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Sembl, the game of resemblance: presentation to NDF2012

This post is a web translation of my presentation to the National Digital Forum, Wellington, NZ, on 20 November 2012. (Video recording is here.)

Sembl, the game of resemblance

Hello, people. Thank you for having me on this land and at this forum. I’m utterly thrilled to be here – among you all – to talk about this project.

In its first form, Sembl is an iPad game, called The Museum Game, at the National Museum of Australia. We’ve just released it in beta as a program for visiting groups.

This video is a good way to explain how the game works. (It’s a DIY first attempt, so please look past the production quality and focus on the content.)

Feedback

Over the last year and a bit we’ve gathered feedback from children and adults about their experience of playing the game.

Four photographs of a paper playtest of Sembl Museum

In our first tests, we used a paper prototype; these kids used iPads to take photographs, but the board was paper, and they drew and wrote their moves on paper. Between rounds we had an analogue voting process to determine which team’s content made it onto the board. After the game, we prompted them to tell us a few things about their experience.

resemblance – quotations from school children in response to playing Sembl Museum

Several kids homed in on the principle of resemblance.

Quotations from students about the game Sembl Museum – social aspects

Others emphasised the social side of the game.

School children playtesting Sembl Museum in the galleries

Once we had a digital prototype, we invited the same group back. Again, after the game, we asked them for feedback. The next slide shows some of their responses to the question: What interested you about the game?

Quotations from students describing what interested them about the game Sembl Museum

Again, there was general interest in resemblance. But the kids are now also talking about being keen to explore the Museum, how the game used the exhibits, and democratic social curation. 

I find that fascinating. You might imagine that looking at a museum through a tablet computer would detract from the authenticity of the visiting experience. But for these kids, it seems like it actually draws them in.

Education

We also interviewed the teacher of those kids; she’s convinced of the value of the game for education.

(Here’s a longer extract of the interview.)

Play

Sembl provides a new way to connect to cultural heritage. It’s about play, which is not just for kids. It’s actually a powerful mode of thought, that we lose touch with as we grow up.

Makers of meaning – quotation of Derek Robinson

As a smart friend of mine says, we all need to recognise ourselves as a maker of meanings and engage in imaginative play. In this next clip, you’ll see a boy whose first language is not English, and historian Peter Stanley, both moving their bodies and struggling with words as they play.

The game gives visitors permission to let their minds wander, to make new kinds of connections, to think differently.

For the host institution, The Museum Game involves a kind of radical trust, and open authority – recognition that knowledge and understanding is not all about curatorial interpretation, that it also comes from visitors thinking and imagining and sharing ideas with each other. Which remains rare in museums, despite the fact that it makes the experience more compelling for visitors.

Dialogue

Another way of saying this is that the Game provides a structure and impetus for dialogue, between the museum and visitors, between visitors and things, among visitors and between things. And this is not dialogue in the sense of an everyday conversation. It’s deeper than that. It’s a mutual experience of looking both ways, simultaneously.

teachers and students are co-intent on learning – quotation of Paulo Freire

My notion of dialogue comes from the Brazilian educator, Paulo Freire, and his sense of teachers and students as mutually co-intent on creating knowledge.

Quantum physicist David Bohm was also a strong advocate for dialogue.

to hold several points of view in active suspension – quotation of David Bohm

Each of these notions of dialogue is premised on an understanding of consciousness and how thoughts shape reality. For Bohm, dialogue means holding several points of view in active suspension. He regarded this kind of dialogue as critical in order to investigate the crises facing society. He saw it as a way to liberate creativity to find solutions.

Game-based social learning

So the concept of Sembl, in its deepest sense, is social learning – game-based social learning. In its first instantiation, it is game-based social learning in a museum and – if things turn out as I hope they will – from next year it will be playable at any other exhibiting venue that has the infrastructure and the will to host games – galleries, libraries, botanic gardens, zoos and so on.

But The Museum Game is just one form of Sembl. The Museum Game is played in real time, on site, and players take photos of physical objects to create nodes on the board.

The next step is to make a web-based form, that you could play at your own pace, and from your own place. Then, Sembl becomes a game-based social learning network, which amplifies the personal value of the game – it becomes social networking with cognitive benefits.

Personal value aside, it’s the bigger picture – of humans as a community – that I most want to explore: Sembl as an engine of networked ideas, or linked data. First, though, a brief diversion to the genealogy of the game.

Genealogy

I didn’t invent it! The progenitor for Sembl is a vagabond monk called Charles Cameron.

Charles Cameron in front of a stack of books on religious violence

I’ve never met Charles in person but we’ve spoken a lot over the internet, which is how I took this picture. For 15+ years, Charles has been playing what until recently he called Hipbone Games – because the hipbone’s connected to the legbone. He has always played with a static image of a board, through discussion among players, either face-to-face or online.

And Charles crafts whole symphonies of resemblance about war and religion, art and science.

womb–tomb: chambers for entering or leaving the world

Here’s a classic simple move he made, linking the word-concepts ‘womb’ and ‘tomb’. Charles didn’t invent the game either. Well, not really.

Glass Bead Game – quotation from Herman Hesse's novel

He got the idea from a novel Herman Hesse wrote in the 1940s, called The Glass Bead Game, which as you can see, has a fairly grand vision for the game, to create a kind of music from the entire intellectual content of the universe.

I first encountered Hipbone Games about eight years ago and straight away imagined a digital form, where you could see the network of linked nodes assembling as you play. Ever since then, I’ve been waiting for it to come out in digital… Well, I got tired of waiting, so at some point I adopted it as a personal mission.

Kudos to the National Museum of Australia for building the first digital version. The Museum Game is a simple version of what Sembl can be, but it has potential to grow – and actually, it’s already a little more evolved than it appears in the video at the beginning.

Sembl Museum gameboard for four teams of younger players

For example, this is the board you saw in the video. We use that one for younger players. But we have other boards, for groups of three teams, for older groups of four teams, for five teams and six.

Four different Sembl Museum gameboards

And in the true spirit of the Glass Bead Game, there’s also talk of hosting tournaments at the Museum.

Toward a game-based social learning network

But it’s at the point of networking the gameplay and the game content that Sembl will really ‘level up’ and rock the world. Once the games are on the web, and the field of playable content is already digital, good things can happen:

  • We can aggregate game-generated data and build an interface to the ever-evolving web of resemblance. So it’s not just the thought-riffing in your own game you can enjoy, but the whole generative symphony.
  • We can preserve links to the objects’ context in online collections, improving their discoverability – and our knowledge and understanding.
  • And – if we harvest the associations to display on the museum’s or other sites – we can forge new browseways within and between collections.

In short, the game becomes an engine of rich, useful data about collection material, and through that the world.

network thinking – how Sembl network links differ from traditional linked data links

A web-based form of Sembl can generate linked data with a difference. It’s linked link data, and quite different to normal linked data.

  • Instead of connections based on what a thing is – sculpture, or wooden, or red – Sembl generates connections based on a mutual resemblance between two things. Which, amazingly enough, is a great way of gaining a sense of what each thing is. And if your interest is to enable joyful journeying through cultural ideas, or serendipitous discovery, this approach just wins…
  • Instead of compiling logical links, Sembl cultivates the analogical.
  • Instead of building and deploying a structured, consistent set of relationships, Sembl revels in personal, imprecise, one-of-a-kind, free association, however crazy.
  • Instead of attempting to create a comprehensive and stable map of language and culture, Sembl links are perpetually generative, celebrating the organic, dynamic quirks of cognitive and natural processes.

But the most important way that Sembl is distinct from other systems of network links is that those who generate the links learn network thinking. Which is a critical faculty in this complex time between times, as many smart people will tell you.

Understanding relationships is key to understanding the self – quotation of Jack Lohman

21c society is shaped by connectivity – quotation of Rachel Armstrong

life demands dynamic attention – quotation of Flemming Funch

data classification yields to pattern recognition – quotation of Marshall McLuhan

Marshall McLuhan foresaw this shift 50 years ago. Classification is for simple, neat systems. Networks are complex and messy; they demand new forms of literacy. But we have not yet adapted as we need to.

Prior to the 17th century, the primary order of knowledge was resemblance – quotation of Michel Foucault

We’re still largely stuck in the Enlightenment thinking that began 400 years ago to institute the binary order of things. But notice what preceded 17th-century ways of knowing. According to Foucault, the ‘primary form of knowledge’ was … resemblance.

Tell all the truth but tell it slant – poem by Emily Dickinson

Poets have always known the virtues of analogy as a path to the truth.

And my favourite visual artists work in this way, creating in-between spaces for us to explore and discover.

Metalwork, part of Fred Wilson's Mining the Museum, an installation at the Maryland Historical Society

As part of an installation at the Maryland Historical Society, African-American artist Fred Wilson placed a set of slave shackles into a cabinet with fine silverware and called it ‘Metalwork’.

Rosalie Gascoigne, Past Glories

And more subtly, this work is by New Zealand-born artist Rosalie Gascoigne, who lived for a long time in Canberra, where I’m from – so I had to include her… She took discarded signs, disassembled and reassembled them, converting text to textures into which we can read our own messages.

I like the way these artists work; I like how their works induce me to think.

painting of an ape sitting at an easel painting a nude woman

I keep an eye out for opportunities to participate in associative thinking. Last year The Open Museum – a user-generated exhibit site – hosted several rounds of a game where one person would post an initial work, such as this one…

12 moves of an association game at the Open Museum

and then anyone else could come along and a post a visually similar work. After a few days the most up-voted work would win the place as the number 2 image, and so on. You can see here how this game progressed in the first 12 moves.

the final move in the association game – a painting of a large woman looking at herself in a mirror in which is reflected a smaller woman – loops back to the first

It continued until after 26 moves, it looped back to the original work.

Brilliant. I love how there’s no right answer, and that it encourages wide and wild associations – from a satellite image to a Miro, to a photo of a human embryo.

Polyphonic thinking

Sembl promotes dialogic, non-linear thinking, and new forms of coherence.

deliberative thinkers – quotation of Charles Cameron

It’s distinct from deliberative thinking, which is rational and causal and logical and linear.

eccentric thinkers – quotation of Charles Cameron

It’s another kind of thinking, which might be informed by rational thought, but its purpose is not singular.

bridge-builders – quotation of Charles Cameron

You might say its purpose is to create – and cohabit – a state of grace, from which ideas simply emerge.

every move you make is a creative leap

If playing Sembl gives us practice in polyphonic thinking, if it helps cultivate connectivity and our capacity to find solutions to local and global problems, it is good value. As Charles says, every move is a creative leap.

If you’re interested in working with us to supply content, develop strategy or raise capital, we’re keen to talk.

And I can’t tell you how much I’m anticipating being able to invite everyone to play.

thanks

*****

NDF delegates were a truly lovely audience. Having spoken with lots of people about Sembl in the past week – and now that I have a bit of distance from this presentation – I can already see some ways in which I could express Sembl ideas in more pithy, accessible ways. In fact, I plan to rewrite the home page of this site.

In the mean time, know that I would absolutely more-than-welcome further comments, ideas, questions or – of course – resonances with your own context. And if you want to help shape Sembl, you could tell me: in what way are these ideas useful to you, personally and/or professionally? (Or to put this another way: how might you use a tool for network thinking?)

Sembl thinking

We don’t really know how to think, yet. Or to put that in a more positive light: our characteristic ways of thinking are not yet as subtle and sophisticated as the problems that face us – as a global population, in our communities, in our business lives, our family situations, our own individual tangled and constantly shifting minds and emotions.

We have plenty of people who know how to do black and white, either-or thinking – which turns into highly emotional and often inappropriately judgmental knee-jerk thinking when the going gets tough. There’s a lot of heart in that, but not always a whole lot of clarity.

And we have a fair number of people who can do deliberative thinking, who understand critical thinking, apply some measure of doubt to their own assumptions and certainties, make careful, slow, analyses and do close readings, and in general try to avoid a headlong rush to judgment… There’s a lot of clarity there, as well as heart – but words and logic tend to dominate, and feelings are often relegated to second place.

And we have assorted artists, creative types and eccentric thinkers who see sideways, think laterally, connect dots, listen with care, appreciate silences, hear multiple voices and hold them together in their minds like a symphony… These are the folks who have the best grasp of complex problems, the bridge-builders between parties and factions – and the peace-makers. They live, balancing, at the intersection of love and clarity, with mind clarifying heart and heart giving courage to thought.

Sembl thinking is a whole spectrum of ways of thinking drawn from the best of that third group, brought together under one roof. And Sembl itself is a game and family of games, designed to explore and enjoy these ways of thinking.

The game’s motto is simple, profound, and insanely ambitious:

Tapping human knowledge and imagination, link by link

Sembl: conception

Dream announcement: the Museum is developing a prototype of an iPad game for teams of students visiting the physical space of the Museum. It’s called Sembl and I’m just a bit excited about it.

The game

Sembl is a game of relatedness. The challenge is to think about an object’s attributes – composition, shape, colour, use, provenance, whatever! – in order to find a way in which it relates to another object.

The aim is to occupy nodes on the gameboard, by making meaningful – and appealing – connections. In each round, players must identify an object and describe how it relates to existing objects on the board. Each round is time-limited, but teams need to take care to create connections that are interesting or delightful in some way – whoever proposes the best object and relationship wins the place on the gameboard.

Paper gameboard seeded with four items

Board design

We’ll provide a few different boards, to suit different player numbers and levels – we want kids as young as 10 to enjoy the game. Above is a sample board for four teams, which might work well for older children and adults. Seed content can be anything on display at the Museum but in this case all the objects are on display in our Landmarks gallery.

Origins

Sembl is based on a conceptual game that Charles Cameron aka @hipbonegamer has used for decades now – hipbone games – which take many forms and work for many purposes, from pure amusement through to thinking deeply about the connections between apparently disparate opposites. Charles’ games are in turn inspired by the glass bead game in the Herman Hesse novel of the same name.