Interpreting the words of Dr. Martin Luther King, Jr. into new languages allows us to
reflect more deeply on their meaning. The “I have a dream” speech is so well
known, and quickly evokes images of civil rights movement. White America has been
criticized for elevating Rev. Martin Luther King to an iconic status while selecting
speeches that feel safe, allowing us to focus on the dream as if we had achieved it,
when in fact, we are tragically far from creating the society that he envisioned.
Unfamiliar words challenge us to think about the meaning behind King’s words,
through the lens of other languages and culture.
This year, Paul and Glen stitched together our crowdsourced interpretations so you can
hear a portion of this famous speech in Spanish and French.
You can also explore individual
phrase videos and see translations, as well as the country of origin. We
elicited the help of people across the world to capture different dialects.
Marie Walburg Plouviez interpreted this historic speech in French:
We hope that this exploration allows Dr. King’s historic “I Have a Dream” speech to take
on new dimensions for you. The effort of having people from around the world engage in
interpreting a speech that holds such deep and profound truths has expanded the impact
of its meaning for us. We invite you to explore and extend your connection to his words.
Earlier this year, I gave a talk at Altconf “Designing for Fun” that is now on
video” We’ve been iterating on an iOS application that lets people
from our community record phrases, and we aspire to make it a fun experience.
Mightyverse is a passion project for all of us who work on it. I do mostly solo
coding on the website these days with occasional pair programming with friends from the
Ruby community. Most of the code for the iOS app is by John Fox, and we asynchronously
collaborate where I edit code and sometimes add features as I sharpen my iOS coding
skills. Developing something that is fun and really works for a community takes more
design than code, so most weekends Paul and I iterate on mock-ups, talk through use
cases and whenever possible connect with language learners who are willing to experiment
with our latest theories on social language learning.
In the talk I discuss some foundational research about fun and learning, and approaches
to game design. One idea from game design that is very relevant to Mighytverse is the
concept of the “epic win.” The epic win is an extraordinary outcome that you
didn’t believe was even possible until you achieved it (via Jane
McGonigal).
Mightyverse seeks an epic win on two levels. There is the epic win for an individual who
becomes fluent in a new language. Being able to speak another language is like having a
super power — you can reach people, experience other cultures and make things
happen that you could not otherwise do.
Also, Mightyverse, as a company, seeks to save the world’s endangered languages.
There are over 6000 languages in the world. The majority of them are spoken by a tiny
fraction of the population, and almost
80% of us, speak only 83 languages. Almost 50% of the world’s languages
are endangered and one goes extinct every 2-3 weeks. Our epic win would be to create a
system that would be sustained (and paid for) by people learning the “big”
languages, which would always be free for endangered languages, providing tools that
help people connect with their heritage, teaching and learning through social
connections. We believe that diversity of language enriches our world.
If you want to join the community that is experimenting us, using our iOS and web app to
learn and share language, drop us a line.
Our current focus is on English, Spanish, Hupa and Japanese with some active exploration
into Mandarin. We would love to hear from you whatever language you speak or are
learning.
Two years ago, we recorded part of Martin Luther King’s “I have a dream” speech in
English with multiple voices. With the help of various friends, we created
Spanish subtitles for the speech. On Jan 20, 2013, President Obama’s second
inauguration day, I wrote
about sharing this part of American culture with English language learners. I
was optimistic about race relations in America, yet felt that this speech helped us
remember our past and share that painful reality with people learning about our country.
With this year’s recording of I have a Dream in Spanish, we captured voices from all over the
world, crowdsourcing interpretations as well as recordings from old and new friends.
The interpretation of these words into another language causes me to hear the meaning in
a fresh and powerful way. We didn’t use professional translators, but allowed the
people recording the phrases to interpret them in their own words. Our friends M. E.
Stevens, Tania Waisberg, and Enric Godes suggested some of the more poetic
interpretations. Many thanks to everyone who participated (especially Enric and Bruno
for organizing the artist voices at Vasava!).
This speech has become almost cliché in English, but when I hear it in new Spanish words,
I hear the meaning reverberate in my mind with news from the past year. I hope that this
project helps Americans who understand Spanish to reflect on our heritage, and that
Spanish learners will be inspired to speak difficult truths.
¡Dígame! gameboard has
illustrations of gestures and phrases that help you play, as well as spots for the
cards.
You may be asking yourself, “Why are the Mightyverse developers spending time on
card games when they could be writing software?” or “Have they pivoted to become a board
game company?” Good questions, that we’ve wrestled with ourselves. The
answer lies in the fundamental goals of our company and our lean startup
approach. The origin of the card game was a paper prototype for our
mobile app.
To learn to speak a language, we must actually speak the language. But how do you
speak the language if you don’t already know it? Language learning research supports
that people learn best in an immersive language learning environment, learning grammar
and vocabulary by inferring patterns from the language we hear. One of the biggest
hurdles that we face as new language learners is to be brave enough to start speaking
when we know very little and may feel uncertain about the true meaning of the words we
speak. This is a huge barrier for most new language learners to overcome. ¡Dígame! came
out of wrestling with that challenge for language learning gameplay. We realized that we
could accomplish rapid iterations of the card game much faster than software and that
would speed up our design process. Over the past year, we have held dozens of play test
sessions with groups of friends, strangers, classrooms and families at all levels of
learning, from near-fluent to people with no prior knowledge of the language.
Our overall goals for the games include:
validating the Mightyverse language learning model
understanding what’s needed to make language learning fun
developing a community of early adopters
driving awareness of the Mightyverse brand among teachers and language enthusiasts
We designed the game to reflect the language learning model that we believe is the most
powerful and efficient way to learn a language. Each of the phrase cards in the game is
linked to a Mightyverse phrase video with a QR code. We have analytics in place to see
how and where those phrases are accessed.
With the first game complete after a considerable effort, it will be much simpler to
create variations across different language pairings. We have InDesign templates with
scripts to automate creation of the playing cards so that the production of the game can
be scaled more easily across other languages.
We are quite far along on a Japanese learning game for English speakers and an English
learning game for Japanese speakers that we have already started play testing.
We’re also hard at work building our mobile app that allows native speakers to
record phrases and share them with language learners. It is exciting to feel how our
momentum has increased with everything we have learned over the past year, working with
our growing community of speakers and learners.
We’ve had a lot of fun developing the game from it’s initial sketches to a
full fledged product. It’s been extremely gratifying to see how much fun people
have with it while learning languages.
Andrew came up with a great way to show “This is an apple” by miming an
archer shooting something on someone’s head! This William Tell reference was
immediately understood by everyone.
We have met our fundraising goal for the ¡Dígame! campaign, which means we’ll be
able to print a run of 250 cards. If we can print 1000 the cost goes down significantly,
but more importantly, our real goal is to reach people who actually want to play the
game and learn or teach Spanish or Japanese (and more languages in the future).
If you like this idea and have a blog or podcast or some substantive way of getting the
word out, we want you to be part of our outreach team! And, of course, EVERYONE who is
part of the team, gets a free deck.
If you blog about it or talk about it on your podcast or something like that, just send us a link and your address, and
we’ll send you a deck once we do the full printing.
The game helps English-speakers learn Spanish in a fun way. The players help each other
speak Spanish, using only Spanish phrases and non-language sounds or gestures, except
during game setup and intermissions.
Supporters of the Indiegogo campaign can vote to prioritize or wholly fund the next
language, choosing from any of the 30 Mightyverse languages or any other language if
they want to help translate. Through this innovative funding and customer collaboration
technique, Japanese has been selected for the next release of the game.
You can still fund
the campaign to help us record of the Japanese phrases or develop new versions
of the game for the next language you want to learn!
One of the most exciting parts of learning a language is when you can actually
communicate with someone else in that language. When you first start learning it can
feel like a chicken-and-egg problem – you need to speak in order to learn to speak. Some
people spend years in language classes, before they feel like they have enough
vocabulary and grasp of the language to hold a conversation. However, time and again, we
hear stories of people who successful interact with people in their new language within
weeks (or even days!) of starting to learn.
Benny the Irish Polyglot suggests “You are always ready to speak a language, no matter
what level you are at” and has some great tips
for getting started.
The secret is to just dive in, and we’ve encoded some simple tricks in our ¡Dígame¡
language game that make that easier. You don’t have to even use our game to get
started.
We’ve identified 7 phrases that can help you get your meaning across when you have very
little vocabulary. You can practice with a language partner before you try with a
stranger. In the game, we use these to help players communicate. The neat thing about
these phrases, is that each has a corresponding gesture that usually works if you forget
the phrase. When you practice using these gestures and simple phrases, you get better at
making yourself understood and understanding others when you have very few words.
Understanding What You Heard
Repite, por favor (please repeat) or Otra vez
(again / another time) This is essential when you ear is new to the language and you
want to hear something again. Rotating your hand in a circle will help your listener
understand what you mean even if you don’t quite pronoun the phrases
correctly, though English-speakers will have a fairly easy time remembering
“repite”
¿Qué significa? (what does that mean?) You can use the same gesture
as “Yo no sé” putting both hands palm up to invite someone to use
different words or gestures to explain what they just told you. If you repeat the
phrase or word that you don’t understand, then the other person can help you
distinguish between not hearing correctly or not understanding.
Clarifying Meaning
These are three essential clarification words and phrases. You can start with
“sí” and “no,” but if you can use the longer versions, it will
be a little less abrupt and will feel more like a conversation.
Sí (yes) or Asi es (that’s it) — You
can use the ok sign forming a circle with your thumb and forefinger with your other
fingers spread upward. Thumbs up also works well.
casi (almost) — this is really important, often you need to
get them to say more to explain when you know that it’s not quite no or yes
No or Asi no es (that’s not it) — with
your hand palm down, move it back and forth. This gesture is more polite than the
thumbs down gesture, and will be understood by most Spanish speakers.
Getting it
It is important to be able affirm when you understand or that you still need help.
Yo lo sé (I know it) or Entiendo (I understand)
— clapping your hands together with delight can be a rewarding affirmation for
your language partner who has helped you.
Yo no sé. ¿Qué es? (I don’t know. What is it?) — not
strictly necessary if you know the other phrases, but some variety can really help
move the conversation along.
I love learning languages. I love that spark of understanding when I get my point across
in a new language. I love how my brain settles into unfamiliar patterns as I discover
how to say something in a language different from my own. I even love the silly mistakes
early on, when I’m brave enough to speak and someone else is not afraid to correct me.
I’ve puzzled at the contradiction of how I can love learning a language, yet it still
requires great discipline.
With Mightyverse, we wanted to capture that simple joy of mastery and make it easier to
get to those good feelings more often. We set out to design a mobile, social experience
that would make it so we actually want to practice vocabulary, since it feels like
playing a game, rather than feeling like homework.
Our first paper prototype was in
Japanese.
After some gamification research, we
designed our mobile software game, then before building it or creating a detailed visual
design, we set out to create a “paper prototype.” This is a common software design
practice where we actually construct the experience with drawings on paper and get
people to look at and interact with a series of sketches, making it easy to get quick
feedback on layout, wording, and a sequence of interactions. For our game, which relies
heavily on the crowdsourced video phrases in Mightyverse, we realized we could
substitute a native or fluent speaker of the language to create a real-world experience
that mimics an online experience of interacting with our global language community.
We decided that we would not write a line of code until we could create a situation with
our game where a group of people in real life had fun learning and speaking their
learning language. We didn’t just want to add sparkles and unicorns to make it
entertaining, we wanted to tap into the aspects of social learning that we believe will
make the mobile game intrinsically fun.
Through several design iterations, we actually created two separate card games. The
second one was much easier to play test since it required only one speaker of the
learning language. We created the card game in three languages (Spanish, English and
Japanese) with hand-written phrases and printouts pasted on index cards. We then went to
the fabulous SFBabel Meetup, and asked random groups of strangers to play our
game. It was exciting to see people having fun playing the game and we learned so much
from their responses.
For our next iteration, with my friend Val, some kids and friends, we printed out our
“helper” cards with instructions that were way too long and a little
confusing…
But once we started playing, it was fun. It was amazing to see the transition from bored
skepticism to laughter and playful banter in Spanish! We played for hours, with longer
and longer stretches where everyone only spoke Spanish.
After many more sessions of playing the game, iterating on the rules and the cards, we
have a system that really works. People have fun speaking Spanish, whether they start
with little confidence and very few words or many years of Spanish classes.
We’ve designed a crowdfunding
campaign as a way to reach language learners who can pre-purchase and play the
card game. The next step will be to combine the approaches and make the game playable
when there is no fluent speaker present using a mobile app, integrating our crowdsourced
video phrases. If you’d like to review the deck, write us! We look forward to
hearing from you.
As we set out to design the next phase of Mightyverse development, we want to add
elements of gameplay. We believe that, for many people, learning to speak a language is
intrinsically fun; however even for those people, it can also require tremendous
discipline, which is not fun. We asked ourselves… could we make a game that
applies what we know from our research on effective language learning as well as what we
hear from Mightyverse users to make it so all aspects of language learning are fun?
To get our whole team up to speed on the latest gamification ideas and best practices, we
watched a series of videos. For other software developers, our future team members, and
our visitors who are just curious about what we’re up to, I’m posting the
links and some notes.
Meaningful Play: Getting Gamification Right by Sebastian Deterding
“We are all game designers, at least we were in childhood”
Meaning
– connect to personal goals and passions
– connect to a meaningful community of interest
– wrap in a visually supported story
– beware of social context meanings
Mastery
“Fun is just another word for learning” —Raph
Koster
“Fun is just another word for learning under optimal
conditions”
– Goal + rules create interesting challenges
– Provide clear goals: scaffolded, paced, varied
– Provide juicy feedback
– Bewared of gaming the system
Autonomy
“A sense of freedom, the ability to curiously explore opportunity”
– play is a voluntary activity (Remember Tom Sawyer?)
– Beware of curbing autonomy
– Beware of devaluing your product
Words of wisdom
Think design process not features.
Know your users: you are not your target audience.
Create a paper prototype of the rule system: play test, and iterate.
Provide a story with meaning, a rule system they can master, a free space they can play
in.
Stephanie Morgan: “Gamification Sucks”
a great primer along with tips on what not to do
Cooperation and Engagement: What can board games teach us? by Matt Leacock
The talk is really only 32 minutes, so don’t be freaked out by the length on
YouTube (Q&A was not particularly insightful from my perspective, so you could skip
that part)
I enjoyed the talk. For me it was a great review of game design principals (which are
mostly applicable to design in general), and neat to think about the analogy of board
game design to software design. Also, it provides a great framework for thinking about
how to prototype a software game as a physical game.
One key point that I hadn’t ever heard expressed so well was about the importance
of having a clear mental model.
– Find a spark
– Keep it simple
– Keep it raw
– Find the Core Game
– Iterate, but have a clear goal.
– Make it accessible. Reduce Friction. “You can’t have a great game, if
people can’t play it”
– Embody the players: :Make it feel like you are in the
game.”
– “As simple as possible, but no simpler” — Einstein
What is fun?
– Accessibility + Usability != Fun
– Fun = Learning
Fun from games arises out of mastery. It arises out of comprehension. It is the act
of solving puzzles that makes games fun. — Raph Koster, A Theory of Fun
There are different kinds of fun: interpersonal communication, teamwork
Design for Extensibility
Example Apples for Apples… leave opportunity for people to invent things outside of the
game that augments the game or replaces parts of the game, new boards, new roles, new
cards
Play test your game
When validating your game with real players…
Shut up and sit in the corner and watch. See if people who play your game are having
fun and playing the way you expect, and are able to learn the rules easily.
– 1 hour of observation = countless hours of meandering refinement
– Find a core and extend outward
– Tirelessly iterate toward a measurable goal
– Observe your users
– Make it accessible
Give them enough for their brain to lock on to it, and then add complexity over time.