Work

ZWERM

Context: Ghent, in a consortium with iMinds (now imec), Alcatel-Lucent and the City of Ghent · Year: 2013 · My role: product design and prototyping of the game components, as part of my PhD research

The wooden ZWERM totem, a carved tree trunk with a screen, on a square in the neighbourhood.

The question

As information technology becomes embedded in our cities, opportunities arise to design applications that genuinely benefit urban communities. Can a public game strengthen neighbourhood participation — and bring together neighbours who never speak, around something playful?

What I made

ZWERM (Dutch for “swarm”, as in starlings) had two Ghent neighbourhoods compete through a network of ten game components in public space: totem-like interactive trees where residents gathered with RFID cards, playful whistling sparrows responding to human whistles, and an online community platform. Different components deliberately received different interfaces and design approaches, to investigate what works in an urban social context. The project ran on a consortium: iMinds brought the living lab methodology, Alcatel-Lucent the smart city and Internet of Things technology, and the City of Ghent the terrain and the neighbourhood work. I joined that consortium for the product design and prototyping of the game components, and to research what playful, gamified installations do in an urban social context.

What came of it

The research paper on ZWERM received a Best Paper Honorable Mention at CHI 2014, the leading international conference on human-computer interaction. The project formed the core of my PhD on the appropriation of interactive interventions in urban public space, and led to the TEDxGhent talk Play Social in the City.