Summit: ldn15


Length: 29:41


The process of play helps us to develop an understanding of abstract or difficult ideas in a more intuitive way, making the information easier to grasp and digest. So it is no surprise that gaming and gamification have become increasingly relevant in the role of education, not just in the classroom but also in cultural institutions. By engaging visitors through forms of play, you enable a process of discovery and creativity that motivates them to want to know and learn more.

This panel considers the key components to effective play and how organisations can use it to draw in new audiences.

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This talk is presented by

Alex Klein - Founder & CEO, Kano

Alex has led Kano from ideation in its record-breaking Kickstarter, to the design and development of its award-winning computer kit. He was inspired by a challenge from his six-year old cousin Micah – create a computer that anyone, any age, could build, as simple and fun as Lego. Before Kano, Alex was a writer for Newsweek, The New Republic, New York Magazine, The Nation, The Times of London, BuzzFeed, and other publications. Alex featured as Forbes’ standout 30 Under 30 in Education for 2014, a USA TODAY Change Agent, and “an emerging thinker shaping Britain’s future” by CNN. He holds a Bachelor’s degree in Ethics, Politics and Economics from Yale University and a Masters of Politics and Philosophy from Cambridge University.

Jude Ower - Founder & CEO, Playmob

Jude Ower is CEO of Playmob and was recently named the ‘One to watch in 2015’ at the Talent Unleashed UK 2014 Awards by Richard Branson and one of the top 100 women in Tech in Europe.

Jude uses use game play to make the world a better place. Founder and CEO of PlayMob. Creating the world's first platform profitably connecting games to social good. A win win for all. With clients and partners including Rovio (Angry Birds), WWF and Unilever.A growing Business 'Young Gun' 2012, and Shortlisted on Red's Hot Women Awards 2012 and runner up Young Entreneur of the Year 2012. Built Playmob up to be winner of Best Start Up 2012 Launch Conference and finalist in Europas 2011 and BBAA awards.BAFTA games judge, member of NEXTERS, UKIE (UK Interactive Entertainment), and speaker at various events such as Iod, MADE Festival, SXSW, Women in Games, Browser Games Forum, Games for Brands, London Games Conference, Social Games Summit and Tech@State. Also a Titan for Doug Richards School for Creative Startups.

Ross Cairns - Director, Digital Designer & Creative Programmer, The Workers (Winner of Tate's IK Prize 2014)

The Workers is a digital product design studio that strives to question and subvert current technology to create delightful and surprising experiences.

Ross Cairns studied Interactive Media Design in Dundee and met Italian Tommaso Lanza – a trained industrial designer – at the Royal College of Art in London, where both were undertaking a Design Interactions MA.

The studio has since designed and produced projects across many mediums, from native and web-based applications to physical installations and live events for clients such as Tate Modern, Tate Britain, Visual Editions, Nike, University College London, Sainsbury’s Centre for Visual Arts, The Space, Lisson Gallery and many others.

In the summer of 2014, The Workers produced After Dark at the Tate Britain and were awarded the inaugural IK Prize for excellence in digital creativity. During five consecutive nights, the project saw more than 100 000 people from across the world go online to watch and control four robots taking over London's Tate Britain by night.

Recent projects also include the website where-you-are.com, a digital interpretation of Visual Editions’ storybook, presenting 17 essays and unique interaction concepts combined with real-time visualisations of the readers' activity on the site.

Collaborations with other creative agencies have an important role in The Workers' process. They provide diverse contexts and opportunities that challenge the studio constantly to evolve their use of cutting-edge digital technology to support and push design into new territories, through algorithmic playfulness, interconnected systems, real-time broadcasting, interaction and visual design.