1 Introduction
Funputering is using a computer for fun. But where does fun come from? And how does a computer accomplish it?
The answer is described by the APE Model of Funputer.
2 Artifact
An artifact is a static and rigid set of attributes. In this case, it is the sum of the components that comprise your computer. Its memory and it’s wireless card. Its keyboard and monitor. Its processor, etc.
Constraints arise as a result of your artifacts.
3 Procedure
Procedures are dynamic “rules” for interacting with the constraints of your artifacts. They are your operating system, software, your programming environment, and programming languages.
By creating procedures for operating under the constraints of your artifacts, you are able to express yourself and accomplish tasks and get stuff done.
4 Experience
Because of the expressiveness of your procedures, you are able to have experiences. The excitement of discovery. The frustration of not yet being able to express yourself quite right. The satisfaction of accomplishment.
5 Flow
The APE model describes a system of stocks and flows. One may reduce or arrange their artifacts in order to increase the amount of constraints in the system. An increased amount of constraints means there may not be that many ready-made procedures for you. You might have to draw from a stock external to the system by creating and supplying your own. Fewer procedures may or may not mean reduced expressiveness. Finally the end experience depends on the flow and throughput of the system up to this point.
6 Fun
In this model, experience is a 1:1 stand-in for fun. Having experiences is fun.
But every other stock and flow in this model is also fun.
It can be very fun to spend time fiddling around with the constraints, self-imposed or otherwise, of your project. It can be super fun to spend some time developing one set of procedures (i.e. choosing one architecture or programming language) and then throwing it away and choosing another.
This is also known as “moving the fun left.”
7 Conclusion
This model comes very close to describing the process of “funputer” to me. When my project is some kind of creative writing or coding, sometimes the fun is writing words and code. Sometimes it’s fussing around with my build tools and my process. Sometimes the fun is tossing out my whole process and starting over.
8 Resources
This model is based entirely on MDA: A Formal Approach to Game Design and Game Research by Robin Hunicke, Marc LeBlanc, and Robert Zubek.