Somewhat related to my last post is this extensive guidelines document written by Robin C. Moore. It’s worth poking around in here for advice from a widely respected natural play advocate. I haven’t read through it all myself, yet, but it’s on my to-do list. Read along with me if you like!
Target Article: Making Nature Play Areas That Work
After reading the above article, I am feeling fairly critical about the state of playground design in the profession of landscape architecture in the US. A landscape architect so often specifies playgrounds, and so often does so inadequately. There’s more to a natural playground than painting it brown and green literally or metaphorically. The pictures from the 4th Avenue Playground in Minneapolis left a slightly bitter taste in my mouth. Why, if we’re trying to effect a shift in the paradigm of playgrounds in the US, are we still defaulting to the same generic stuff we see at every park? This kind of thing shuts me down. Landscape architects are designers, so why do we rely on the industrial model of generic assemblies to do our work for us? (Short answer to that is probably “fear of litigation and maintenance requirements”). The article suggests there exists an essential continuum of “nature play” that consists of loose parts on one end and traditional manufactured structures on the other. Nature, of course, is an incredibly problematic term, but this is the first I’ve heard it ever conflated with being manufactured. The Venn Diagram they show about halfway down the article doesn’t make much of anything any clearer to me (a Venn Diagram can only ever show one type of relationship, it’s not that useful a tool). We’re shown, on the left, a “play equipment” bubble floating outside a “gardens” bubble; in the middle, “play equipment” merges with “plant, water and other features” – where the heck did gardens go?; and then on the right, “wild places with natural materials” sits on its own as a “nature space.”
Look, I’m going to be honest; most manufactured playgrounds I’ve been to are pretty bad. That’s my opinion, and you’re welcome to disagree with me, but I’ve seen a lot of them. I’ve grown up in an era characterized by cookie-cutter equipment, and it’s really little wonder to me that video games have been winning out. A trip to the woods was infinitely more stimulating than a day on the playground. And yes, one could argue that many manufactured playgrounds are heavily used – a sure sign of success and good design, right? – could also be the sign of a captive audience. When there is no alternative, you make do with what you have. I did it when I was younger, but I’ll tell you I had a lot more fun wandering off than I did climbing that ubiquitous staircase, going down that same old slide, swinging back and forth, over and over and over and over in the same darn place. My interactions with other kids were what made those repetitive motions worth doing. Otherwise, I wasn’t getting much out of it. One can’t expect that going through the same motions of picking out a jungle gym to plop into the middle of a landscape is going to change anything, no matter how much we finagle that landscape. We’re still relying on the equipment to direct our play – and that’s our BIG mistake. We need to bend manufactured equipment to the will of play, not let it determine what we’re free to do.
But hey, people are working hard for the greater good, with good intentions. I am actually incredibly happy that people care and work hard to make these places happen. What bothers me, though, is the lack of both research and vision. To have plants and water alongside play equipment is like throwing a bunch of random chemicals into a beaker and hoping for a positive reaction without understanding how each component comes together in the process. All the while, hard-working researchers, designers, and playworkers have been exploring these reactions for decades. There’s tons of literature out there about playgrounds, and plenty of examples for how they can be done well. Yet, a profession built upon understanding, designing and orchestrating outdoor environments is stumbling around in the dark, trying to reinvent “nature” and “play.”
The article ends with a quote: “We have yet to replace a manufactured play area with only natural materials play, but that may happen someday as smaller nature play nodes are being embraced and requested by families and neighborhood groups.”
Rest assured, these places exist and are very successful. It’s time we rip off the bandage that is our dependency on manufactured play equipment. Here are just a few places that have already taken this leap:
That is all.
I’m not sure what’s stranger, that I wound up attending school in a town with FOUR playground design firms, an adventure playground, and an annual play symposium, or that I discovered my obsession with designing for play independently of knowing that these resources existed. Regardless, here I am amongst stars and heroic play advocates. I’ll be attending (and volunteering at) the aforementioned Play Symposium tomorrow and Saturday, and will surely gain some new insights into the world of play as the bigfolk facilitate it.
I’ll be meeting with Rusty Keeler again, as well as Erin Davis, Morgan Leichter-Saxby, Suzanna Law, and others – So I am stoked! Any insights or breakthroughs I do intend to share.
The schedule goes something like this:
- 8:30 Coffee & Bagels, Check-in
- 9:00 Welcome / A Culture of Play at Ithaca Children’s Garden
Erin Marteal, Executive Director
- 9:45 Fits and Starts and Garbage Piles
Erica Larsen-Dockray & Jeremiah Dockray, Santa Clarita Valley Adv. Play
- 10:30 PlayCorps – Adventure Play in Providence Public Parks
Janice O’Donnell, Partnership for Providence Parks
- 11:10 Play Break
- 11:30 Pecha Kucha
Designing Anarchy – Alex Cote, Ithaca Children’s Garden
Our Playground – Jill Wood & the Kids of Adventure Playground,
The Parish School
Learning to Playwork – Suzanna Law, Pop-Up Adventure Play
Rebuilding the American Dream…Through Play – Tricia O’Conner,
Lake Erie Adventure Play (LEAP)
- 12:15 Lunch Break and Conversation
- 1:15 Playwork in Practice
Morgan Leichter-Saxby, Pop-Up Adventure Play
Suzanna Law, Pop-Up Adventure Play
- 2:15 Play Break
- 2:45 Let’s Talk – What are your burning questions?
Morgan and Suzanna, Pop-Up Adventure Play
- 3:45 Saturday Preview & Reminders
- 4:00 Off you go for exploring, relaxation, and dinner
- 7:00 The Land and Panel Discussion at Cinemapolis:
Erin Davis, Director
Joan Almon, Alliance for Childhood
Morgan Leichter-Saxby, Pop-Up Adventure Play
- 8:45 Coffee & Bagels, Check-in
- 9:00 Welcome to Day 2
Erin Marteal, Executive Director
- 9:10 Inspiring Places for Play (and Ruckus)
Rusty Keeler, Earthplay & Hands-on-Nature Anarchy Zone
- 10:00 Troubling the Spatial Politics of Adventure Playground Funding
Reilly Wilson, CUNY
- 10:40 Play Break
- 11:00 Pecha Kucha
Time to Move: Salutogenic Environments for All – Beth Myers, Cornell University
Little Creatures Seek & Find, Kristin Eno – Little Creatures Films
US Fish & Wildlife Service – Adventure Playground? – David Stillwell, USFWS
Embodiment, Ethnography & Reflective Playwork – Morgan Leichter-Saxby,
Pop-Up Adventure Play
- 11:45 Home Action Plan Workshop
- 12:15 Lunch and Conversation
- 1:15 Walk to Ithaca Children’s Garden
- 1:30 Visit, Explore, & Play
Ithaca Children’s Garden staff and partners
- 3:30 Closing Circle
- 4:00 Adjourn – Thank you for sharing your time with us!
“Every playscape built should be unique, depending on the philosophy of the school, the skills and talents of the community, and the landscape of the local area… It doesn’t matter how expensive or fancy your ingredients are. What is most important is that you provide children the opportunity to experience each ingredient.”
As I write this, I am in the process of assembling a bibliography from the mountains of text I’ve been surveying. As I mine these metaphorical ranges, I’ll be posting any veins of wisdom I think might be instructive. In the meantime, here’s a nice set of resources for your consideration, all available for free as PDFs. When you’re done there, here’s another set!
Publications Available at These Sites Include:
Design for Play; Managing Risk in Play Provision; Nature Play; Growing Adventure; Design Guidance for Play Spaces; Rope Swings, Dens, Treehouses and Fires; Making Sense: Playwork in Practice; Play as Culture; Play at School; Best Play: What Play Provision Should Do for Children; Places for Play
Apologies for the extended hiatus on publishing anything in this blog. I’ve been pooling an ever-mounting mountain of resources which I intend to dole out in heavy doses. I have not been idle while this blog was asleep. Recently, I have been making my rounds, meeting play advocates local to the US Mid Atlantic, New England and Canada. Each new connection sparks many more, which propel me further along this whimsical web of ideas, inspiration and insight.
Today I would like to direct your attention to an article published in Playground Magazine. You can find the PDF here. The inspiration to post this article comes from my long-standing advocacy for “immersion” in video games. However, any act of play can be immersive so long as players engage their imaginations – this doesn’t require much. That said, there is something uniquely charming about a theme park, derived largely, I believe, from its immersivity and spectacle. This is a very hard thing to achieve, and Disney definitely demonstrated a mastery of it, but it doesn’t come cheap and takes a lot of smart and creative people working together to get it right. If you’re on a budget and working from scratch, designed immersion is probably not the way you want to go. There are many cheaper, less heavy-handed options one could employ that children would dive right into. Children are clever inventors, with imaginations many of us bigfolk envy, and if we let them run the reel, they’ll inevitably surprise us with how lost in play they can become. If you’re going for designed immersion, though, make it massive or move on.
Our kids throw around the word ‘epic’ like they are in Mythology class. To them the word describes an essential quality so awe-inspiring one is lost for words. That’s what you have to be to design for immersion. Museum exhibits sometimes approach this quality, though suspension of disbelief for me is easily shattered by informational signage. You have to try really hard to sell your world to an audience, because a robot-shaped jungle gym isn’t fooling anyone. That robot needs context – where was it made? – what was its purpose? – does it still function? – is it missing parts? – can you fix it? – what was it doing before it stopped moving? – does it have any friends? – why can you go inside it? … I would discourage anyone from explicitly answering these questions in the design, but the environmental context must complement the world you’re trying to immerse someone in. This term is not literal; immersion is a metaphor. Immersion requires surrounding someone in an idea, as if immersing them deeply in water to see what’s in it, and blurring out anything ‘outside.’ For homework, I recommend you go watch the movie ‘Spirited Away‘ by Hayao Miyazaki. You’ll be fully immersed in the spirit world for the better part of two hours. Be compelling and sell us your story. Sell us your world by enveloping us in something rich and breathing, hopelessly inextricable from its surroundings, of utmost purpose and sincerity. Build that, and we will come.
“If you watch young children play, you will notice that they create games, characters, situations, whole worlds in which they immerse themselves with intense concentration.”
Once upon a Central Park, 1969, Richard Dattner of Dattner Architects set forth a manifesto called ‘Design for Play.’ Not long ago, I posted similar sentiments that as designers we are beholden to the imperative to design for play – not how to play. Dattner’s book of the same substance is one I am currently pouring over. Dattner’s words have coaxed forth numerous questions in me concerning the essence and meaning of play.
A recent professor of mine, to whom I owe a great many things – not least of which the inspiration and encouragement to pursue the design of ludic environments – used to run an exercise with our class on definitions of key words and concepts. Rather than regurgitate the (albeit considered) dictionary’s laundry list of popular uses, he recognized the process underlying the construction of definitions: experience. A friend of mine once described dictionaries as historical documents useful as starting points, but not to be referenced as instruction manuals. The importance of experience in defining anything is fundamental and essential. The exercise our professor ran us through was not unlike the exercises I imagine dictionary authors must also engage in.
With a concept like play, simple definitions are contentious and its philosophical variations rather divided. Dattner attempts a definition of play in his first chapter, and outlines his philosophy of it immediately. For him, work and play are opposite ends of a dichotomy. He writes that it is the ‘reason’ for acting, rather than the ‘activity’ itself, that determines whether someone is working or playing. This is one philosophy of play which I think is important to earmark, because I encounter it often.
In his elaborations of this philosophy I found that Dattner defined and redefined play frequently. In the spirit of my former professor’s exercises I challenged myself to indulge the author’s philosophy and play at extracting his definitions of play. In this way, I took on the role of my professor, observing and recording, and Dattner became my subject positing his experience as definition. Here are Dattner’s definitions of play, extracted for you from his chapter on the philosophy of play:
- supremely voluntary
- doing what you want to do when you want to do it
- a manifestation of internal needs and wishes
- a necessity we require of ourselves
- a full expression of personal freedom
- exercise or action for amusement
- freedom, room or scope for action
- similar to magic
- a process of mastering
- concerned with the achievement of goals
- about process not product
- its own reward
- freedom or abstinence from work
- re-creation of ourselves
- engaging in freely chosen activities that restore our sense of completeness
- impossible to “do” – it is an end in itself
- a manifestation of choice; [choice manifestation]
Dattner also briefly defines what play is not.
Play is not:
- professional athletics
- bound by reality
- deprived of freedom of action or expression
- restricted or hampered
Reading this chapter certainly fanned the flames of my pursuit of play theories, and had me filling the margins with notes. Rather than agreeing or disagreeing with Dattner, I observe that these are some of the many definitions and negative definitions of play, and hope to discover many more from you and other readings.
If this post had you considering your own definitions of play I encourage you to post your thoughts below. I also gratefully welcome recommendations for further reading.
“Work can be forced, but play, like love, is a supremely voluntary undertaking.”