PROJECT
Play Labs: BFA at BYU-Idaho

WHO WAS INVOLVED
Semester One
Alicia Armenta, Cody Duke, Holly Twitchell, Hayden Shaum, Claire Tanner, Chris Bawden

Semester Two
Cody Duke, Holly Twitchell, Hayden Shaum
BACKGROUND
From the fall of 2016 to the spring of 2017 I was part of BFA at BYU-Idaho. The BFA program at BYU-Idaho consists of a research semester, followed by a project semester. During the research semester, I was in a group of six BFA Graphic Design students. The semester started with picking a topic of research, followed by weekly presentations of findings and surveys. We picked the topic of Play, and from there everything started to change.
Research
It was with a survey of students that we found the problems with our generation and play. We found that students not only saw play as something for children but they didn’t see the benefit of play in their individual fields.

PROBLEM
Students see play as something for children, and not necessary to be apart of their daily routine.

SOLUTION
Create a project that educates the student body about play and its positive effects.

It was along the path of researching play, that we learned if you aren’t enjoying the experience, it isn’t play. Emotions that accompany play include feeling refreshed, relaxed, confident, as well as an increase in endorphins. Play brings positive emotions. It vivifies the brain, pushing aside our demanding thoughts, it’s like a mental reset button. Play can also lower your stress levels, boost your optimism, increase your motivation, and improve concentration and perseverance.

We started to apply this research in the way we attacked this project, we changed how we managed our time and dealt with road blocks. We played our way through problems, if we were stuck on how to communicate the right idea we would roll out a huge role of paper and draw our problem out as an image we could defeat. It was our experiments with play that reshaped us as designers.
“It was our experiments with play that reshaped us as designers”
Definition
Every week we met as a team to review that weeks findings and update our running definition of play. Below is our final definition for the first semester. Play is defined as an evolving, essential activity for everyone, both individually and collaboratively, that results in rewarding enjoyment, brain and character development and positive emotions, especially when it is not interrupted in an adaptable environment.
“You have to be in a state of play to design. If you’re not in a state of play you can’t make anything.”

- PAULA SCHER
Group Proposal
At the close of the first semester we made a book of our findings and included proposals for projects to solve the problem we found in our research. 

OVERVIEW
Experience design, where individuals will go through steps to understand essential principles of play, with clues and puzzles that require the individual and group to work together. Every clue is connected to a visual and a principle of play and they learn about each principle when they finish the whole event. Most of the tasks require a change of perspective to help students see the space they are used to in a new light.

TARGET AUDIENCE
College students, and faculty of BYU-I

PSYCHOGRAPHICS
Our audience is content with how they play and it’s not play in its truest form.

EMOTIONAL TARGET
Each player will feel at the end that play is amazement, surprise, joy, ecstasy, serenity, anticipation. As well as optimism, trust, and content.

TONE
Our project will be epic, and as we help people understand the importance of play and its principles we will also help them have fun. It will be friendly, but serious as well, making them be aware of how play should be part of their everyday lives and of the environment where they are at.

SUPPORTING POINTS
The magic circle and the pervasive game circle, experience design, playful environments, deep focus, effective play and the five senses, a change of perspective.

GOALS/AMBITION
The project will bring students and faculty from a wide range of departments to our presentation. It will also be thorough, planned out and work flawlessly. We’d also like to include the five senses and really have this be an experience for people to remember forever.

The goal is to change the culture of play. We want people to have a personal aha! moment and come to understand how play is relevant to them. They’ll be able to take these principles and incorporate them into aspects of their life.
From research to production
It was a 14 week process of gathering research on the topic of play. The second semester was now Cody Duke, Holly Twitchell, and myself and our first step was to narrow down the information into what was the most important. We started by making long lists of everything we had learned about play, then we had to summarize it in two sentences. Then we would talk over why we choose one principle of play over another and how many we needed to cover. After doing this a couple of times we came to three main principles that we wanted to relay in our exhibit about play. 

3 KEY PRINCIPLES
Play can enhance creativity
Play can break social barriers
Play can Improve ability to focus

SHAPES ARE THE KEY
The next task we had after knowing what we wanted to teach, was how to teach it. How could we create an experience that was an example the principle in action? We looked into a presentation, a display explaining the principles, and a book, but none of them were versatile enough to teach the all of the principles. It wasn’t until one day in class, that Cody brought in some laser cut pieces. Someone put two of the circle shapes together and set them on the table which was slightly slanted and they started to wobble. All of us, including the teacher were mesmerized the pieces. It was then that we figured out that these pieces allowed for discoverability and they were inviting enough for what we needed; an interactive exhibit on play.  This is where the first idea for Play Labs was born. 
Lab A
Play is an evolving, essential activity for everyone. There are many positive outcomes that result from stimulated play. Taking the time to think creatively, and outside the box brings new ideas.

Lab A was about creativity and it was a great intro with the pieces. Your task was to:

1. Roll all three dice to determine how many modular pieces to use in your creation

2. Stick to your number, choose any color combination of piecesSwitching pieces is acceptable as long as your creation is epic

3. Use the pieces to create something! Upload your work when finished at 3playlabs.com/upload


We wanted to give some limitation (Limited number of pieces), but other than that, leave the door open to explore in a worry and consequence free environment. 
Lab B
Play can be both individual and collaborative. Collaborating with others improves work ethic and has the potential to break down social barriers.

Lab B was about breaking social barriers and collaborative play.

1. With a friend, use the pieces to build a bridge between the two shelves

2. Test the stability of your bridge by putting your cell phone in the center of the bridge

3. Upload your work when finished at 3playlabs.com/upload

The pieces that we provided were two colors and were different shapes to communicate that they should not be mixed, you could make a bridge without mixing the pieces but it would be harder and less sturdy. It wasn’t till they interacted with the banners that they saw that they could mix pieces.
Lab C
Play can help you focus and not get distracted.It also provides motivation to work because of the break you took to play. Play has far-reaching effects and doesn’t end here…

Lab C was about improving focus and memorization.

1. Recreate the modular structure from memory Set a timer for 20 seconds

2. Slide the banner to the right to start

3. Upload your work when finished at 3playlabs.com/upload

The second banner slides to the right to reveal the structure below. We picked an activity that would hard to do while doing something else and that required a lot of thinking and focus. Lab C had three different stations that increased in difficulty from station to station. The first using the pieces in the same convention, the second using them unconventionaly, an the third removed color from the picture.
LEVEL 2 INFORMATION
At the end of the exhibit we had a sign in book and conclusion information. The stand that they book was on had an opening on the left that could only be seen if you finished the exhibit. It was in here that you could get access to the level two information; a decoder wheel. All the banners from all the labs had hidden information that went into more depth about play.
CONCLUSION
Creating Play Labs was the ultimate experience we had at BYU-Idaho. We not only learned about play but we lived it. We solved problems with play, and we created problems that we wanted to solve. Road blocks became a break to experiment with different mediums and solutions. We were more productive than we have ever been and the time required daily was willingly given and enjoyed.
SEMESTER ONE
Alicia Armenta, Cody Duke,
Holly Twitchell, Hayden Shaum, Claire Tanner, Chris Bawden
SEMESTER TWO
Cody Duke, Holly Twitchell,
Hayden Shaum