Saturday, October 29, 2011

Lifetime Achievement of Fun

For nearly 60 years, Burt Meyer has had fun pegged. He invented Lite Brite and co-invented other fantastic pieces of plastic like Mr. Machine, Mouse Trap, Rock ‘Em Sock ‘Em Robots, Toss Across and more. Meyer will be honored with the Toy and Game Inventors of the Year, Lifetime Achievement Award on November 18th in Chicago. I am thrilled to be the host of the TAGIE awards again this year and will have the distinct pleasure, along with the rest of the toy industry, of honoring a designer who gave us so much. “A toy brings joy and something positive into the world,” Meyer said. “I am proud to have been a toy inventor and certainly proud to receive this honor.”

In the mid-1950s, Meyer was one of the first designers hired by toy design pioneer, Marvin Glass. He later became a partner at Marvin Glass & Associates (MGA). Ground-breaking games like Mouse Trap, co-invented with designer Gordon Barlow, are just a part of Burt’s resume of fun. “Gordon was very new at the time [at MGA] and volunteered to work on it,” Meyer said. “The engineering of the item got complicated and he was going to abandon it for another project.” Meyer recognized the potential in the game and convinced Barlow to stick with it. “Mouse Trap changed the face of the game industry,” Meyer said. When it was released by Ideal Toys in 1963, it was world’s first three-dimensional, plastic board game.

Burt’s favorite “item,” as he calls his inventions, is Lite Brite. Burt’s brainstorm of using translucent, colored pegs to funnel light, has given kids creative fun at their fingertips for 44 years. Meyer recalled the moment when he sold the idea to Hasbro’s president, Merrill Hassenfeld. “I brought Merrill into our conference room,” Meyer said. “I dimmed the lights and plugged it [the Lite Brite prototype] in. As soon as I put a peg in, it lit up. After he tried it himself, he sat back and said ‘That’s my item!’ He and Marvin inked a deal within an hour.” Lite Brite has been a staple in Hasbro’s line ever since.In 1988 Marvin Glass & Associates disbanded. Meyer, who had retired a few years prior, formed Meyer/Glass with 15-20 former MGA designers. “I was happy to be retired, but when the doors closed on MGA, there were a number of very good people out of work,” Meyer said. “I saw it as a chance to keep Marvin’s name going forward.” For twenty more years, Meyer/Glass designed hits like Pretty, Pretty Princess, Catch Phrase, and the recently released Loopz. Meyer’s son Steve joined Meyer/Glass in 1990. “I learned so much from him,” Meyer said of his father. “Design, pitching an item, negotiation — the whole process. It was a terrific experience.”

Burt Meyer has never stopped playing. He’s been a pilot for most of his life and still flies for fun at the ripe, young age of 85. He is most likely the oldest man to cross-country ski a 150 mile route to the North Pole. He was 69 at the time. Meyer also bicycled from San Francisco, California to Charleston, South Carolina in 41 days. “It sounds like a lot of work,” he casually said, “but it’s just a matter of putting one foot in front of the other.”

It’s no wonder, that when asked to name the most important thing he learned from Marvin Glass, Meyer answered, “Persistence. There’s no rule or formula to inventing toys. Ideas can come from anywhere and everywhere.”

Thankfully for us, Burt Meyer never stopped looking for his next brite idea.

Seize the Play!

Sunday, October 9, 2011

Playing to Win: Gamers Help Create a Scientific Breakthrough

For a few hours a day, over a period of 10 days, a group of gamers got together to play an online puzzle game called Foldit. A group of 12 to 15 of them conquered the game. Happens all the time, right? Not like this.

In a paper published last month in Natural Structure and Molecular Biology crowdsourcing was used to predict the structure of a protein. From the paper:
Following the failure of a wide range of attempts to solve the crystal structure of M-PMV retroviral protease by molecular replacement, we challenged players of the protein folding game Foldit to produce accurate models of the protein. Remarkably, Foldit players were able to generate models of sufficient quality for successful molecular replacement and subsequent structure determination. The refined structure provides new insights for the design of antiretroviral drugs.
In layman's terms, this "retroviral protease" helps the virus to spread. By cracking the code of how such a protein is put together, scientists can more easily design drugs that can attach to it, like a key to a lock, leading to breakthrough drugs that could stop the virus from spreading. The significant part of this particular project is the fact that the protein in question was a very complicated "AIDS-like virus found in Rhesus monkeys." Yes, video game players found the solution to a protein puzzle which had eluded scientists. Stop and think about this. Collaborative play can help science fight diseases like AIDS. What scientists could not accomplish on their own in 12 years, they accomplished with the help of gamers in 10 days.

Now most of the "gamers" at play on this University of Washington project are also scientists who used a protein-folding computer program called Rosetta to solve the puzzle, according to this article at MSNBC, but here's the fascinating part: According to the published paper, most of the players on the team which solved the puzzle "have little or no background in biochemistry." The MSNBC article quotes one of the key players as saying, "The team members come from a wide range of backgrounds, chiefly scientific or IT [Information Technology], although our best player is from neither."

The importance and value of collaborative play is being recognized outside of the toy box in which many want to confine it. Play is not something that's only for the young or the frivolous. Play can solve big problems. Big words that can be backed up. I've never been more excited about the power of play and the potential of play!

I've been asked to give the keynote speech at the 2nd Annual Symposium for USC Physical Sciences in Oncology Center next week. The team there has long recognized the value of collaborative play. The Physical Sciences in Oncology initiative has established scientific teams and individual scientists from the fields outside biology, including physics, mathematics, chemistry, and engineering to examine cancer using approaches that have not been followed in cancer research to date. They use novel conceptual approaches (i.e playful, creative thinking) to get results. Of course, I will be sharing this incredible gaming project in my talk, but I'm quite sure the team at USC has already devoured the findings with enthusiasm. After all, they're already thinking outside the toy box.

Seize the Play!

UPDATE 10/10/11: VIDEO FROM MSNBC

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