Durring 2003-2005 we conducted an experimet called guess my robot. Due to the success of this game, we decided to analyse it and identify the critical elements of design which make is so powerfull.
We began by describing the Guess my Robot case study in freeform narrative, with as much detail (and graphics) as possible.
GmX is a complex and detailed pattern. We realize that it is usefull to abstract and decompose it to more modular and generic elements. Going up the abstraction ladder, we find Challenge exchange and Build This. Reflecting on the patterns we have identifyed, we realize they are present in other cases. For example, Build This is underlies the design of Programming building blocks.
The proccess by which Guess my Robot was used as a basis for Guess my Garden is also interesting. We capture this in the Content morph pattern. Such a pattern was generated analysing how the Guess my Garden was generated from the Guess my Robot. Namely it was decided to get the Guess my Robot rid of its mathematical content, and to try to keep its structure and fill it with another mathematical content. Basically the point is "you have an idea of successfull activity, and you try to export it keeping its structure but changing the addressed mathematical content".