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The art of puzzles

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    For the last 20 years I've been designing puzzles.
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    And I'm here today to give you
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    a little tour, starting from the very first puzzle I designed,
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    through what I'm doing now.
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    I've designed puzzles for books, printed things.
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    I'm the puzzle columnist for Discover Magazine.
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    I've been doing that for about 10 years.
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    I have a monthly puzzle calendar.
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    I do toys. The bulk of my work is in computer games.
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    I did puzzles for "Bejeweled."
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    (Applause)
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    I didn't invent "Bejeweled." I can't take credit for that.
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    So, very first puzzle,
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    sixth grade, my teacher said,
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    "Oh, let's see, that guy, he likes to make stuff.
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    I'll have him cut out letters out of construction paper
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    for the board."
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    I thought this was a great assignment.
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    And so here is what I came up with. I start fiddling with it.
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    I came up with this letter. This is a letter of the alphabet
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    that's been folded just once.
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    The question is, which letter is it if I unfold it?
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    One hint: It's not "L."
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    (Laughter)
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    It could be an "L," of course.
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    So, what else could it be?
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    Yeah, a lot of you got it.
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    Oh yeah. So, clever thing.
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    Now, that was my first puzzle. I got hooked.
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    I created something new, I was very excited
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    because, you know, I'd made crossword puzzles,
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    but that's sort of like filling in somebody else's matrix.
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    This was something really original. I got hooked.
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    I read Martin Gardner's columns in Scientific American.
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    Went on, and eventually decided to devote myself, full time, to that.
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    Now, I should pause and say, what do I mean by puzzle?
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    A puzzle is a problem that is fun to solve
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    and has a right answer.
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    "Fun to solve," as opposed to everyday problems,
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    which, frankly, are not very well-designed puzzles.
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    You know, they might have a solution.
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    It might take a long time. Nobody wrote down the rules clearly.
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    Who designed this?
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    It's like, you know, life is not a very well-written story
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    so we have to hire writers to make movies.
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    Well, I take everyday problems, and I make puzzles out of them.
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    And "right answer," of course there might be more than one right answer;
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    many puzzles have more than one.
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    But as opposed to a couple other forms of play,
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    toys and games --
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    by toy I mean, something you play with that doesn't have a particular goal.
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    You can create one out of Legos.
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    You know, you can do anything you want.
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    Or competitive games like chess where,
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    well, you're not trying to solve ... You can make a chess puzzle,
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    but the goal really is to beat another player.
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    I consider that puzzles are an art form.
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    They're very ancient. It goes back as long as there is written history.
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    It's a very small form, like a joke,
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    a poem, a magic trick or a song, very compact form.
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    At worst, they're throwaways, they're for amusement.
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    But at best they can reach for something more
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    and create a memorable impression.
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    The progression of my career that you'll see
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    is looking for creating puzzles that have a memorable impact.
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    So, one thing I found early on, when I started doing computer games,
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    is that I could create puzzles that will alter your perception.
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    I'll show you how. Here is a famous one.
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    So, it's two profiles in black, or a white vase in the middle.
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    This is called a figure-ground illusion.
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    The artist M.C. Escher exploited that
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    in some of his wonderful prints.
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    Here we have "Day and Night."
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    Here is what I did with figure and ground.
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    So, here we have "figure" in black.
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    Here we have "figure" in white.
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    And it's all part of the same design.
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    The background to one is the other.
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    Originally I tried to do the words "figure" and "ground."
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    But I couldn't do that, I realized. I changed the problem.
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    It's all "figure."
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    (Laughter)
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    A few other things. Here is my name.
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    And that turns into the title of my first book, "Inversions."
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    These sorts of designs now go by the word "ambigram."
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    I'll show you just a couple others. Here we have
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    the numbers one through 10, the digits zero through nine, actually.
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    Each letter here is one of these digits.
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    Not strictly an ambigram in the conventional sense.
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    I like pushing on what an ambigram can mean.
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    Here's the word "mirror." No, it's not the same upside-down.
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    It's the same this way.
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    And a marvelous fellow from the Media Lab
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    who just got appointed head of RISD, is John Maeda.
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    And so I did this for him. It's sort of a visual canon.
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    (Laughter)
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    And recently in Magic magazine
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    I've done a number of ambigrams on magician's names.
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    So here we have Penn and Teller, same upside-down.
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    This appears in my puzzle calendar.
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    Okay, let's go back to the slides.
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    Thank you very much.
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    Now, those are fun to look at.
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    Now how would you do it interactively?
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    For a while I was an interface designer.
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    And so I think a lot about interaction.
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    Well, let's first of all simplify the vases illusion,
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    make the thing on the right.
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    Now, if you could pick up the black vase,
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    it would look like the figure on top.
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    If you could pick up the white area,
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    it would look like the figure on the bottom.
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    Well, you can't do that physically,
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    but on a computer you can do it. Let's switch over to the P.C.
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    And here it is, figure-ground.
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    The goal here is to take the pieces on the left
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    and make them so they look like the shape on the right.
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    And this follows the rules I just said:
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    any black area that is surrounded by white can be picked up.
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    But that is also true of any white area.
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    So, here we got the white area in the middle,
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    and you can pick it up.
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    I'll just go one step further.
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    So, here is --
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    here is a couple pieces. Move them together,
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    and now this is an active piece.
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    You can really get inside somebody's perception
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    and have them experience something.
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    It's like the old maxim of
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    "you can tell somebody something
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    and show them, but if they do it they really learn it."
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    Here is another thing you can do.
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    There is a game called Rush Hour.
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    This is one of the true masterpieces in puzzle design
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    besides Rubik's cube.
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    So, here we have a crowded parking lot
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    with cars all over the place.
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    The goal is to get the red car out. It's a sliding block puzzle.
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    It's made by the company Think Fun.
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    It's done very well. I love this puzzle.
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    Well, let's play one. Here. So, here is a very simple puzzle.
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    Well, that's too simple, let's add another piece.
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    Okay, so how would you solve this one?
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    Well, move the blue one out of the way.
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    Here, let's make it a little harder. Still pretty easy.
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    Now we'll make it harder, a little harder.
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    Now, this one is a little bit trickier.
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    You know? What do you do here?
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    The first move is going to be what?
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    You're going to move the blue one up in order to get the lavender one to the right.
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    And you can make puzzles like this one that aren't solvable at all.
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    Those four are locked in a pinwheel; you can't get them apart.
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    I wanted to make a sequel.
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    I didn't come up with the original idea. But this is another way
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    I work as an inventor is to create a sequel.
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    I came up with this. This is Railroad Rush Hour.
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    It's the same basic game except I introduced a new piece,
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    a square piece that can move both horizontally and vertically.
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    In the other game the cars can only move forward and back.
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    Created a whole bunch of levels for it.
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    Now I'm making it available to schools.
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    And it includes exercises that show you
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    not just how to solve these puzzles,
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    but how to extract the principles that will let you solve
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    mathematical puzzles or problems in science, other areas.
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    So, I'm really interested in you learning how to make your own puzzles
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    as well as just me creating them.
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    Garry Trudeau calls himself an investigative cartoonist.
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    You know, he does a lot of research before he writes a cartoon.
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    In Discover Magazine, I'm an investigative puzzle maker.
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    I got interested in gene sequencing.
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    And I said, "Well, how on Earth can you come up with a sequence
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    of the base pairs in DNA?"
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    Cut up the DNA, you sequence individual pieces,
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    and then you look for overlaps,
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    and you basically match them at the edges. And I said,
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    "This is kind of like a jigsaw puzzle, except the pieces overlap."
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    So, here is what I created for Discover Magazine.
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    And it has to be solvable in a magazine.
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    You know, you can't cut out the pieces and move them around.
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    So, here is the nine pieces. And you're supposed to put them into this grid.
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    And you have to choose pieces that overlap on the edge.
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    There is only one solution. It's not that hard.
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    But it takes some persistence.
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    And when you're done, it makes this design,
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    which, if you squint, is the word "helix."
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    So, that's the form of the puzzle coming out of the content,
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    rather than the other way around.
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    Here is a couple more. Here is a physics-based puzzle.
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    Which way will these fall?
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    One of these weighs 50 pounds, 30 pounds and 10 pounds.
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    And depending on which one weighs which amount,
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    they'll fall different directions.
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    And here is a puzzle based on color mixing.
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    I separated this image into cyan, magenta, yellow, black,
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    the basic printing colors, and then mixed up the separations,
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    and you get these peculiar pictures.
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    Which separations were mixed up to make those pictures?
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    Gets you thinking about color.
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    Finally, what I'm doing now. So, ShuffleBrain.com,
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    website you can go visit, I joined up with my wife, Amy-Jo Kim.
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    She could easily be up here giving a talk about her work.
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    So, we're making smart games for social media.
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    I'll explain what that means. We're looking at three trends.
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    This is what's going on in the games industry right now.
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    First of all, you know, for a long time
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    computer games meant things like "Doom,"
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    where you're going around shooting things, very violent games, very fast,
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    aimed at teenage boys. Right? That's who plays computer games.
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    Well, guess what? That's changing.
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    "Bejeweled" is a big hit. It was the game that really broke open
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    what's called casual games.
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    And the main players are over 35, and are female.
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    Then recently "Rock Band" has been a big hit.
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    And it's a game you play with other people.
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    It's very physical. It looks nothing like a traditional game.
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    This is what's becoming the dominant form of electronic gaming.
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    Now, within that there is some interesting things happening.
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    There is also a trend towards games that are good for you.
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    Why? Well, we aging Boomers,
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    Baby Boomers, we're eating our healthy food,
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    we're exercising. What about our minds?
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    Oh no, our parents are getting Alzheimer's. We better do something.
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    Turns out doing crossword puzzles can stave off some of the effects of Alzheimer's.
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    So, we got games like "Brain Age" coming out for the Nintendo DS, huge hit.
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    A lot of people do Sudoku. In fact some doctors prescribe it.
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    And then there is social media, and what's happening on the Internet.
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    Everybody now considers themselves a creator,
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    and not just a viewer.
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    And what does this add up to?
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    Here is what we see coming.
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    It's games that fit into a healthy lifestyle.
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    They're part of your life. They're not necessarily a separate thing.
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    And they are both, something that is good for you, and they're fun.
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    I'm a puzzle guy. My wife is an expert in social media.
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    And we decided to combine our skills.
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    Our first game is called "Photo Grab." The game takes about a minute and 20 seconds.
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    This is your first time playing my game. Okay.
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    Let's see how well we can do. There are three images.
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    And we have 24 seconds each.
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    Where is that?
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    I'll play as fast as I can.
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    But if you can see it, shout out the answer.
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    You get more -- Down, okay, yeah where is that?
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    Oh, yeah. There, okay. J-O and --
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    I guess that's that part. We got the bow. That bow helps.
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    That's his hair. You get a lot of figure-ground problems.
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    Yeah, that one is easy. Okay. So, ahhh! Okay on to the next one.
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    Okay, so that's the lens.
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    Anybody?
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    Looks like a black shape. So, where is that?
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    That's the corner of the whole thing.
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    Yeah, I've played this image before,
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    but even when I make up my own puzzles --
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    and you can put your own images in here.
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    And we have people all over the world doing that now.
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    There we are. Visit ShuffleBrain.com
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    if you want to try it yourself. Thank you.
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    (Applause)
Title:
The art of puzzles
Speaker:
Scott Kim
Description:

At the 2008 EG conference, famed puzzle designer Scott Kim takes us inside the puzzle-maker's frame of mind. Sampling his career's work, he introduces a few of the most popular types, and shares the fascinations that inspired some of his best.

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
11:29
TED edited English subtitles for The art of puzzles
TED added a translation

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