Right now Humaginarium is making. Making a prototype; making a production path; making a pitch deck; making several models that go with. Making though is contextual. It happens in an ecosystem full of influences. I call these influences “pillars” because they hold up the roof of a moral universe.
One of our pillars is behavioral economics. Our slogan Nudge To Wellness springs from this pillar. It means, essentially, that we want people to exercise free will, according to their own nature, when deciding how they’ll deal with a chronic illness. Unlike authority figures like doctors and nurses, we don’t tell people what’s good for them or what to do. Instead we present an engaging “choice architecture” that informs and conditions people so they’ll decide themselves and experience consequences. This pillar is one of the things that makes video games like ours enormously entertaining and influential.
Another pillar is game theory. In order to craft a coherent choice architecture, we first have to understand the logic and dynamics of choice when it comes to managing a chronic illness. What are the options in a given situation; what are their relative advantages and consequences; who gets to make the choices, when, how and why? How do certain choices limit or expand freedom and autonomy? Game theory maps questions like these ultimately to experience design for a simulation. A matrix of if-then events that may lead, of their own accord rather than prescriptively, to each individual’s different and preferred way to win.
Deliberate practice is also a pillar. It evokes the Hole in the Wall (or Hole in the Web) metaphor that explains what Humaginarium is getting up to. We start by rejecting inferiority. The assumption that health science is inscrutable for all but a few brainiacs is preposterous. The belief that health science is useless to regular folks is ridiculous. Health science (i.e. knowledge of a body we spend our entire lives with) is not hard intrinsically. The keys are reductionism (so that folks are not thrown by obscure rhetoric) and deliberate practice (i.e. sustained engagement until challenges become second nature). Because gamers often play a couple of hours a day every day, video games are a pretty good fit for deliberate practice. (Just imagine how proficient you could be on the guitar if you practiced two hours a day every day!)
Constructivism is the last pillar I’ll mention. This one is about building; how building things is maybe the most efficient way to learn. Not only how to make stuff, but also fundamentals like the laws of nature, behaviors of systems, ways to communicate, what to fear, how to overcome anxiety and depression, when to fight and when to flee. This pillar puts the responsibility for teaching where it belongs: with the learner cum builder. It trains the hands, the senses, and the the intuition to figure things out. No skill is more important in play, nor in dealing with a chronic illness that seems to thrive on pain and suffering.
I haven’t mentioned technologies like programming languages, instructional systems, game engines, digital imagery among our pillars because they are all, loosely speaking, means to an end. The pillars I named here are not that at all. They are mental models in Peter Senge’s sense of that term: ways to approach problems creatively and successfully, when outcomes cannot be planned or predicted, even when they are life or death.