Recently I attended a weekend seminar entitled "Deep Fun" presented
by an old friend and play guru, Major Fun. One of the "exercises"
Major FUN
gave us was to create a playground in our mind and have some
of our various "selves" play a game. I had my "Bad Boy" team
up with "Mr. Incompetent" against"Good Boy" and "Mr. Capable"
in a game of stickball. It was a wonderful mediation and a powerful
technique.
During the course of this I started thinking about the word
"playground." We use it so casually and often, but what is a
playground, really?
One of terms Major FUN
used to describe the ideal play setting that was new to me was
complexification. By this he means
that the play environment, toy, or game is made more compelling
and engaging if it can become, or be made, more complex as the
player uses it. I've always used the term diversification
to get at the same idea, but I now think complexification is
much better.
My idea was that if a playground simply had lots of stuff that
kids would find creative and innovative was to use it as they
gained skills. But complexification is better because it suggests
that there will be increasing levels difficulty built into the
playground, not just more things to add to the play. This is
an important distinction. What it suggests is that a well-designed
playground will provide opportunities for the player to add
increasing levels of challenge to their play.
Do modern playgrounds provide this? Only the best designs do
and then only to a very limited extent. Most modern play equipment
is pretty much restricted to one type of correct use and any
other type of behavior is considered "misuse."
The more I thought about the value of complexification the
more I realized that this is the exact term I'd been seeking
to describe the unique play value we are incorporating into
our new BOLDR products.
Consider, for example, our TrainR and GeoScuplt climbing systems.
These products allow the user to reach higher and higher levels
of skill the longer that they play on them. The simple act of
selecting a series of moves that omit the"easy" holds changes
the same structure from a simple, and boring climb, into an
ever more challenging one.
Our new FingerParks accomplish the same thing but in a different
way. By providing a venue for kids to bring their toys to the
park a FingerPark empowers children to be endlessly creative.
Our goal is to encourage and support the same sort of"deep fun"
that kids have when they play in a sandbox but without the mess
and in a more evocative setting.
The main idea is that the thing that provides the greatest
source of complexification is another player. The combination
of a complex setting, manipulative toys and several kids provides
the fuel for rich and ever escalating levels of complexity of
play.
If you are like me you may feel ill at ease when you look at
many of today's playgrounds because they seem to lack something,
some quality that would make them really wonderful. I submit
to you that it is the lack of complexification that is at the
root of our misgivings about the play value of many of the modern
playgrounds.
Playspace and equipment designers will have to begin to think
in new ways to introduce complexification into their designs.
Today, the biggest obstacle to that sort of re-evaluation is
our fixation on safety. So, in our next newsletter we will return
to the teachings of Major Fun to discuss this idea of safety
and play.