Shall We Play A Game? How to Teach the Basics of Generative AI

Shall we play a game?

Okay, I’ll start. “Peanut butter and…”?

What came to mind? Did you think “Jelly”?

Well, that’s right! That’s the answer. But… I never told you the rules. 

I guess you could tell you were supposed to fill in the blank, guessing not just A new word but the most LIKELY next word. 

Also, did you only guess one word or did you keep going, such as “Peanut butter and jelly is a great sandwich to have on a picnic”? I suspect not. 

So you also knew to fill in the blank with not just a string of words but one word. 

Let’s go another round. 

Ready?

“Happy birthday to….”

Did you guess “you”?

You did it again – you filled in the next, most likely single world. 

Ah, but what if I told you we were at an event for Sharon. And it was her birthday. 

Round 3: “Happy birthday to….”

Did you guess “Sharon”? 

My question didn’t change, but your answer did. What’s different this time? The context. Without me telling you, you changed the rule from the most likely single word to the most likely word IN CONTEXT. 

And those three rules, in a generalized way, is how emergent AIs like ChatGPT work: guess the next single word, in context. The tools can produce so many remarkably complex things, things that seem more powerful than just these simple rules, but in the end that’s all it comes down to. 

So at it’s core, understanding emergent AIs can be as easy as one, two…

(Did you guess “three”? That is: ). The next 2) single word 3) in context)

For almost three decades, I have taken personal and professional pleasure in taking deep dives into the latest disruptive technology and exploring its pro-social and educational potential. Web design (1995), online discussions (1998), video games (2002), virtual worlds (2005), XR (2016), and more. 

While emergent AI is just my latest, it caught me by surprise and is moving at a speed unlike anything I have ever experienced before. 

Last November I threw myself into exploring the tools, not just for producing text, but also images, video and audio. Last December I wrote about the experience after my first few weeks (Can generating art through AI still make me an artist if ordering food on GrubHub doesn’t make me a chef?) In it, I shared how I came to realize AI is not a competitor but a collaborator, not for exploring the realm of what is real (epistemology) but exploring what might be (aesthetics).  

Since then I have integrated it into every aspect of my personal and professional life. I am using it to design a card game, Uncannny Valley, designed to teach how to view the world as an AI. I use it to write legal documents, and my kids’ camp emails, and make sense of obfuscating medical instructions.

What led me to write this particular post, which I wanted to do for a few months, was that it has led me to get in front of groups of educators and non-profit professionals to help them understand this latest disruption to their classrooms and projects. 

As I write this mid-summer, I have already delivered or booked four different events which by the end of this year will have brought me before 1,000 people. I never expected to become the expert they are looking for, but, well, here I am. 

What I hope to do below is share HOW I am approaching the topic, in case it is of interest or use to others. 

The three things that have proven most effective have been:

  1. AI Game Shows
  2. AI Arcades
  3. AI Roleplay

AI Games Shows

Many in my audience are scared. Their concerns are existential. AIs will replace them, or change their classrooms or workplace in ways more profound that COVID-19. 

In that context, a lecture – no matter how engaging – is a non-starter. Instead, I turn the mood around. I start with an over-the-top, dramatic game show, music blasting as I enter the stage. Working with my partners we then put on a 45-60 minute show that delves deep into what generative AIs are, and what role educators can have in shaping their future role in society… but we have a lot of fun along the way. 

There are three key sections. The first section is a game played with the audience, sharing a computer up on a screen. It is called CONTEXTO. It is simple: guess the word. As you guess words, you learn how close your guess is to the secret word of the day. With each guess you try to guess closer and closer until you figure it out. The neat trick here is the logic behind those relationships; you do better if your guess is more likely to appear with the secret word (within news articles, the basis for this one particular AI model). That essentially is how large language models work within emergent AIs. As we guess correct words closer and closer to the secret word, we start to see patterns. We ascribe meaning to our correct guesses. But this is false; the AI doesn’t understand why the connections exist between these words; it just knows that these connections exist, and that, it turns out, is enough. So this activity is a great way to playfully teach how AIs view the world. 

The first section is also secretly the game show recruitment phase; all participants who suggest words are invited to join a team. In the second phase, those teams are introduced to the audience. Like in an improv show, the audience is then invited to provide some prompts (ideally related to the topic of the gathering), in categories like character, settings, genre, and challenge. Then each team has a few minutes to rapidly write a story with chatGPT, as a creative collaborator, and share it; the audience then votes while guessing which prompts were selected. 

After each phase, teams get points. In the final round, with double points, each team takes one sentence from their story and generates a related image in Midjourney, to accompany their story. While all these stories are being written and images being generated, my and my co-host banter and highlight key aspects of the opportunities and challenges (ethical and otherwise) of working with generative AI. 

A small trophy is given to the winning team but everyone goes home happy… and a little more informed about how generative AIs work and the role we can all play to advocate for a pro-social outcome. 

AI Arcades

While the game shows are designed for an audience, AI Arcades are designed to maximize crowds and hands-on engagement. The first one I did set out 8 stations – some at tables, some at high boys for those standing. Each one had a guide and a different form of generative AI to play with. The idea here is that until you get past that first hurdle, you’ll never get over the fear of the unknown and start to have agency around your relationship with the tools and the impact they are having. In March we focused on:

  • ChatGPT (text generation)
  • Midjourney (image generation)
  • Lensa (personal avatar generation)
  • Parodist (celebrity voice/video generation)
  • Character.ai (chat bot generation)
  • Alexa (voice chat)
  • Otter.ai (AI-driven audio transcription) 
  • Uncannny Valley (my card game to welcome our future AI overlords!)

(On the first time I did this, I read the news on the way into the session: Character.ai had just been given a valuation of $1B).

AI Roleplay

The third approach I’ve been offering is for the more serious-minded. This maximizes hands-on, but focuses on the immediately practical applications of these tools. 

Everyone gets assigned to a team, representing a department within a company. Our company then sets out a new mission, such as to launch a new fundraising campaign. Each team then uses a different tool to collaborate with AIs to produce their piece of the project. One group writes a press release. Another creates a social media campaign. Another produces image assets for the first two to use. And so on.

At the end of the session, each “department” shows off their piece of the project and then, breaking roles, we explore the advantages and challenges of using generative AIs to super-power our work. 

Unlike with other consulting, this space is changing so fast, not just technologically but socially. There is much more concern this summer than in spring that generative AIs are built on unpaid labor. It is informing nation-wide strikes and lawsuits. And whether or not people are more informed, they are certainly more aware. 

Take for example this webinar that was canceled today. I am a member of the Author’s Guild. This summer over ten thousand members signed a petition that essentially says, “You can’t steal our jobs.” Next week was a webinar called “How to Use AI Writing Programs to Your Benefit” that they offered in response to members interest in the use of AI applications in their writing profession. In advance, registrants submitted hundreds of questions, and so far outside the scope of the Webinar they decided to scrap it and redesign it as a series later this fall, which will “allow for discussion and questions around the more nuanced elements of AI use.” 

That’s all well and good. But what I’ve learned, given the current rate of change, they might as well offer it now. Because whatever they plan to do in a few months is going to likely be outdated by the time it is offered. 

Luckily, I am comfortable with a high rate of change. 

All photos from the Jewish Education Project
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GEE! Award Winner: Exploring the Cosmic Puzzles of Star Stuff

Each year I am excited when I receive my invitation to be a judge for the GEE! Learning Game Awards run by the Play Make Learn conference at the University of Wisconsin. The award recognizes the significant impact of the learning theories used by good games described by James Paul Gee.

My team played a series of games, each time evaluating to what extent they matched or diverged from Gee’s framework. The game which stood out from the pack is Star Stuff. Below is a piece I prepared for the Gee! Awards blog, describing the game and why it won. I created the blog post by interviewing the three judges, transcribing it through Otter.ai, editing it down to focus on the topic, posted the raw data into chatGPT, then asked the AI to combine into a blog post which I then edited.

I hope this piece both introduces you to a fun game while also exploring how Gee’s ideas are a powerful framework that game designs can use to create games with impact.

Star Stuff game shot

Exploring the Cosmic Puzzles of Star Stuff: A Fun and Engaging Adventure

Game analysis by Akiva Joseph, Paolo Gambardella, and Monica Fan; Editing by Barry Joseph; writing by chatGPT 

Star Stuff is an exciting game that offers players a “cosmic puzzle automation adventure that mixes bot programming with real-time shenanigans.” Its designers set out to extract the essence of big ideas and make them accessible. With Star Stuff, their coding mechanics and bot interactions immerse the player in procedural logic & systems thinking while keeping the programming mechanic simple & fun. This opens up a world where you’re able to focus on planning rather than getting caught up in the code itself.  As players move through the game, they gain confidence by having the agency to easily experiment with new mechanics and practice breaking down big problems one step at a time.

Star Stuff is a Sokoban-style game – in which a player has to solve puzzles requiring the movement of objects – combined with a programming mechanic – as the player has to code robots to assist with the movement activity. The game requires the player to become fluent in the use of a pseudocode to control the movement of the robots, time their player’s movement to collaborate with the robots, and tackle one challenge at a time in a sequence as the levels get harder and new tools are introduced for tackling each one. 

In this post, we’ll delve into the mechanics and features of Star Stuff and how it exemplifies many of James Paul Gee’s 13 Principles of Good Learning Games. From Agency and Customization to Sequencing and Situated Meaning, Star Stuff offers players a captivating space to learn and have fun.

1. Agency: Feeling the Impact of Your Actions 

Star Stuff provides players with a sense of agency by allowing them to experiment with different combinations and learn through trial and error. Each action in the game has a consequence, reinforcing the idea that players’ choices matter. The game offers direct feedback on mistakes, empowering players to make informed decisions.

2. Customization: Solving Problems Your Way 

Star Stuff embraces customization by offering multiple solutions to puzzles. Players can devise their own strategies and find alternative ways to complete levels, providing a tailored learning experience. It encourages players to think creatively and adapt their approach to suit their learning needs and preferences.

3. Identity: Clear Goals and Sense of Purpose 

The game establishes a clear goal and sense of purpose for players, enhancing their sense of identity within the game world. By creating stars through solving puzzles, players have a long-term objective that drives their engagement. Star Stuff’s world-building and unique twist on star creation further reinforce the player’s sense of purpose.

4. Manipulation: Discovering New Mechanics 

Manipulation plays a significant role in Star Stuff. With each new level, players encounter fresh mechanics that they must discover and learn through experimentation. The absence of a tutorial encourages players to test and manipulate elements within the game to understand how these new mechanics function.

5. Sequencing: Gradual Complexity and Skill Progression 

Star Stuff employs a sequencing principle that gradually introduces more challenging puzzles as players progress. Foundational skills are built upon, ensuring players have a solid understanding of the game mechanics. Each new challenge allows players to apply previously learned skills in new and innovative ways.

6. The Pleasantly Frustrating Principle: Rewarding Challenges 

Star Stuff incorporates the principle of pleasantly frustrating gameplay. Overcoming challenges yields rewards, such as obtaining star fragments, which contribute to a sense of progress. Unlocking new puzzles introduces new mechanics, maintaining player engagement even when faced with initial frustration.

7. Cycle of Expertise: Applying Skills in New Contexts 

The cycle of expertise is a fundamental aspect of Star Stuff. Players acquire skills to overcome specific challenges and then practice those skills until they become second nature. However, the game continually challenges players to apply their expertise in new contexts, encouraging them to think critically and find innovative solutions.

8. Just-in-Time Information: Contextual Guidance 

Star Stuff provides information and explanations at the right time, avoiding overwhelming players with excessive tutorials. New functions are introduced as they become relevant to the gameplay, ensuring that players receive necessary information when needed, enhancing their understanding and retention.

9. Fish Tank: Learning Through Experimentation 

Star Stuff excels at creating a fish tank environment, allowing players to explore and experiment within contained levels. Each puzzle is self-contained within one screen, enabling players to try different approaches without disrupting the overall game progress. This promotes hands-on learning and discovery.

10. Skills Under Strategies: Motivating Skill Acquisition 

Star Stuff motivates players to learn essential skills by embedding them within a larger problem-solving context. By connecting skills to a broader strategy and narrative, the game ensures that players are motivated to acquire and apply these skills effectively.

11. System and Model: Grasping Complex Concepts 

Star Stuff effectively communicates complexity by presenting various interconnected systems within the game. Players must analyze these systems, including their character, items, and programmable robots, to create mental models and develop strategies for puzzle-solving. The game encourages critical thinking and exploration.

12. Situated Meaning: Contextualized Learning 

Star Stuff embraces the principle of situated meaning through the use of pseudocode. Players must understand and utilize pseudocode within the game’s context to direct robot actions effectively. The game demonstrates that meaning is not inherent in words or symbols alone but depends on the situation in which they are used.

Ultimately, Star Stuff offers a captivating and enjoyable gaming experience that embodies numerous learning principles. From empowering agency and customization to the gradual progression of challenges and the contextualized learning of situated meaning, the game effectively integrates educational elements within a fun and engaging space. 

Embark on a cosmic adventure, challenge your problem-solving skills, and explore the wonders of Star Stuff!

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Big News: My Sondheim Book Has Found Its Publisher

After 26 rejections, my amazing agent, Eric Myers secured a placement with Applause Books, America’s foremost publisher of theatre, cinema, and TV books. I am beyond thrilled!

Text announcing Applause Books as my new publisher

Matching Minds with Sondheim will invite readers on a journey into the rich but largely uncharted realms of the great Broadway songwriter’s prodigious output of word puzzles, board games, parlor games, and treasure hunts, based on scores of original interviews with the friends and colleagues who played them.

I am excited to start working with my editor at Applause, Chris Chappell.

For anyone with a publishing dream, don’t give up!

Finally, to mark this occasion, I created both a Facebook group, a Twitter account, and an email newsletter. Click here to stay in the loop and follow the project as it moves to publication in 2025.

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Exhausted/Elated by Day 4 of the Games For Change Festival

Can I tell you something? I’m exhausted!

It’s the start of day 4 (of 5) of the 20th anniversary of the Games For Change Festival. Since March of 2020 I have worked from my home office. All day, I Zoom with my colleagues and clients around the world – it’s social – but only in 2D. Stepping from that into the rich, messy, improvised world of in-person, fully embodied 3D, with hundreds and hundreds of people, nonstop, can be quite a lift. But I haven’t regretted a moment. Because it’s also exhilarating.

My whole WORLD is here. Of course there’s the community of early G4C builders and supporters – educators, game designers, policy makers and more – that always warmly welcome me home. I am also running into current students where I teach at NYU, the new community I’ve joined through my recent activities at Gaming Pathways, former colleagues from AMNH, readers of my books (all three!), and of course heroes I’ve admired from afar whom I finally get to meet 1:1. It is deeply satisfying. And grounding. And worth all the social energy it takes to reconnect and build each relationship. And it tells me that I know I am in the place I’m suppose to be.

And of course, there’s the CONTENT. Monday was connecting games with the Sustainability Development Goals, an international standard that can help organize domestic and global efforts to elevate humanity. Yesterday and today have been a thrilling mix of indie impact, corporate pride, infrastructure advising, and more. Celebrating the impact of G4C over a generation, and sending out wishes for the next, has been touching and it has been an honor to be part of that process. And… Gabo Arora telling us how to love XR but not like. And… the panel on queer games and the apocalypse. And… I’ve been working my darndest to soak it all up and keep taking in new information. Then today is about XR and the metaverse. Then tomorrow the first all day youth summit (did it really take two decades?).

Finally, there’s the SPACES where we have been meeting. Monday was the United Nations. Did you know when you walk enter the UN you leave New York? In fact, you leave the United States! When you enter the United Nations headquarters in New York City, you are in a unique and neutral space that belongs to the international community as a whole, rather than any specific country (chatGPT). That was inspiring, from beginning to end. Now we’re at the New York Times building AND, across the street, Microsoft. A bit too spiffy, perhaps, for my taste, but amazing venues nonetheless. Then tomorrow, for the youth, the Microsoft Experience Center. Inspiring spaces for inspiring conversations.

So yes, I’m exhausted, but thrilled, for two more days of connecting and conversations, and for the good work ahead for us all. And I am deeply appreciative of all who are leading and contributing to this important community.

Ah – I almost forgot: here’s my 3-min presentation (on mistakes made and lessons learned):

This afternoon I come before you to preach the gospel of games for change.

Can I get an all right? All right.

In the beginning our gospel was limited. And often used against us.

We wanted to highlight small games addressing social issues that made the world a better place through people playing them.

The media looked at us and said: Come again? Let’s put attention on these few, good games, while we continue to make people afraid of the vast ocean of bad ones.

We never meant to walk into a binary, but we soon learned how false that idea is.

We learned from James Paul Gee all games have the potential to model good learning. We learned from Bernie de Koven, may his memory be a blessing, that all play has the potential to form a community actively building a world that reflects their values.

And at the tenth G4C I noted a trend. The CHANGE in Games For Change no longer came just from a game being played. It was also about how it was created and by whom.  We began to speak more regularly about students in school, or Indigenous communities, for example, creating game companies to tell their ancestral stories.

So what today is the gospel of G4C? And who is it for?

Twenty years ago I co-founded games for change. Last year I co-founded Gaming Pathways, working with an amazing group of partners to launch a new way for Black and Latinx high school students to enter the NYC gaming industry through the public college system. Our upcoming video game exhibit, opening next year at the Harlem School of the Arts, has a youth advisory. When we asked them what games they play associated with the theme of social justice, I was blown away.

The action role-playing games Dark Souls II. The big budget Spider-Man: Miles Morales. The Games for Change darling, Paper’s Please.

Twenty years ago we could hardly find enough games to fill our first panel; today youth can find Games For Change…  everywhere.

Some Shabbats I go to temple. When I do I am with a community that together is not pointing out who among us is good and who is bad. Rather it is a collective process that calls us all to our better angels. It’s a reset. It’s a time to check in with our values and expect more from ourselves.

That I suggest is the current gospel of G4C.  That we all need a time and place like this, right here, right now, to come together and look at our intentions when we make games, to look at who is making games, and under what conditions, to hold the gaming community accountable, to itself, to the world, and to the players yet to come.

Can I get an amen.

Thank you.

Now for some photos!

Day 1: Mind-blown when I look up on my subway ride on my way to the start of the Festival.
Day 1: Proof I left the U.S. to travel to the UN
Day 1: I felt like I was in a Marvel movie. Very inspiring, for real!
Day 1: The G4C founders and current (amazing) leader!
Day 1: Always excited to see Alia Jones-Harvey, Mayor’s Office of Media and Entertainment
Day 1: Nick and I
Day 1: Enjoyed seeing this shot of my new haircut, special for the occasion.
Day 2 begins!
Day 2: Founders session, with Suzanne and Benjamin, led by Nick
Day 2: Founders session, with Suzanne and Benjamin, led by Nick
Day 2: Founders session, with Suzanne and Benjamin, led by Nick
Day 2: Founders session, with Suzanne and Benjamin, led by Nick
Day 2: Me presenting The Gospel of Games For Change, the first 3-min speed talk in the luminaries session
Day 2: The “luminaries” wandering the stage afterwards elated but with no direction known
Day 2: The “luminaries” wandering the stage afterwards elated but with no direction known
Day 2: Time for my make-up before some G4C promotional video making.
Day 2: Supporting Nick to spread the good work about Gaming Pathways
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Twenty Years of Games For Change

Twenty years ago, I was part of a wonderful collection of people who, together, created Games For Change. Tomorrow begins an incredible week in which what was once a half-day affair with a few dozen will now be spread over five days, beginning at the UN and ending with our first all day youth-summit, with thousands engaged.

I have proudly participated in all 20 Festivals, but it has been years since it was in any sort of leadership role. Those who followed me, and Ben, and Suzanne, have built a remarkable organization that continues to play an important role in the world and I hope will for decades to come. I am thankful for them and all they have done.

The first logo

Here’s how attendees as the 2nd G4C festival in 2005 were greeted in the program:

Welcome! Games are quickly becoming a mainstream form of media, just as film did decades ago. Our organization, G4C, was created just one year ago by several organizations seeking to advance social change through the use of digital games and to connect nonprofits with their games partners in academia, government and industry.

Last year’s conference was an invitation-only exploratory event; this year, due to increasing demand, it is open to the public. Over the past year, G4C has achieved increasing visibility by hosting events at the largest industry conference (E3/Los Angeles/Ed Arcade), the largest developers’ conference (GDC/San Francisco/SG) and the new academic roundtable on Games, Society and Learning (Madison, WI) — plus the umbrella conference on Serious Games (SG Summit/D.C.).

We have members from almost every state and from more than 15 countries. Meanwhile, the Games for Change discussion list has grown to several hundred members, with satellite chapters established in three cities, and more in the planning stages.

If you are looking for me this week at the 20th Festival (and I hope you are!) here’s where you can find me.

MONDAY: The Games & SDG Summit will be at the United Nations. The SDGS are the Sustainable Development Goals, a “shared blueprint for peace and prosperity for people and the planet, now and into the future.” I’ll be there!

TUESDAY: The first day of the public Festival begins!

At noon, I will be on the panel “20 Years of Games for Change – Founders’ Reflection”. That’s me! One of the founders. I’ll be there with Ben Stokes and Suzanne Seggerman to learn what happens when past and present collide. Nick Fortugno, Director of Gaming Pathways, will do his best to reign us in and keep us focused…

At 4:15, I will participate in the session “Lightening talks from Luminaries”. Luminaries they are, indeed! I don’t know how I got onto this amazing list:

I plan to preach the gospel of Games For Change.

WEDNESDAY and THURSDAY: Expect me when you see me.

FRIDAY: I’ll be at the youth summit. Very exciting.

Ben, Suzanne and I
Ben, Suzanne and I at the 2nd G4C Festival in 2005

Over the last two decades I have written a lot about Games For Change. I thought if not now, when: let me list them all, for any who is interested in diving in to see what bits of wisdom might be discovered in this blog musings.

Towards a Public Pathway for Careers in Gaming: NYC Youth and Agency (video) (2022)

Help me Celebrate the 15th Anniversary of the Games For Change #G4C18 Festival with a Pop-up Museum (2018)

Video from “Co-Designing Museums of the Future” Presentation at Games For Change Festival (2016)

Working with Youth To Design Museums of the Future – presentation at 13th Games For Change Festival (2016)

Presenting Digital Learning Across The Country (2016)

On Beyond Gaming: Minecraft and The Future of Transmedia Learning (2015)

Reclaiming Culture Through Game Design: Sneak Peak at Our Games For Change Panel (2015)

Video Snapshots on Bron Stuckey and Me: On Minecraft, Augmented Reality and Digital Learning (2015)

“The Minecraft Experience” Panel at G4C2014 (2014)

Is Minecraft Just A Shiny Bauble? (2014)

Great New Video of Games For Change Family Day (2014)

NY1 Coverage of Pterosaurs at the 11th Annual Games for Change Festival (2014)

Flying Pterosaurs at the Games For Change Arcade (2014)

G4C15: Reclaiming Culture Through Game Design (2014)

Me and the Games For Change Festival: Where to find me (2014)

Does Games For Change Have a Future? (a reflection on the past and next decade) (2013)

How New Definitions of “Games” & “Change” Have Transformed the G4C Festival (2013)

Surprising Cultural Partnership in Gaming At This Year’s Margaret Mead Film Festival (2013)

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American Alliance of Museum’s Blog Post on my New Museum Design Book

The American Alliance of Museum is co-publisher of my recent book, Making Dinosaurs Dance: A Toolkit for Digital Design in Museums, which came out in spring (use the promo code RLFANDF30 for a 30% discount). I am excited by this new blog post I wrote for them giving the history behind the book and summarizing its main points. If you have been curious about the book but have not yet had time to check it out, perhaps this will be a good way to start your new week! (And a reminder to those who have already bought it – THANK YOU! And please please post a rating and comment on Amazon, as your voice at this point goes a long way towards increasing its visibility).

The Six Tools for Effective Digital Design

How do you create digital experiences that captivate visitors? By embracing a process of trial and error, according to an seasoned digital museum specialist.

By Barry Joseph

In 2020, after a fifteen-year run working in museums on digital engagement projects, I decided to start my own consultancy. In the process of building it, I often heard from people familiar with my projects, whether from my blog, social media feed, or conference presentations. They shared how initiatives I had worked on in my most recent job, as the Associate Director of Digital Learning at the American Museum of Natural History (AMNH), still inspired them in their own work. They had questions they wanted to ask about them: How did we manage to bring so much innovation in digital design into the museum? How did we create the space to allow us to iterate in such a public way? How did we meaningfully include youth as co-designers?

Based on this curiosity, I started to get the idea that I could write a book sharing some of the best practices that had guided our work. Luckily, it had been well-documented, between more than 350 blog posts I had written detailing our efforts and the archives of meeting notes, design documents, curricular plans, presentation slides, video documentation, and research and evaluation data I had access to. Taken together, I felt like I had all the research needed to spin the tales that needed to be told.

As it turned out, the process of writing this book—Making Dinosaurs Dance: A Toolkit for Digital Design in Museums—would become a good lesson itself in the project design principles I was trying to impart. It did not magically come together in a flash of insight because I had a great idea and then everything fell into place. I developed it in part by workshopping it at museum conferences, writing a sample chapter for the proposal to validate if the idea had any merit, and eventually rewriting that chapter and the entire proposal when it was not accepted by the AAM Press the first time. Writing the book required me to believe in the value of my ideas and my ability to express them, act boldly, respond to setbacks, and be open to receiving critical feedback throughout. This way of approaching a project is exactly what I wanted to share with others.

One of the biggest benefits of going through this process was how it helped me refine and distill my thinking. Only after receiving feedback on my original proposal was I able to articulate some of the key lessons the book shares. Thanks to this iterative process, I eventually defined a set of six distinct practices we consistently sought to apply at AMNH regardless of the project, which became what I call in the book the Six Tools for Digital Design:

  1. User research
  2. Rapid prototyping
  3. Public piloting
  4. Iterative design
  5. Youth collaboration
  6. Teaming up

Here’s a little more on each tool:

1. User research: working to define and understand end-users (on the cheap)

Rather than securing funds, hiring an outsider evaluator, and waiting four to eight months for a report, there were all sorts of “quick and dirty” ways we discovered to learn valuable information about the needs and challenges of our visitors within just a few days. There were readily accessible artifacts we could analyze, like photos and comments posted on social media tagged to the museum. We could take a map down to a hall, trace routes followed by ten sets of visitors passing through, then analyze the heat map that would be produced. We could quickly write and print pre- and post-survey instruments, grab clipboards, then head down in a team to interview visitors passing through an exhibit of interest.

A map of an exhibition with notes on visitor behavior

2. Rapid prototyping: putting ideas into practice as soon as possible

As soon as we had an idea of what digital experience we might want to design, we would build something—often something physical—to get it out of our heads and into the world as an object to be tested and considered. These were not early versions of the final product but ways to answer key questions: Will visitors find the topic engaging? Can this be integrated into the overall exhibition experience? How will people stay connected with their social group during the experience? It could look like making a print version of an anticipated digital game, a low-fidelity digital design, or even a fake version of something that we knew would eventually need to be replaced with the real thing.

A storyboard showing the design of a mobile app experience

3. Public piloting: putting prototypes into the hands of potential end-users as soon as possible

Once we had working prototypes, we would focus on testing them in the real world as soon as possible. For example, getting that print version of the game out into the galleries where visitors could interact with it. Or developing research instruments (similar to the user research process described above) to collect objective data. We had to ask ourselves: What are the questions the prototype was designed to answer? (E.g., how long will these experiences take, and what are visitors’ time thresholds?) What sort of data will be needed to provide those answers? (E.g., measurements of start and end times; user feedback on the time spent.) What evaluation instruments will be required to collect that sort of data? (E.g., a form to record time; questions for gathering user feedback)

4. Iterative design: build, evaluate, revise, repeat

Once we ran prototypes with visitors, using them to answer our initial design questions and learn whether we succeeded or failed to meet the needs of visitors, we used what we learned to repeat the process: coming up with new design questions, building new or revised prototypes to answer those questions, and taking them out in the next piloting sessions. This iterative design process saved us time and resources by preventing us from assuming at the start that we already knew what visitors wanted, or the best way to apply emerging technologies with new learning affordances, and instead develop through a design practice—often today called Lean UX—that forced us to validate our assumptions and pivot, often multiple times, until we had a successful end product.

5. Youth collaboration: co-designing with young people

One of the best ways to learn a new topic or skill is to teach it to others. Inspired by this principle, we offered after-school programs to high school youth where they learned to teach others, including online students and museum visitors, through digital media production. They co-developed games on mobile apps, augmented reality card games sold in exhibition stores, and facilitated role-playing adventures. We taught then both the science and design skills needed to combine the two into the process described above and matched them with seasoned experts who could supplement their beginner-level skills to ensure the project had the required resources.

6. Teaming up: collaborating with peers and external partners

Those seasoned experts came from both within and without the museum. For us that meant drawing from internal resources at the museum, like our exhibitions, staff scientist, and communications colleagues, as well as external contacts like paid vendors, partners, and community stakeholders.


At the end of 2020, Sebastian Chan, the Chief Experience Officer at the Australian Centre for the Moving Image, reflected on his blog that:

Reading…oral histories [of old video game designers] reminded me of how little the museum sector tells, or records, its own stories. And how, with the pandemic, this has heightened the stakes. Museum technology used to be optional. For a medium or large sized museum it no longer is. It is essential as plumbing.

Seb inspired me to tell my story about digital design in museums—both the highs and lows—so we can learn from the past as we design the future.

As you engage in your own work, I hope you will draw from stories like mine as you learn to tell your own.

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Live TV Coverage of Brooklyn Seltzer Museum on NY1

NY1’s Roger Clark, at New York City’s local 24-hour news station, visited the Brooklyn Seltzer Museum on May 11th and 12th, 2023. It was the first TV coverage of the museums and the 5min+ segments ran all morning on Friday (I estimate around six times). As soon as they began airing, requests to visit on the Museum web site took off!

This is the prerecorded segment compiled from May 11th to be inserted within his live coverage on May 12th. The first half covers the history of the Brooklyn Seltzer Boys and the second half the new Brooklyn Seltzer Museum.

This is the live segment with Roger at the Museum and the anchors in the studio. Seltzer was flying! 

Here is Roger Clark LIVE, speaking on air with anchor Pat Kiernan, in front of the filling machine:

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Brooklyn Seltzer Museum in the New York Times

This weekend The New York Times ran a front-page article on the weekend Metropolitan section focused on the new Brooklyn Seltzer Museum and the larger seltzer works. It is also full of online-only videos and photographs. You can read the full article (by Corey Kilgannon) with photos and video (by Juan Arredondo) here (even without a NYTimes subscription).

Below is an excerpt from the article focused on the Museum:

Originally called Gomberg Seltzer Works, the business was started in 1953 in Canarsie, Brooklyn, by Moe Gomberg, Mr. Gomberg’s great-grandfather. After nearly closing for good during the pandemic, Brooklyn Seltzer moved and (somewhat) modernized its factory, introducing a visitable space called the Brooklyn Seltzer Museum.

“We want to introduce the next generation to seltzer,” Mr. Gomberg said.

The museum, which is appointment-only, features vintage bottles from seltzer companies all over the country and exhibitions on how the bubbly elixir is made, as well as its historical and cultural role.

Mr. Gomberg created the museum along with Barry Joseph, a seltzer historian — perhaps the seltzer historian — who also teaches digital learning and engagement for museums at New York University. Mr. Joseph arranged for a dozen graduate students from N.Y.U. and Columbia University, most of whom were from China and had never heard of seltzer, to help create the exhibitions as part of their studies.

“They caught on quick,” Mr. Joseph said. “They got it.”

Earlier this month at the Cypress Hills space, Mr. Joseph walked along a wall showing a 2,500-year-old seltzer history timeline that dated to ancient Greece. He inspected illustrations of how seltzer is made and bottled, as well as digital 3-D models of the machines.

New York seltzer, which has become a culinary staple in the city like knishes and Dr. Brown’s Cel-Ray soda, has its own history, Mr. Joseph said.

Many Eastern European Jews who enjoyed seltzer overseas began making, delivering and selling it in the early 1900s, largely on the Lower East Side. They also sold it from soda fountains — either straight up, as a citrus concoction known as a lime rickey, or with milk and chocolate syrup known as an egg cream.

While many Americans switched to soda after World War II, many Jews in the city stuck with seltzer, Mr. Joseph said.

At Brooklyn Seltzer Boys, the museum and the factory can merge into one educational experience. Next to the exhibitions, delivery workers back up their trucks into an area to drop off cases of empty bottles and pick up freshly filled ones. Workers buzz around cleaning, refilling and repairing old nozzle tops.

There is also a spritzing station where visitors can spray seltzer from a bottle, Three Stooges style.

“We wanted to present the rich history of seltzer in New York City within a longstanding mom-and-pop business that still serves as a functioning seltzer works,” Mr. Joseph said.

Go here to learn how you can visit.

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What WAS the Unreleased Games Arcade? Video, photos, Yearbook and more

What WAS the Unreleased Games Arcade? Well, in a word: epic! Forty game developers – indie, AAA, and collegiate – came to the City College of New York last March to shared their unreleased games with 64 high school students studying game design.

That’s what the new Gaming Pathways is all about – creating connections among NYC high school youth of color, public college students studying game design, and NYC’s growing gaming industry.

So what IS an unreleased game? It could be a game anywhere in the game development process, from its earliest playable prototype (whether analog or digital) to something preparing to launch in a week. It could also be a chance to take that game that’s been sitting on the proverbial shelf collecting dust the last ten years and receive feedback from engaged and sharp players.

The feel of the event was electric and we hope to bring it back in 2024. Below you can get a taste for it within the videos we produced documenting the experience, the Yearbook we produced for presenters, and the photos as well.

Here is the 1 minute highlight reel from the event (created by Jose Alonso Baldeon):

But I recommend you skip that one and go right to his 5 minute version, with more interviews, shots of the games, and more cool stuff. Check that one out here:

We prepared a Yearbook documenting each of the games at the event (and listing who won which award). Click on the image below to check it out.

Here are some quotes from the presenters: “Gaming Pathways’ Unreleased Games Arcade was a blast! I had so much fun playing my game with students and talking shop about game design.” “This was a great way to playtest games and receive feedback in a nice fun way.” “Very well-attended event and well-managed and planned.” “I wish an event like this existed when I was in high-school! It would have been amazing to see games made by local developers and being inspired by their works!”

Finally, here are some great photos from the event (taken by Roderick Mickens):

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Highlights from the Making Dinosaurs Dance Book Release Party

On April 17th, wearing my favorite dinosaur-themed button down (bought off the sales rack when I worked at AMNH) I took to the “stage” at NYU for the book release party for Making Dinosaurs Dance. It was more than I could ever have hoped for. (The full video can be watched below)

It brought together so many of my worlds: former colleagues from AMNH, my new colleagues from NYU, old friends, design colleagues, and more. It became not just a celebration of the book itself, but of the design process it captured and of the person leading it (namely, me). It felt like a reverse-roast, will speakers spending half their time appreciating me. It was just so unexpected, and sweet. I was just floored, and am so appreciative of everyone who took part.

We had food and drink, graciously provided by Eva Klimas at NYU’s Alumni office.

We had conversation, not just between Eric Zimmerman and myself, but also with two NYU alums who once interned with me at the Museum (Jullie Harten and Matthew McGowan) and Maaike Bouwmeester (Assistant Professor). And of course with the audience as well.

I read stories from my book. I broke down the six tools of digital design through a case study: Crime Scene Neanderthal. And of course I sold and signed books.

I am so proud of this book and all that went into it. That evening, however, was a reminder that I should also be proud of all the relationships I made along the way that made it all possible – and so much fun!

Barry and Eric sitting on chairs in conversation.
Barry and Eric sitting on chairs in conversation.
Barry reading from his book to an audience
Barry and Eric sitting on chairs in conversation.
Maaike interviewing Mat and Jullie
The audience


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