DRAFT 2015-06-13
- Deliver Rules
- Assign Roles (know the distribution numbers)
- 2-3 scenarios of increasing difficulty with the same underlying framework:
- basic gameplay mechanics (data packets & network expansion)
- introducing challenges
- introducing time constraints
- Minimum: 10 players
- Scales to 20, 30ish increments with suggested breakdowns of roles
Today we are going to play out a scenario around the obstacles, challenges, and advantages a community might face when decentralizing its wireless technology infrastructure!
We have a session that is 90 minutes and we expect to spend:
- the first 15 minutes explaining some mesh concepts, going over the rules, handing out roles and getting ourselves set up to play
- we will spend roughly the next hour playing the game
- the final 15 minutes will be an opportunity for everyone to talk about their experience and shareback some of what they noticed
We will mention this again at the end, we are still in the early stages of exploring how play and this workshop can enhance understanding community networks. We welcome all thoughts, feedback, and experiences you might want to share! This game or ideas from it may be incorporated in future research.
Distributed communications networks can take many forms. There are three main types of network:
Centralized, where all nodes are connected to one single point that holds up the whole network.
Decentralized, where nodes are connected in clusters to a set of key high-level, or backbone nodes that bridge connections across groups (this is similar to how the internet currently looks).
Distributed, where connections are formed ‘equally’ between all nodes.
In a mesh network, connections can be formed between any two nodes as peers in order to flexible move traffic (or ‘route’ it) across the network. Each node can receive and also route information, leading to a very different ‘shape’ or ‘topology’ of the network.
At the highest level, networks have two parts: nodes and links. any point in the network (such as a computer, or a router) is a network node. Any path between them is a link.
When someone wants to send information from one node to another, they follow a route of links.
Each time data moves from one node to another, we call this a ‘hop.’
Many different kinds of people are involved in creating community infrastructure… we’ve chosen to include some of these as roles in NodeRunner.
- Organizers are responsible for motivating people and getting them to come together to solve problems.
- Technologists have a deep understanding of the equipment and theory of networking, and are needed to set up equipment and troubleshoot problems with the network.
- Residents are the stewards of the land that the network occupies. They have knowledge of their community, its people, and the power and desire to go out and get things done!
At a high level, the following technical components are required in a mesh network:
- Routers to decide how to move information (or data) across the network, in a mesh network, routers can talk to each other and flexibly direct traffic
- Antennas which connect to the routers, to direct and broadcast the signal both wide enough and above obstacles
- Network, or Ethernet Cable to connect modems, routers and computers together
- A power source to get it all running!
NodeRunner is more fun if you roleplay (even just a bit). These are just some ideas- what you should really keep in mind is to be clear to others in the game who you are or what you represent to the community- even if you’re just roleplaying yourself!
Kathy installs an antenna for Red Hook wireless
Adam Longwill holds pittmesh antenna
Sick night shot of NYCmesh
Everyone loves Freifunk
The goal of the game is for the community to collectively send (“data packets”) messages around its local mesh network in given amount of time.
To achieve this you will have to move enough data packets, build new nodes to expand your network, and respond to challenges that arise as you go about this primary goal.
The session is structured in stages of increasing difficulty:
The first stage will introduce the game, with each following stage including new challenges that players will have to overcome. Since we aren’t working with hardware, we will use the successful movement of enough “data packets” to signify a ‘working’ network.
Each person should have one role card. There are three roles:
- Organizer
- Technologist
- Resident
Each has elements or skills required for the expansion of a network.
Technologists and Residents simultaneously act out Data Packets when not working with each other to resolve events and build new nodes.
A successful outcome in the game is measured by the number of “data packets” sent. On the back of the Technologist and Resident role cards there is a guide showing the data packet routes that have to be completed in sequence.
<physically show example here>
From time to time, events will come up that get in the way of future progress. Organizers, working with technologists and residents, will have to overcome these challenges in order to grow and maintain a healthy network!
<physically show example here>
Once you have completed a “data packet” route, you can begin your next route immediately.
The only conditions hampering your progress are:
- you cannot occupy the same node at the same time as someone else,
however, you can pass over that node, or wait until they have moved on.
- If you get stuck for a long time, call an organizer over and hey can figure out how to help.
- If not, retrace your steps and start another route.
The game will happen in rounds of increasing difficulty. To move to the next round all players will have to work together to achieve the group goal of delivering packets. The only way to do so is to balance your activity between building the network and sending messages!
As facilitators we will be around to both aid and hinder you as you go about your tasks. If at any point you need clarification, flag one of us down.
- (in handouts/)
- Rules Printout
- Role Cards
- 5 Organizers
- 10 Technologists
- 10/colour (C/M/Y) Residents
- Event Cards
- Node Broadcasting Signage
- Additional Signage
- Stakes or Pylons (Survey Stakes)
- Sash for Organizers (?)
- Facilitator allocates role cards depending on group size (including resident colour breakdown) People | Organizers | Technologists | Residents || C | M | Y --------------------------------------------------||----------- 10 | 1 | 2 | 7+ || 4 | 3 | 20 | 3 | 5 | 12+ || 5 | 4 | 3 30 | 4 | 7 | 19+ || 7 | 7 | 5
Amount should scale based on the number of participants, the goal is roughly 50% (5/10) per person (including organizer roles), however the tally is pooled.
- Organizers should be provided with a sash
- Players have to find a starting node with that Broadcasting that is not occupied by another player
Play is initiated by the Facilitators. They call out the beginning of the round, hand out event cards, verify that all conditions are met by Organizers to build a new node, and ensure that routes have been completed by players.
<get participants attention, maybe described or determined at the beginning of the play session>
Some guidelines to give space for a wider range of people to speak:
- Wait a couple seconds before jumping in, especially if we’ve spoken before
We made some prompt questions, but please comment or reflect on any aspect of the session:
- What was the biggest challenge when…
- Delivering data packets?
- Building network nodes?
- How do you feel this game reflects the actual process of building a network?
- What was your favourite part of playing the game?
- What was your least favourite?
- How could it be more accessible?
- Do you see this being effective for different age groups?
[when ~5 minutes left transition into AMC feedback]