MESMER
: Towards a Playful Tangible Tool for Non-Verbal
Multi-Stakeholder Conversations
Ferran Altarriba Bertran
UC Santa Cruz
Santa Cruz, CA, US
ferranaltarriba@gmail.com
Ahmettecene
Linköping University
Linköping, Sweden
ahmet.borutecene@liu.se
Oğuz ‘OzBuruk
Tampere University
Tampere, Finland
oguz.buruk@tuni.fi
Mattia Thibault
Tampere University
Tampere, Finland
mattia.thibault@tuni.fi
Katherine Isbister
UC Santa Cruz
Santa Cruz, CA, US
katherine.isbister@ucsc.edu
ABSTRACT
In this paper we present MESMER, a work-in-progress tangible
conversation tool for playful design. Our work extends the
Otherworld Framework (OF) [7] for tangible tools by centering
specifically on play as a conversation topic. Here we unpack how
early experiments with OF motivated our work and describe the
current iteration of the MESMER tool, which comprises persona
cards, various boards, and a shared physical token. MESMER is
inspired by our findings from early trials with OF: performative
playful interaction promoted playful and divergent thinking;
embodied non-verbal communication led to shared insights, the
board’s contents and structure helped scaffold conversations, a
diversity of personas and narratives seemed desirable, and role-
playing personas encouraged multi-stakeholder empathy. Our
ongoing research aims to help designers and researchers to
facilitate engaging, fruitful and inspiring conversations where
diverse stakeholders can contribute to playful technology design.
CCS CONCEPTS
Human-centered computing~Interaction design~Interaction
design concepts and methods
KEYWORDS
Play; Tangible Conversation Tools; Participatory Design.
ACM Reference format:
Ferran Altarriba Bertran, Ahmet Bötecene, Oğuz ‘Oz’ Buruk, Mattia
Thibault, and Katherine Isbister. 2020. MESMER: Towards a Playful
Tangible Tool for Non-Verbal Multi-Stakeholder Conversations. In
Extended Abstracts of the 2020 Annual Symposium on Computer-Human
Interaction in Play (CHI PLAY '20 EA). Nov. 2-4, 2020. Virtual Event, Canada.
ACM, NY, NY, USA, 5 pages. DOI: https://doi.org/10.1145/3383668.3419872
1 Introduction
Many situations in our daily lives have an intrinsic playful
potential. The affordances of the objects we use, the features of our
social interactions and the framing of the situation itself are often
susceptible to having a playful charge. At any moment, the right
combination of events can spark play: a joke, a little teasing, or
just some uncontainable laughter. The emergence of play can
positively reframe how we relate with our environment. For this
reason, play has become a key topic in HCI, and researchers
investigate how to use its potential to enrich situations that have
traditionally been considered non-playful (e.g. [1][11][13][17]).
Works in this space often face a common challenge: how can we
design for play that enriches non-play activity without disrupting
it completely?
The Situated Play Design (SPD) [1] approach addresses this
challenge by focusing on chasing play potentialsi.e. "existing
manifestations of contextual playto inspire play design. The
novelty of SPD is the proposal of building on forms of playful
engagement that emerge naturally in mundane situationsthereby
enriching, rather than disrupting, those situations by realizing
their playful potential.
While we believe that SPD points in the right direction, there still
are methodological gaps in this space [3]. Here we focus on one of
them: the lack of tools that help designers facilitate multi-stakeholder
conversations about people’s taste for play. Tangible tools have long
been used by designers and researchers to facilitate conversations.
Yet, they generally address conversation topics other than play
(e.g. innovation [9] or leadership [10]) and focus more on
stakeholders’ pragmatic needs rather than on their play(ful)
desires. Even those tools that use play to foster discussions usually
support design goals that are not ludic (e.g. [12][16]).
Facilitating discussions about a phenomenon as ephemeral and
elusive as play can be hard: we lack a robust language for the
aesthetic experience of play [14] and actionable mechanisms to
facilitate conversations about it. Because of that, we argue that we
could use new tangible conversation tools that focus directly on
play and playfulness and help designers to identify play potentials.
Permission to make digital or hard copies of part or all of this work for personal or
classroom use is granted without fee provided that copies are not made or distributed
for profit or commercial advantage and that copies bear this notice and the full citation
on the first page. Copyrights for third-party components of this work must be
honored. For all other uses, contact the Owner/Author.
CHI PLAY ’20 EA, November 2–4, 2020, Virtual Event, Canada.
© 2020 Copyright is held by the owner/author(s).
ACM ISBN 978-1-4503-7587-0/20/11
DOI: https://doi.org/10.1145/3383668.3419872
MESMER, our work-in-progress tangible tool, responds to this
need.
2 From the Otherworld Framework to MESMER
MESMER is an extension of the Otherworld Framework (OF) for
tangible conversation tools [7]. OF repurposes the Ouija Board [6]
(Figure 1)—a popular game used for “connecting with the dead”—
as a resource for design. The game consists of a board with letters
and numbers and a token that moves around itseemingly on its
own but in fact triggered by people’s subtle hand movements—
tracing messages “sent by spirits”. We hypothesized that such
embodied and non-verbal communication mechanism might add
value in design, enabling novel forms of collective exploration and
expression of nonconscious thoughts. Originally, OF did not target
play design per se; it was rather meant to support generic design
explorations. Yet, pilot trials showed that its underlying
mechanisms might be particularly useful in design projects
targeting play. Here we describe two trials that motivated our
decision to transform OF into a play-focused conversation tool. In
one of them, 4 participants (an engineer, a sociologist, a film
distribution coordinator, and a designer-facilitator) ideated
interactive garments by summoning the spirit of Jackson Pollock
through a custom board inspired by his art (Figure 2). In another
one, 3 participants (a semiotician, an engineer, and a designer-
facilitator, all Marie Curie Fellows) summoned the spirit of Marie
Curie through an emoji-based board to ideate playful wearables
(Figure 3). Here we highlight key findings from those trials that
motivate us to extend OF into a play-focused multi-stakeholder
conversation tool.
Finding 1 (F1): Performative playful interaction promoted
playful and divergent thinking. The emergent and
performative playfulness afforded by OF affected our ideation
process. As an intriguing and enigmatic activity, it enabled a
playful atmosphere where we felt safe to create and share
seemingly crazy ideas. For example, in the first study, discussions
after token movements generated keywords (e.g. dark, forest,
rabbit) that influenced subsequent questions and the ideation flow
(e.g. “He is in a dark forest with animals”), promoting lateral
thinking. An example is one of the ideas that came up in our
interactive garments brainstorming session: a pair of jeans made
of moss. Though we were not aware of mossproperties, the OF
board enabled us to speculate on its possible uses and motivated
further exploration. We later found that moss has remarkable
liquid absorbing qualities, a relevant fact that may have been
ignored had we not allowed space for speculation. OF elicited the
intrinsic playfulness of the brainstorming conversation, brought
about experimentation and spontaneity, and helped us to diverge
from mainstream technology conceptswhich we argue is a
Figure 1: The Ouija Board.
Figure 2: The first pilot study used a board inspired by
abstract art. Each circle corresponds to the spot where the
token (small jar in the left corner) stopped after each
question, and which the participants interpreted as
Pollock’s “answer”.
Figure 3: The second pilot study used a board featuring
emojis. Colored circles highlight the emojis where the
token stopped after each question, and which the
participants interpreted as Curie’s “answers”.
desirable move in playful design.
F2: Embodied non-verbal communication led to shared
insights. In both studies, we saw that the tool’s subtle, embodied,
ambiguous, and non-verbal communication mechanism could
balance negative power structures that emerge as people talk;
create a safe space where no one feels the urge to commit to ideas;
and dilute the sense of personal ownership to the benefit of
collective insights. Such conversation form might also disrupt
notions of expertise, e.g. mitigating people’s fear of being
perceived as stupid by others.
F3: The board’s contents and structure helped scaffold
conversations. The board’s contents helped to structure the
sessions and focus conversations, e.g. incorporating relevant
design concepts. For example, in the second study, we built on an
existing framework for playful wearables [8] to ask questions such
as: “How does the wearable help you to communicate: through
your body, using verbs, or symbols?”. That helped us to scaffold
the discussion and navigate between abstract and concrete ideas.
Future iterations of the tool might benefit from including different
boards that focus and scaffold different parts of the conversation.
F4: A diversity of personas and narratives seemed desirable.
In both studies we realized that while the original Ouija narrative
was compelling for some, it made others skeptical. A more flexible,
less mystical narrative might better accommodate a more diverse
set of participants, contexts, and design goals. We decided that
future iterations of the tool should also include realistic personas
in order to appeal to those who might feel uncomfortable with the
Ouija’s mysticism. We also determined that a clear explanation of
the rationale behind the board, its inspirational use, and the
facilitator’s role should be offered to participants.
F5: Role-playing personas encouraged multi-stakeholder
empathy. Summoning external figures created a shared lens for
discussion and enabled role-playing other people’s ideas. For
example, in the second study, pretending to be communicating
with Curie’s spirit affected our questions and subsequent
interpretation of “her answers”, e.g. assuming that she was a
straightforward and ironic woman, when the , and emojis
were highlighted, we concluded the session assuming Curie was
hungry” and left riding her “horse. Role-playing external
personas might help people empathize with the perspectives of
stakeholders who are not present, human and beyond. To better
encourage multi-stakeholder empathy, we decided that future
versions of the tool would use role-playing of non-present
personas as a central part of the activity.
3 The Work-in-Progress MESMER Tool
MESMER, the next iteration of our tool, extends the Otherworld
Framework by focusing conversations specifically on play and
playfulness. Building on the pilot trials findings, we kept the core
interaction mechanics behind OF (F1&2) but reframed the activity
to include non-spiritual themes (F4) and allow participants to role-
play any relevant stakeholder (F5). We also added structure to the
activity (F3) through a set of boards targeting diverse themes, e.g.
to focus directly on playfulness, one of the boards features play
design concepts. Below we describe the work-in-progress version
of MESMER.
Let us imagine that a design researcher decides to use MESMER to
facilitate a multi-stakeholder conversation about the potential of
technology to playfully augment the public spaces of a city. The
conversation begins as one of the participants, the owner of a
popular coffee shop, pulls a card from a deck which assigns a
persona to her: a homeless person. Importantly, the cards feature
different personas, curated to be relevant to the targeted design
scenario. They include both humans, other living things (e.g. a
bird, or a tree), spirits of relevant historical characters (e.g. a
former mayor), and inanimate things (e.g. a light pole, or a
playground). Once the participant is assigned her new identity,
which will be visible to everyone, the other participants can start
interviewing her.
In the current version of the tool, conversations involve 4 phases,
each with its dedicated answer boardthese phases can be seen in
the hypothetical MESMER session illustrated in Figure 4. The
conversation begins with a board featuring general prompts (e.g.
yes, no, maybe) and letters; participants can ask questions to
familiarize themselves with the role-played persona (in this case, a
homeless person). Following, they move on to a mood board with
photos of city landscapes conveying diverse emotions; they can
use it to investigate the persona’s own experiences in, and ideas
about, the city. Next, participants use a board that includes a list of
playful experiences inspired by [4] and [5]; they can use it to
discuss the persona’s playful desires. The interview concludes with
a fourth board that is completely blank; participants can draw and
write on it to improvise custom questions and answers.
Importantly, in the interaction between interviewers and
interviewee, MESMER privileges non-verbal communication. To
get answers from the intervieweein this case, the coffee shop
owner role-playing a homeless personparticipants use their
fingertips to collaboratively move a token around the board,
reaching the available answer prompts. The interviewee can
influence those moves, e.g. by pulling a thread that is attached to
the token. We are in the process of experimenting with alternative
ways for interviewees to participate, with no conclusive results
yet. The activity is thus a game of empathizing with the
interviewee's thinking, understanding their subtle non-verbal cues,
and guessing an answer that satisfies all parties. If the interviewee
feels that their desires are not taken care of well enough, she can
pull the token outside of the board, in which case the interview
will be over, and another participant will be invited to draw a
persona card.
4 Conclusion and Future Work
MESMER is a work-in-progress tangible tool aimed at facilitating
multi-stakeholder conversations about play and playfulness.
Building on an existing method of our own work, the Otherworld
Framework, it uses subtle, embodied, non-verbal, and playful
interaction as the main communication form. Here we presented
our work-in-progress tool to open it up to the ideas of fellow
design researchers and play scholars and to learn how it may
support their work. Moving forward, we will iterate on the current
prototype through follow-up experiments: by inviting
stakeholders to use MESMER with us, and we will further develop
and refine both the tool and the underlying use protocol. Once we
determine that a robust version of MESMER is ready to be
evaluated, we will conduct a user study to assess its usefulness. To
do that, we will use the tool in some of our design research
projects to examine the extent to which it supported the projects
design goals. To measure that, we will (1) video-record, and later
on study, participants’ behaviour in the MESMER sessions, and (2)
interview them about their perceptions of how using MESMER
enabled them to creatively contribute to the design work. Overall,
with this research, we work towards providing a tangible
conversation tool that empowers playful interaction designers and
researchers to facilitate fruitful, engaging, and inspiring
conversations where diverse stakeholders can contribute to the co-
design of playful technologies and experiences.
Acknowledgements
This publication has received funding from the European Union’s
Horizon 2020 research and innovation programme under the
Marie Sklodowska-Curie grant agreement No 833731,
WEARTUAL and 793835, ReClaim projects.
Figure 4: A hypothetical MESMER session, part 1. A digital template for assembling the tool can be accessed at:
https://bit.ly/2Qa9YzX
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