For the last 20 years I've been designing puzzles. And I'm here today to give you a little tour, starting from the very first puzzle I designed, through what I'm doing now. I've designed puzzles for books, printed things. I'm the puzzle columnist for Discover Magazine. I've been doing that for about 10 years. I have a monthly puzzle calendar. I do toys. The bulk of my work is in computer games. I did puzzles for "Bejeweled." (Applause) I didn't invent "Bejeweled." I can't take credit for that.
Zadnjih 20 godina dizajniram zagonetke. I danas sam ovdje kako bih vam dao malu turneju, počevši od prve zagonetke koju sam dizajnirao, do onoga što radim sada. Dizajnirao sam zagonetke za knjige, tiskane stvari. Ja sam kolumnist zagonetki za časopis Discover. To radim već 10 godina. Imam mjesečni kalendar zagonetki. Radim igračke. Dio mog rada je u računalnim igrama. Radio sam zagonetke za igru "Bejeweled." (Pljesak) Nisam izmislio "Bejeweled." Ne mogu si pripisati zasluge za to.
So, very first puzzle, sixth grade, my teacher said, "Oh, let's see, that guy, he likes to make stuff. I'll have him cut out letters out of construction paper for the board." I thought this was a great assignment. And so here is what I came up with. I start fiddling with it. I came up with this letter. This is a letter of the alphabet that's been folded just once. The question is, which letter is it if I unfold it? One hint: It's not "L." (Laughter) It could be an "L," of course. So, what else could it be? Yeah, a lot of you got it. Oh yeah. So, clever thing.
Dakle, prva zagonetka, šesti razred, moja učiteljica rekla je, "Oh, da vidimo, ovaj dečko, on voli izrađivati stvari. Dat ću mu da sječe slova iz konstrukcijskog papira za ploču." Mislio sam kako je to odličan zadatak. I evo što sam smislio. Počeo sam se igrati s tim. Smislio sam ovo slovo. Ovo je slovo abecede koje je preklopljeno samo jednom. Pitanje je, koje je to slovo ako ga rasklopim? Jedan trag: Nije "L." (Smijeh) Može biti "L," naravno. Dakle, što bi još moglo biti? Da, puno toga ste shvatili. Da. Jako pametna stvar.
Now, that was my first puzzle. I got hooked. I created something new, I was very excited because, you know, I'd made crossword puzzles, but that's sort of like filling in somebody else's matrix. This was something really original. I got hooked. I read Martin Gardner's columns in Scientific American. Went on, and eventually decided to devote myself, full time, to that.
To je bila moja prva zagonetka. Navukao sam se. Stvorio sam nešto novo, bio sam jako uzbuđen jer, znate, radio bih križaljke, ali to je bilo kao da popunjavaš tuđu matricu. Ovo je bilo nešto stvarno originalno. Navukao sam se. Čitao sam kolumne Martna Gardnera u Scientific Americanu. Išao dalje, i s vremenom odlučio posvetiti se, u potpunosti, tome.
Now, I should pause and say, what do I mean by puzzle? A puzzle is a problem that is fun to solve and has a right answer. "Fun to solve," as opposed to everyday problems, which, frankly, are not very well-designed puzzles. You know, they might have a solution. It might take a long time. Nobody wrote down the rules clearly. Who designed this? It's like, you know, life is not a very well-written story so we have to hire writers to make movies.
Sad moram napraviti pauzu i reći na što mislim kad kažem zagonetka? Zagonetka je problem koji je zabavno riješiti i ima pravi odgovor. "Zabavno za rješavati," nasuprot svakodnevnim problemima, koji, zapravo, i nisu vrlo dobro dizajnirane zagonetke. Znate, možda imaju rješenje. Možda je potrebno puno vremena. Nitko nije zapisao jasna pravila. Tko je ovo dizajnirao? To je kao, znate, život nije dobro napisana priča pa moramo unajmiti pisce da rade filmove.
Well, I take everyday problems, and I make puzzles out of them. And "right answer," of course there might be more than one right answer; many puzzles have more than one. But as opposed to a couple other forms of play, toys and games -- by toy I mean, something you play with that doesn't have a particular goal. You can create one out of Legos. You know, you can do anything you want. Or competitive games like chess where, well, you're not trying to solve ... You can make a chess puzzle, but the goal really is to beat another player.
Pa, ja uzimam svakodnevne probleme, i radim zagonetke od njih. I "pravi odgovor," naravno može biti više od jednog pravog odgovora; mnoge zagonetke imaju više od jednog. Ali nasuprot par drugih načina igranja, igračaka i igara -- pod igračka mislim, nešto s čime se igraš a nema određen cilj. Možete kreirati jednu od Lego kocaka. Znate, možete napraviti što god želite. Ili natjecateljske igre kao što je šah gdje, pa, ne pokušavate riješiti ... možete napraviti šahovsku zagonetku, ali cilj je zapravo pobijediti drugog igrača.
I consider that puzzles are an art form. They're very ancient. It goes back as long as there is written history. It's a very small form, like a joke, a poem, a magic trick or a song, very compact form. At worst, they're throwaways, they're for amusement. But at best they can reach for something more and create a memorable impression. The progression of my career that you'll see is looking for creating puzzles that have a memorable impact.
Smatram kako su zagonetke vid umjetnosti. One su vrlo drevne. Vraćaju se dokle god ima pisane povijesti. To je vrlo mala forma, poput šale, pjesme, magičnog trika ili pjesme, vrlo kompaktna forma. U najgorem slučaju, tu su za odbaciti, za zabavu. Ali u najboljem slučaju mogu posegnuti za nečim više i stvoriti upečatljiv dojam. Napredak moje karijere koji ćete vidjeti jest traženje stvaranja zagonetke koje imaju upečatljiv dojam.
So, one thing I found early on, when I started doing computer games, is that I could create puzzles that will alter your perception. I'll show you how. Here is a famous one. So, it's two profiles in black, or a white vase in the middle. This is called a figure-ground illusion. The artist M.C. Escher exploited that in some of his wonderful prints. Here we have "Day and Night." Here is what I did with figure and ground. So, here we have "figure" in black. Here we have "figure" in white. And it's all part of the same design. The background to one is the other. Originally I tried to do the words "figure" and "ground." But I couldn't do that, I realized. I changed the problem. It's all "figure." (Laughter)
Dakle, jedna stvar koju sam otkrio u početku, kada sam počeo raditi računalne igre, je kako mogu kreirati zagonetku koja će vam promijeniti percepciju. Pokazat ću vam kako. Ovdje je jedna slavna. Dakle, to su dva profila u crnom, ili bijela vaza u sredini. Ovo se zove iluzija osnovne figure. Umjetnik M. C. Escher iskoristio je to u nekim od svojih prekrasnih radova. Ovdje imamo "Dan i noć." Evo što sam ja učinio s osnovnim figurama i pozadinom. Dakle, ovdje imamo "figuru" u crnom. Ovdje imamo "figuru" u bijelom. I to je sve dio istog dizajna. Pozadina jednom je drugo. U originalu pokušao sam riječi "figura" i "pozadina". Ali nisam mogao to napraviti, shvatio sam. Promijenio sam problem. To je sve "figura". (Smijeh)
A few other things. Here is my name. And that turns into the title of my first book, "Inversions." These sorts of designs now go by the word "ambigram." I'll show you just a couple others. Here we have the numbers one through 10, the digits zero through nine, actually. Each letter here is one of these digits. Not strictly an ambigram in the conventional sense. I like pushing on what an ambigram can mean.
Još nekoliko stvari. Ovo je moje ime. I to se pretvara u ime moje prve knjige, "Inverzije." Ovakve vrste dizajna sada se zovu "ambigrami". Pokazat ću vam još samo nekoliko. Ovdje imamo brojeve od jedan do 10, brojke od nula do devet, zapravo. Svako slovo ovdje je jedna od ovih brojki. Nije strogo ambigram u konvencionalnom smislu. Volim pomicati granice onoga što ambigram može značiti.
Here's the word "mirror." No, it's not the same upside-down. It's the same this way. And a marvelous fellow from the Media Lab who just got appointed head of RISD, is John Maeda. And so I did this for him. It's sort of a visual canon. (Laughter) And recently in Magic magazine I've done a number of ambigrams on magician's names. So here we have Penn and Teller, same upside-down. This appears in my puzzle calendar. Okay, let's go back to the slides. Thank you very much.
Ovdje je riječ "zrcalo". Ne, nije jednaka naopako. Ista je ovako. I jedan divan momak iz Media Laba kojeg su upravo zaposlili kao voditelja RISD-a, John Maeda. I ovo sam napravio za njega. To je neka vrsta vizaulnog kanonika. (Smijeh) I nedavno u Magic časopisu napravio sam velik broj ambigrama s imenima mađioničara. Dakle imamo ovdje Penn i Teller, isto naopako. Ovo se pojavljuje u mom kalendaru zagonetki. U redu, vratimo se slajdovima. Hvala vam puno.
Now, those are fun to look at. Now how would you do it interactively? For a while I was an interface designer. And so I think a lot about interaction. Well, let's first of all simplify the vases illusion, make the thing on the right. Now, if you could pick up the black vase, it would look like the figure on top. If you could pick up the white area, it would look like the figure on the bottom. Well, you can't do that physically, but on a computer you can do it. Let's switch over to the P.C.
Sad, ovi su zanimljivi za gledanje. Kako biste ih napravili interaktivno? Neko vrijeme bio sam dizajner sučelja. Tako da razmišljam puno o interakciji. Dakle, prvo pojednostavimo iluziju vaza, napravimo stvar s lijeve strane. Sad kad biste mogli pokupiti crnu vazu, izgledalo bi kao ovo što vidite na vrhu. Ako biste mogli pokupiti bijelo područje, izgledalo bi kao ono što vidite na dnu. Pa, ne možete to napraviti fizički, ali na računalu to možete napraviti. Prebacimo se na računalo.
And here it is, figure-ground. The goal here is to take the pieces on the left and make them so they look like the shape on the right. And this follows the rules I just said: any black area that is surrounded by white can be picked up. But that is also true of any white area. So, here we got the white area in the middle, and you can pick it up. I'll just go one step further. So, here is -- here is a couple pieces. Move them together, and now this is an active piece. You can really get inside somebody's perception and have them experience something. It's like the old maxim of "you can tell somebody something and show them, but if they do it they really learn it."
I evo ga, tu je iluzija. Cilj ovdje je uzeti komade s lijeve strane i napraviti ih tako da izgledaju kao oblik s desne strane. I ovo slijedi pravila koja sam upravo rekao: svako crno područje koje je okruženo bijelim može se pokupiti. Ali to je isto tako istinito za bilo koje bijelo područje. Dakle, ovdje imamo bijelo područje u sredini, i možete ga podići. Otići ću samo korak dalje. Dakle, ovdje je -- ovdje je nekoliko komada. Pomaknem ih skupa, i sada je ovo aktivni komad. Možete stvarno ući u nečiju percepciju i možete ih navesti da iskuse nešto. To je kao stari princip "možete nekome reći nešto i pokazati im, ali ako to naprave sami onda stvarno nauče."
Here is another thing you can do. There is a game called Rush Hour. This is one of the true masterpieces in puzzle design besides Rubik's cube. So, here we have a crowded parking lot with cars all over the place. The goal is to get the red car out. It's a sliding block puzzle. It's made by the company Think Fun. It's done very well. I love this puzzle.
Ovdje je još jedna stvar koju možete učiniti. Postoji igra koja se zove 'Gužva'. Ovo je jedno od pravih remek djela u dizajnu zagonetki pored Rubikove kocke. Dakle, ovdje imamo nakrcano parkiralište s autima posvuda. Cilj je crveni auto izvući van. To je zagonetka s pomičnim blokovima. Napravila ju je tvrtka Think Fun. Napravljena je jako dobro, volim ovu zagonetku.
Well, let's play one. Here. So, here is a very simple puzzle. Well, that's too simple, let's add another piece. Okay, so how would you solve this one? Well, move the blue one out of the way. Here, let's make it a little harder. Still pretty easy. Now we'll make it harder, a little harder. Now, this one is a little bit trickier. You know? What do you do here? The first move is going to be what? You're going to move the blue one up in order to get the lavender one to the right. And you can make puzzles like this one that aren't solvable at all. Those four are locked in a pinwheel; you can't get them apart.
Pa, idemo odigrati jednu. Evo. Dakle, ovo je jako jednostavna zagonetka. Pa, to je prejednostavno, dodajmo još jedan komad. U redu, kako biste ovo riješili? Pa, pomaknut ćemo plavu s puta. Evo, sad ćemo to učiniti malo težim. Još uvijek prilično lagano. Sad ćemo učiniti da bude teže, malo teže. Ovaj je malo nezgodniji. Znate? Što radite ovdje? Što će biti prvi potez? Pomaknut ćete plavu gore kako biste ovu ljubičastu pomaknuli u desno. I možete raditi zagonetke poput ove koje uopće nisu rješive. Ove četiri su zaključane, ne možete ih razdvojiti.
I wanted to make a sequel. I didn't come up with the original idea. But this is another way I work as an inventor is to create a sequel. I came up with this. This is Railroad Rush Hour. It's the same basic game except I introduced a new piece, a square piece that can move both horizontally and vertically. In the other game the cars can only move forward and back. Created a whole bunch of levels for it. Now I'm making it available to schools. And it includes exercises that show you not just how to solve these puzzles, but how to extract the principles that will let you solve mathematical puzzles or problems in science, other areas.
Htio sam napraviti nastavak. Nisam smislio originalnu ideju. Ali ovo je još jedan način na kojem radim kao izumitelj kako bih stvorio nastavak. Ovo sam ja smislio. Ovo je 'Željeznička gužva'. To je ista osnovna igra, ali sam ja uveo novi dio, četvrtasti komad koji može ići i horizontalno i vertikalno. U drugim igrama auti idu samo naprijed i natrag. Stvorio sam hrpu razina za to. Sada ih činim dostupnim u školama. I to uključuje vježbe koje vam pokazuju ne samo kako riješiti ove zagonetke, već kako izvući principe koji će vam dozvoliti da riješite matematikčke zagonetke ili probleme u znanosti, drugim područjima.
So, I'm really interested in you learning how to make your own puzzles as well as just me creating them. Garry Trudeau calls himself an investigative cartoonist. You know, he does a lot of research before he writes a cartoon. In Discover Magazine, I'm an investigative puzzle maker. I got interested in gene sequencing. And I said, "Well, how on Earth can you come up with a sequence of the base pairs in DNA?" Cut up the DNA, you sequence individual pieces, and then you look for overlaps, and you basically match them at the edges. And I said, "This is kind of like a jigsaw puzzle, except the pieces overlap."
Dakle, ja sam zainteresiran naučiti vas kako napraviti vlastite zagonetke kao što me zanima i samo njihovo stvaranje. Garry Trudeau naziva sebe istražujućim crtačem. Znate, on puno istražuje prije nego nacrta crtani film ili animaciju. U časopisu Discover, ja sam istražujući stvaratelj zagonetaka. Zainteresiralo me gensko sekvenciranje. I rekao sam, "Pa, kako mogu smisliti sekvencu baznih parova DNK?" Ako izrežeš DNK, sekvenciraš individualne dijelove, i onda tražiš preklapanja, i u biti poklapaš ih na rubovima. i rekao sam, "Ovo je poput slagalice, samo što se dijelovi preklapaju."
So, here is what I created for Discover Magazine. And it has to be solvable in a magazine. You know, you can't cut out the pieces and move them around. So, here is the nine pieces. And you're supposed to put them into this grid. And you have to choose pieces that overlap on the edge. There is only one solution. It's not that hard. But it takes some persistence. And when you're done, it makes this design, which, if you squint, is the word "helix." So, that's the form of the puzzle coming out of the content, rather than the other way around.
Dakle, evo što sam stvorio za časopis Discover. I mora biti rješivo u časopisu. Znate, ne možete izrezati dijelove i pomicati ih uokolo. Dakle, tu je devet dijelova, i potrebno ih je složiti u ovu mrežu. I morate odabrati dijelove koji se preklapaju na rubu. Postoji samo jedno rješenje. Nije tako teško. Ali zahtjeva određenu dozu ustrajnosti. I kada završite, nastaje ovaj dizajn, koji je, ako zaškiljite, riječ "helix." Dakle, to je forma zagonetke koja proizlazi iz sadržaja, radije nego da je obrnuto.
Here is a couple more. Here is a physics-based puzzle. Which way will these fall? One of these weighs 50 pounds, 30 pounds and 10 pounds. And depending on which one weighs which amount, they'll fall different directions. And here is a puzzle based on color mixing. I separated this image into cyan, magenta, yellow, black, the basic printing colors, and then mixed up the separations, and you get these peculiar pictures. Which separations were mixed up to make those pictures? Gets you thinking about color.
Ovdje je još nekoliko. Ovdje je zagonetka bazirana na fizici. Na koju stranu će oni pasti? Jedna teži 22,68 kg, druga je 13,61 kg a treća je 4,54 kg. I ovisno o tome koliko koji teži, padaju u raznim smjerovima. I ovdje je zagonetka koja se zasniva na mješanju boja. Razdvojio sam ovu sliku u cian, magentu, žutu, crnu, osnovne boje kod tiskanja, i pomiješao odvojene boje, i dobijete ove čudne slike. Koje odvojene boje su pomiješane kako bi se dobile ove slike? Počnete misliti o boji.
Finally, what I'm doing now. So, ShuffleBrain.com, website you can go visit, I joined up with my wife, Amy-Jo Kim. She could easily be up here giving a talk about her work. So, we're making smart games for social media. I'll explain what that means. We're looking at three trends. This is what's going on in the games industry right now. First of all, you know, for a long time computer games meant things like "Doom," where you're going around shooting things, very violent games, very fast, aimed at teenage boys. Right? That's who plays computer games.
Konačno, ono što sada radim. Dakle, ShuffleBrain.com, stranica koju možete posjetiti, udružio sam se sa svojom ženom, Amy-Jo Kim. Ona bi lako mogla biti ovdje gore govoriti o svom radu. Dakle, radimo pametne igre za socijalne medije. Pojasnit ću vam što to znači. Gledamo tri trenda. Ovo je ono što se događa u industriji igara sada. Kao prvo, znate, dugo vremena računalne igrice značile su stvari poput "Doom", gdje idete uokolo i pucate u stvari, vrlo nasilne igre, vrlo brze, ciljana grupa su bili tinejdžeri, dječaci. Je li tako? To je skupina koja igra računalne igre.
Well, guess what? That's changing. "Bejeweled" is a big hit. It was the game that really broke open what's called casual games. And the main players are over 35, and are female. Then recently "Rock Band" has been a big hit. And it's a game you play with other people. It's very physical. It looks nothing like a traditional game. This is what's becoming the dominant form of electronic gaming.
Pa, znate što? To se mijenja. "Bejeweled" je veliki hit. To je bila igra koja je otvorila ono što nazivamo usputne igre. I glavni igrači su stariji od 35, i žene su. Sad nedavno "Rock Band" je bio veliki hit. I to je igra koju igraš s drugim ljudima. Vrlo je fizička. Ne izgleda kao tradicionalne igre. Ovo je postalo dominantan oblik elektroničkog igranja.
Now, within that there is some interesting things happening. There is also a trend towards games that are good for you. Why? Well, we aging Boomers, Baby Boomers, we're eating our healthy food, we're exercising. What about our minds? Oh no, our parents are getting Alzheimer's. We better do something. Turns out doing crossword puzzles can stave off some of the effects of Alzheimer's. So, we got games like "Brain Age" coming out for the Nintendo DS, huge hit. A lot of people do Sudoku. In fact some doctors prescribe it.
Sada, unutar toga događaju se neke zanimljive stvari. Postoji i trend prema igrama koje su dobre za vas. Zašto? Pa, mi ostarjeli Baby Boomeri, koji želimo ostati vječno mladi, jedemo našu zdravu hranu, vježbamo. Ali što je s našim umom? O ne, naši roditelji su dobili Alzheimerovu bolest. Poduzmimo nešto. Izgleda kako rješavanje križaljki može odgoditi neke učinke Alzheimera. Pa imamo igre kao što je "Brain Age" koji izlazi za Nintendo DS, velik hit. Velik broj ljudi rješava Sudoku. Zapravo, neki doktori ih propisuju.
And then there is social media, and what's happening on the Internet. Everybody now considers themselves a creator, and not just a viewer. And what does this add up to? Here is what we see coming. It's games that fit into a healthy lifestyle. They're part of your life. They're not necessarily a separate thing. And they are both, something that is good for you, and they're fun. I'm a puzzle guy. My wife is an expert in social media. And we decided to combine our skills.
I tu su socijalni mediji, i ono što se događa na Internetu. Svi smatraju same sebe kreatorima, i ne samo gledateljem. i što na kraju dobivamo? Ovo je ono što vidimo da dolazi. To su igre koje se uklapaju u zdrav životni stil. One su dio vašeg života. Nisu nužno odvojena stvar. I one su i dobre za vas a i zabavne. Ja sam čovjek od zagonetki. Moja žena je stručnjak za društvene medije. I mi smo odlučili udružiti naše vještine.
Our first game is called "Photo Grab." The game takes about a minute and 20 seconds. This is your first time playing my game. Okay. Let's see how well we can do. There are three images. And we have 24 seconds each. Where is that? I'll play as fast as I can. But if you can see it, shout out the answer. You get more -- Down, okay, yeah where is that? Oh, yeah. There, okay. J-O and -- I guess that's that part. We got the bow. That bow helps. That's his hair. You get a lot of figure-ground problems. Yeah, that one is easy. Okay. So, ahhh! Okay on to the next one. Okay, so that's the lens. Anybody? Looks like a black shape. So, where is that? That's the corner of the whole thing. Yeah, I've played this image before, but even when I make up my own puzzles -- and you can put your own images in here. And we have people all over the world doing that now.
Naša prva igra se zove "Photo Grab". Igra traje oko minutu i 20 sekundi. Ovo je prvi put da igrate moju igru. U redu. Sad ćemo vidjeti koliko dobri možemo biti. Postoje tri slike. I imamo 24 sekunde svatko. Gdje je to? Igrat ću najbrže što mogu. Ali ako vidite, viknite odgovor. Dobivate više -- Dolje, u redu, da, gdje je to? O da. Ondje, u redu. J-O i -- Mislim da je to taj dio. Dobili smo luk. Taj luk pomaže. Ovo je kosa. Dobijete dosta problema s osnovnim figurama. Da, ovaj je lagan. U redu. Dakle, ahhh! U redu idemo na sljedeću. U redu, to je leća. Netko? Izgleda kao crni oblik. Dakle, gdje je to? To je ugao čitave stvari. Da, igrao sam ovu sliku prije, ali čak i kad napravim vlastitu zagonetku -- a možete staviti vlastite slike ovdje. I sada imamo ljude po čitavom svijetu koji to čine.
There we are. Visit ShuffleBrain.com if you want to try it yourself. Thank you. (Applause)
Eto. Tu smo. Posjetite ShuffleBrain.com ako želite sami probati. Hvala vam. (Pljesak)