system design and flow is interesting to me (in a non-computer programming sense, but in a broader sense of logical design and intuitive flow of operations). i find that i put more and more systems under a microscope as they impress me. the world cup entered into my spectrum when i realized during the semi-finals that football is elegant.
i like that.
allow me to explain. i am talking about football, not American football. the entirety the game is simple and deliberate. it is the universal sport. it is the purest sport. and i contest that this is why it is one of the oldest sports undertaken by man. especially when juxtaposed next to American football, where the rules are embarrassingly long, complex, difficult to understand and arbitrary - here's the hand signal guide just for a laugh.
unlike the players needed to throw a pigskin, in real football ("soccer"), players are interchangeable on offense and defense. in American football we see a kicker, a quarterback, linemen of various sorts, a running back, a safety, the guy who holds the ball for the kicker, and don't forget the wide receiver with corner- full- and half-backs just in case. these men comprise the offensive, defensive, and special teams. also, remember even though there can be up to 53 members on a single American football team, only 11 men are allowed on the field at one time.
now for play to advance, the offensive end must advance at minimum of 10 yards within 4 "downs". the ultimate goal is to advance to the end-zone, which will result in a "touch-down".
one can first gaze upon the field to begin to understand how unencumbered fútbol truly is. the field, or "pitch", is a clean palate. there exist no numbers listing yardage, no hash marks, no symbols, nor ridiculous logos. in true american style, we baptize our fields with sponsors and team branding, as if there is a lack of action to engross the viewer.
speaking of which... play in american football is stopped every 5 seconds, then the resume of play takes another agonizing lifetime to begin. the invention of "instant replay" and referee consultation of it provide endless commercial opportunities and one never has to wait long before one can take a bathroom break. the game is theoretically an hour in duration (four 15 minute periods). however, in practice, the game is typically 3+ hours. now, as if for nothing but comic relief, there exists a "back judge" who determines if players qualify for a time-wasting penalty between plays - the maximum allowed stoppage being 40 seconds, barring time-outs. of which three of these will be allotted each half (not quarter).
i'll spare you explanations of the "line of scrimmage", "safetys", field goals, point values and rules for penalties. if up for a needlessly complex read with no pay-off, you can read the NFL's official rulebook.
a goalie, defenders, midfielders, and strikers comprise the "soccer" line up. and arguably, these roles are interchangeable. because of this relative interchangeability, we are relieved from hearing about the "psyche" of a certain important character in the game; think of the QB or a pitcher in baseball. real football is uncomplicated. everyone is important.
our lives are notoriously digital and recorded. why hasn't soccer, ehem, football embraced the instant replay or a "goal cam"? FIFA has stood strong against their use. not only FIFA, but the fans, as well. so much trust is placed in the officiating of true fútbol refs, one has to wonder why. [especially on the world cup stage -- america might have been allowed their goal against ghana and uruguay's handball might be disallowed.]
the truth is absurd to my american mind: they respect the game too much to allow game stopping additions to taint the sanctity that is their religion. the focus is purposefully placed on the play and not the rules. in this decision, FIFA is preserving the spirit of simplicity in the game, and i respect that.
now to address the rules governing the game. the basic gist is that you cannot strike the ball with any part of your arm, including hand.
that covers most of the game.
the exception is the goaltender who is immune to this by virtue that he has the job of keeping the ball out of his temple. the game is sectioned off into two periods of 45 minutes with no stoppage of the clock. the refs, cunningly aware that play is delayed with injuries, corner-kick and side-kicks, as well as free kick staging, time is added on to the end of the period accordingly (as determined by the referee). again, there is the something sacred in keeping the play moving without complicated time-outs.
various penalties are experienced as either red or yellow cards, or allocation of free or penalty kicks. red cards are reserved for the most heinous of fouls. yellows are those viewed as less so, but are also of a deliberate nature. a red will see you out of the game and will result in a permanent "man down" for your team - think "power play" in hockey. free kicks are for those incidents of unintentional nature. penalty kicks are for fouls occurring on a striker in the "penalty box" area -- rather intuitive.
if more systems were designed this user-friendly and simple, i think productivity would go up. overall. for everyone. this is something that i keep very much in the forefront of my mind while tinkering with school design. a process or system with as little of a learning curve as possible and least chance for exploitation, is most likely the best implementation (i realize i'm not re-inventing the wheel with these remarks, but this has been a feeling heavily internalized in me so, now, i desire elegance in all things).
when we play in a system that values the user experience i wager that we will have less of the American football phenomenon of "killing time/stopping the clock" and users will enjoy and even appreciate the care that was put into designing the game.


