It had been doing this as its focus was on creativity, it has an editor that was powerful yet visual and including things such as simple drag and drop capabilities, this meant many more people could just start to quickly realise an idea without a focus on the technology. Unity is all about bringing ideas to life, without a focus on how great the technology is but a focus on enabling creativity. Something like Media Molecules Dreams is probably the next phase in the arena of what has been coined in the past as Game 3.0.

    Also having taught coding and interaction design skills to students within an Art School for well over 10 years I was also acutely aware of how off putting coding can be for anyone who wants to be creative, it can be very stifling, and a barrier to entry. This is often because of a focus on the technology rather than the manifestation of the idea or intent through the use of appropriate media.

    I had personally seen with my background in interaction design, the alienation of women, at events and online and I have 3 daughters whom I encouraged to do whatever they were passionate about yet saw and heard discouraging comments around what is for girls and what is for boys.

    With all this in mind we developed a course that uses design thinking and making through the lens of Games to tell stories, provide emotional moments and more. We didn’t focus on technology and we didn’t focus on only video Games, we focussed on research, ideas and manifesting them in game artefacts.

    We knew this would draw diverse people to the course, also by situating our course within WSA, the University of Southampton’s Art School and not within the Computer Science Faculty we could really push the way we teach Games and the approach of what Games are. These opportunities allowed the creation of a unique course of study situated within Games.

    What we do in our course is some simple but deliberate things, we make very sure all our decisions include diversity. And so we look to feature that diversity by making active and conscious design choices with any of our processes and outputs to ensure there is diverse representation. Students work in teams and we mix them up for each project, considering their background alongside their current skillsets.

    We as a team of staff and of our students are also made aware of the unconscious bias that can creep into our every day life and so we take deliberate actions to combat this. This can be as simple as adapting the language we use. We make sure all of our text is gender neutral and we actively seek out and test this with our students, even this blog post was discussed with our current year 3 students to see if this was accurate and agreeable to them.

    IMG 9842

    At open days and interview days we ensure a diversity of students are represented from Games on campus. This we know that has a direct impacts on ensuring diverse recruitment, students have stated that this is what enabled them to see themselves at WSA studying Games, because they see someone like them. This is often coupled with the realisation they have every right to want to make Games as anyone else.

    We are careful to pick media and outputs that do not reinforce the stereotypical idea of Games, for example our course film has conscious efforts to showcase diversity. All of our open day and external talks mention and talk about diversity in Games, and we select Games that people may not have heard of and talk about the why of the Games more than the how. These actions we know has direct impact on our recruitment diversity. We have always had a close affiliation with Women in Games UK and Vanissa our year one tutor is an ambassador, alongside a number of Alumni winning Women in Games Awards. We then make sure we promote these types of activities and awards on our social media and websites.

    Each year we make sure to invite a diverse range of speakers to provide guest input into the course, with an active part of their day spent talking to students about their own experiences and discussion the students own projects, this adds to feeling part of a real community. For example over the last year we have had guests including, Minkette an Escape room designer, Emma Reay a researcher looking at Games scholarship and children’s literature scholarship and Lucy Kyriakidou a freelance 2d game artist. We think about every choice we make to showcase diversity and this in turn combats the issue of diversity in Games. Showing role models and inspirational people. We want to create a course that is inclusive as we know that there are many artists and designers that want to use the medium of Games to inspire and enrich others, just as it has for them and we want to show that this is possible and that there is a way in.

    Screenshot 2019 11 07 at 17 16 11 IMG 9240 IMG 9059

    A key is to write projects that will have broad appeal and provide excellent learning, so we create and encourage projects within our modules that talk to or are about themes and ideas, not about the technology or the skills directly. We then embed as necessary technology and skills within the thinking and research but the driver is not the technology. This appeals to designers and artists from different backgrounds and is less intimidating for anyone than say a bunch of technology jargon or buzzwords. As an example you could have a project on Virtual Reality (VR) or instead you could have a project that looks at why humans have been obsessed with the idea of immersion since the Victorians. One offers a narrow view and uses technology that lots of women see as horribly designed and not designed for them, the other offers opportunities to consider VR from many points of view, both projects would culminate in a VR experience but the differences would be dramatic. We know many young girls are playing Games and have a love for Games and so we want to show that not only can they consume these Games but they could be making them, this is the only way we address and bring diversity to the Games industries.

    The effects of this work have been measured in our recruitment which is very different to the vast majority of institutes that currently offer Games course;

    For context Female percentage in current cohort;

    • 40% Year 1
    • 52% Year 2
    • 26% Year 3

    Female percentage of our Alumni graduates;

    • 1st Alumni 45%
    • 2nd Alumni 47%
    • 3rd Alumni 47%

    Across the University of Southampton a lot of good work being done generally to encourage women into STEAM (A for Art). We have the Women in Science and Technology + group, which now crosses into humanities and runs many cross faculty projects. We have specific competitions that call for participation from underrepresented groups, alongside celebrating and connecting our work to days that celebrate role models such as Ada Lovelace. One year on International Women’s day, I arrived at WSA to find the Games studio walls plastered with images of women from the Games industry with quotes about their achievements, we never took them down. The University is active in upholding the standards of the Athena Swan charter and is a member of the race and equality charter. The Games industry is generally very welcoming and supportive of diversity and is a welcoming community and is general fully committed to addressing the issue of diversity, and so we do see positive change, with a growth in the number of women in Games, it is probably too slow but it is growing.

    All of the above has to be done as an active consideration of what you do, there is an issue with diversity in Games and this is not ok. The UK Games industry needs to do much more work to fund and support diverse game making, for an industry worth more than music and film combined (globally) it should do more in this regard, I would like to see nationwide schemes to provide funding to more of the indie makers, there are still to many stories of how great game makers had to work numerous jobs to fund Games that have huge value to society. On a smaller scale Games companies and educators should consider everything they do from how you design your studio space, how you write you course curriculum and how you promote your activities.

    Ask yourself does this have the potential to feed a stereotype, if so stop and change what it is. Games are for every player and so we need makers of every type. Promote diversity wherever possible, as the male dominated position has had enough promotion.

    → 3:04 PM, Mar 9
  • Saturday interview day is done last one of the cycle and some extra time tuition for the awesome year 3 ambassadors. 😂👍 check out my educators pose too 😉

    → 7:12 PM, Mar 7
  • Have done a bunch of work on nodenogg.in for new version 0.1.X please take a look at the code or play with the web alpha build

    → 8:33 PM, Mar 1
  • Ok so episode minus 20 of uneducators is out. Feedback welcome. www.uneducators.org/episode-m…

    → 8:28 PM, Mar 1
  • Very pleased to have helped towards this Guardian article on how a number of Universities (including mine) are encouraging and working on diversity in Game Making and Games Design.

    I was always told I was unusual': why so few women design video games - Guardian

    → 2:16 PM, Feb 18
  • 1/30 - Open - Students working on Global Game Jam which happens to use an open Creative Commons license for all submissions 📷

    → 4:28 PM, Feb 1
  • Today we kicked off Global Game Jam at WSA. Due to timezones we can’t reveal theme yet but students are busy working away on around 6 games.

    → 8:43 PM, Jan 31
  • Todays bigger round of testing, as we launched the Board Game project at WSA for nodenogg.in went well, I have made a number of simple edits focussed initially on turning on markdown support, better formatting and some layout changes based on observations of use by each team.

    → 11:29 PM, Jan 27
  • A group of my final year students who have pitched a mindful game in which you journey through a Boreal forest via Canoe. This image is them undertaking some first hand research between semesters. I love it when I see students fully synthesise all the research and design processes we have embedded in our programme in such wonderful ways. Can’t wait to see how their game progresses to completion in Semester 2.

    → 10:09 PM, Jan 20
  • If anyone is near Winchester School of Art, UK, this Friday and interested in the future of play and games, pop in and play some of our year 1 prototypes and see our year 2 games design work in our annual mid year pop up arcade event. No invite required.

    → 12:03 PM, Jan 14
  • I was listening to Mac Power Users and the discussion about a tool for research and the list of main stream options came up such as Notion.so , which reminded me about Roam again and this new video interview gives some light into why this tool is very interesting to me.

    → 2:24 PM, Jan 6
  • Uploaded a little video tutorial on how to get up and running with Unity and git version control when making game projects - YouTube

    → 10:52 PM, Nov 26
  • My download key for Shenmue 3 has arrived but I am working away in London today! However 1st visit as new External Examiner at University of Greenwich for MA Web Design and Content Planning very much looking forward to it.

    → 9:56 AM, Nov 19
  • Switch followers with Mario Maker 2 please check out this very very early prototype from Year 3 they have used Mario Maker to quickly test a concept. Prototyping is all about testing & using tools like Mario Maker is a nice non code way to do it. Level Code is: CJN-FWM-RXF

    → 5:54 PM, Nov 6
  • Some tweaks to the human interface and the ability to create your own instances today with a few updates on nodenogg.in

    → 9:16 PM, Oct 26
  • Playing around with some real workshop data in nodenoggin to see what might work. The Theme was ‘Dreams’ each group co-creating routes of research using specific research card prompts per team.

    → 10:17 AM, Oct 26
  • This paper from @downes is fantastic and captures many of the things I’m trying within my own practice based PhD specifically the way we might co-create. I would encourage any educators out there to have a read it’s a fantastic forecast of The Future of Education.

    → 3:10 PM, Sep 15
  • A Look At The Future Of Open Educational Resources

    Stephen Downes is always finding great stuff and has a knack to see aross disciplines and see how together new things may form. In his latest publication A Look At The Future Of Open Educational Resources towards the end he states;

    Third and finally, designers and developers will need to learn to co-create cooperatively. This is not the same as collaboration, where small or large teams work on a certain product or outcome. Cooperative work involves multiple individuals and groups working within a common environment or infrastructure, and helping support that network or infrastructure for mutual benefit, while working on different objectives or outcomes.

    Part of this involves building and sharing resources in common. But an equally large part of it involves being able to work in the open, or as it is sometimes called, ‘open working’. Examples exist in, say, the philosophy of ‘open science’, where “many of the benefits envisaged for open methods relate to how far they enable not only access but active participation in a research community by newcomers and outsiders, and maintain low barriers to this participation.” Internships, co-op student placements, apprenticeships and sport development leagues all embody the same principle.

    These ambitions chime so squarely with my practice based PhD nodenogg.in, it made me very Happy.

    → 5:15 PM, Sep 12
  • The fact that Epstien after his conviction and banned as a donor was given and thought he had the intellectual capacity to dicuss MIT Media Lab Projects on campus with his two Eastern European young female assistants in tow. Is absolutely shocking … money talks.

    → 11:27 AM, Sep 8
  • The M.I.T. Media Lab attempted to conceal the extent of its contacts with Epstien.
    The New Yorker

    I viewed M.I.T. as an innvotive space in academia. However I will be now be reviewing how I refer to M.I.T and specifically the Media Lab going forward in my teaching.

    → 11:03 AM, Sep 8
  • To treat their ideas as genuine but wrong is too generous; the only genuine thing about them is their fakeness. The Big Tech and its apologists do produce the Big Thoughts – alas, mostly accidental byproducts of them chasing the Big Bucks.

    Guardian

    → 10:36 AM, Sep 8
  • The Epstein scandal at MIT shows the moral bankruptcy of techno-elites.

    Guardian

    → 10:27 AM, Sep 8
  • nodenoggin Design principles 0.01

    So I’ve scratched out my first round of design principles for nodenoggin. Next up make some posters for the principles. Would welcome feedback or comment at discourse.adamprocter.co.uk 🦉 or via micro.blog mentions 👍

    Delight.

    Support delightful design, the people feel good and empowered. Must be intuitive to empower the user. (test, test, test)

    Knowledge connecting.

    Build knowledge together making connections you would not find without others.

    Serendipity.

    Enable the collective to wander and get lost in the journey to find solutions or ideas that would at first seem totally unconnected.

    Augment.

    Must extend the physical act of being in a space solving design problems and seeking knowledge and ideas with others.

    Collaborative.

    Enhance and support the collective. The collective is always better than the individual.

    Reflective.

    The tool allows for reflective practice and review outside of working with others.


    These next principles are overarching and need a little more work I believe but I also want to keep them as simple as possible.

    Free software.

    All the source must be free software as in free speech and open for anyone to see, use and change.

    Open web.

    The web is important and should not be driven by data theft and adverts.

    Privacy.

    Respect the person and their data at all times. Their data is first on their devices. Sync does not take away ownership and does not store data that cannot be controlled by the person whose data it is.

    Ethical.

    The data belongs to the people, never hold the keys to other peoples data. They choose how to share, delete and must be able to export.

    Inclusive

    Design for everyone.

    → 8:57 AM, Aug 25
  • Feeling happy as back from lovely holiday and uploaded v0.0.10 of my project nodenoggin which now has some more essential features in place, the main part connecting objects - Twitch video

    • Image one - current live version
    • Image two - adobe xd visualisation

    open souce code here

    → 11:26 AM, Aug 18
  • This is a good sign.

    → 1:37 PM, Aug 4
  • A handful of slides with quotes from Networked Making event.

    → 10:18 PM, Jul 10
  • Networked Making - new modes of learning

    I do like the opening 2 paragraphs for all day teaching platform event I am attending today.

    Whether it be through collaboration, in a collective or as part of a cohort, the practices of making are never without context and commonly not undertaken alone. We understand that our students are keen to make and work in disciplinary and interdisciplinary networks as this nourishes and supports creative practice, reflecting the fluidity of the professional environment.

    Networked making, including writing, is often facilitated by digital connections which allow us to go beyond the physical boundaries of the studio, seminar room or lecture theatre. Yet, while we all ‘work online’ in some form, the practices of networked making are still emerging. The diversity of voices the digital allows us to include and connect encourages us to reconsider our modes of learning and teaching for making.

    • www.arts.ac.uk/whats-on/…
    → 8:42 AM, Jul 10
  • Had a bit of a blip keeping up with @thoughtshrapnel the last month. Doug always posts great links with great commentary. Here is one such article which has a fantastic speculative job spec for the troubled Open University - thoughtshrapnel.com/2018/05/0…

    → 8:28 AM, Jun 16
  • I was going to write something about the Augar report but I realised rather than waste my time I could instead just tweak this quote

    Augar knows the price of everything and the value of nothing

    → 9:21 PM, Jun 15
  • John Sorrell there are 3 rules of The National Saturday club;

    - it must be free
    - you don’t have to come
    - there are no exams or tests

    Thankfully we can tell everyone how awesome it is !

    → 4:46 PM, Jun 8
  • Surveillance for mental health conditions in Higher Education

    Firstly and correctly mental health is a big issue and something I care deeply about, having seen mental health issues rising in Universities year on year, having friends that suffer with mental health issues and occasionally doubting my own mental health with work and family pressures, not to mention when that imposter syndrome kicks in, we have to get better at supporting and helping to tackle mental health. As one of the two undergraduate Senior Personal Academic tutors at Winchester School of Art I am also exposed to a lot more of these issues, so I know we need action. However the surveillance of students is not the way to solve this issue. As many reading this blog you will know one of my long term concerns has been the potential infectious nature that Silicon Valleys Big data model could have on education. So I am opposed to the project just announced by Northumbria University.

    A £2m project supported by the OfS will use innovative integration of technology, advanced educational data analytics, student relationship management and student support to provide an understanding of the opportunities to predict whether a student is already experiencing or will have a mental health crisis. (2019)

    This project is backed by the OfS, the OfS are an independent public body they are not part of central Government, but they have to report to Parliament through the Department for Education (DfE).

    We want every student to have a fulfilling experience of higher education that enriches their lives and careers. (2019)

    They have a nice diagram of how they plan to achieve this goal. Concerning for me is the foundation stone appears to be “value for money”. I do not see much detail on how the OfS define value for money but in much of the press there has been too much emphasis on return on investment and the pure utilitarian view of higher education. Measuring your degree against your future incoming is a very simplistic and poor metric.

    In this mental health technology project the main technology partner is Civitas Learning International. They do seem to sell products but you have to question their business model, following round after round of Venture Capital funding I cannot but suspect these backers will want to ensure the technology pays them back. Civitas are a for profit company after all.

    Here is a quick list of their Funding announcements over the last few years;

    • $60 Million 
    • $16 Million
    • $8million
    • Crunchbase details

    In the middle of this funding they ‘had to’ lay off 10% of staff as well, note the reason.

    last week that the layoffs were part of a “strategic shift” that “forced Civitas to let go of some talent and post new jobs for positions better suited for the company’s future” in personalized pathways and predictive analytics offerings.(2017)

    Predictive analytics. Zuboff shows us clearly in The Age of Surveillance (2019) that prediction is the key piece to manipulate and modify human behaviour for capitalist gains.

    Civitas again laid off more staff at the start of this year (2019) and again this was shortly after more funding (EdSurge) Plus there is certainly a lot of negative reviews on Glassdoor.

    I do not see any good actors in this project at this stage.

    Could this £2million have been spent differently to support mental health within Universities I have a strong sense it could have been. I’ll watch this project with concerned Interest.

    → 5:13 PM, Jun 7
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