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"A lot of design is very good at stories; far less design is good at plot–and I’m convinced that we need the latter if we want design to serve, as Jack Schulze puts it, as a form of “cultural invention” instead of problem-solver." Strong stuff on design fiction, the value of urban fantasy, and considering possible realities.
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Anne on New Zealand's Snapper card, and getting used to the rhythm of its RFID reader. I found the fact that the government will sell you a USB reader – so you can top up at home – fascinating.
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"I have to print my bed, so that I can lie in it." Lovely BruceS fiction; not just futurism, but hyperlocal futurism at that.
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"Welcome to Microdungeons.com. I'm still getting this thing ready, but here's the plan: starting in the first week of January, I'm going to post 3 new microdungeons a week." Dungeons drawn on 4" x 3" stock, three a week for a year. Yet another 365-style project I'm going to end up subscribing to.
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"convert man pages into PDF documents and save them to a specified directory; (batch) print or view PDF man pages from the command line". Which is, you know, clever.
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This comment (linked) on this Stack Overflow thread is the clearest explanation of this yet, and it made things very clear – and doable – for idiots like me.
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"Handcrafted wooden toys of recently extinct animals. I selected these four creatures for their beautiful shapes and patterns. Choosing an anthropomorphic approach, I designed them with simplified, humanistic shapes and statures. Once unfolded, the packaging becomes an information graphic about the animal inside. These toys are meant to incite wonder and interest in creatures that existed only a short while ago." Beautiful.
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IGF Finalists are announced. That's a not-half-bad list.
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Jolly good, this, with lots of sensible points and a real clarity of thought for what otherwise could just be Powerpoint-by-numbers.
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Cordell Barker's 1988 cartoon. I didn't even think this might be on Youtube.
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After yesterday's stop-motion, this is perhaps even more remarkable and strange. Seriously, it's jaw-droppingly clever; daren't think how long it took.
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"For the next few decades, journalism will be made up of overlapping special cases. Many of these models will rely on amateurs as researchers and writers. Many of these models will rely on sponsorship or grants or endowments instead of revenues. Many of these models will rely on excitable 14 year olds distributing the results. Many of these models will fail. No one experiment is going to replace what we are now losing with the demise of news on paper, but over time, the collection of new experiments that do work might give us the journalism we need." Late to link to this, but as everyone else who has done already would point out: it's great.
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"The truth is, I think I’m famously awful at developing games. Before, I’d walk into the office, wave my arms and say ‘I’ve just had a cool thought’ – usually after severe alcohol abuse – and that lead us to spending a lot of money very foolishly on things that weren’t going to get anywhere. Quite a while ago now, we sat down and thought, well, this is ridiculous – we can’t keep this notion that game development is a purely creative process, and that you have to build it to be able to see it. There’s got to be another way." Peter Molyneux becomes a bit more self-aware, possibly a little too late.
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How did I miss this when Lee first wrote it? This is all-encompassing, wonderful stuff about visualisation, exercise, comics, futurism, privacy, and the whole shebang. Top notch stuff, worth a read.
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"Clatter is a wireless IM Lens instant messaging system built on to a soft contact lens. Clatter differs from other, commercial lens services by being open source and "riding" other services to create free cross-platform access." From Warren Ellis' Doktor Sleepless.
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"The question of responsibility and accountability gets sticky here – especially if we consider that technologies are too often viewed as neutral tools or isolated artefacts. If we draw out these flows, these networks, these interconnections, we find ourselves faced with the possibility of being connected to people/objects/places/activites/ideas that we may never see. And with intimacy always comes risk."
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"Commissioned by the advertising agency Nordpol+ Hamburg I designed the origami models and consulted the stopmotion as well as the computer animators of this world wide corporate movie that tells the story of the japanese sports brand ASICS. The movie won a Grand Prix at the Eurobest, gold at the New York festival, gold at the London International Awarts, silver at the Clio in Miami and two times bronze at ADC Germany." And it deserves all those awards; a beautiful piece of animation and paper-folding.
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"So we decided to treat Availabot as a world probe: it was decided that we would take Availabot through to the position of being factory ready, and in the process learn as much as possible about the processes of manufacture, and how to develop these kind of complex products with so many moving parts." And, best news of all: Availabot will be coming to market. Excellent.
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"…this leads up to a discussion of two things: the OAuth protocol which aims, amongst other laudable goals, to help safeguard users’ passwords, and the distinctly unnerving trend which Jeremy Keith has christened the password anti-pattern, which really doesn’t." A clear, articulate explanation of the issues around authentication.
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In 2000, a group of seventh-graders were asked to draw what they thought scientists looked like and describe their pictures. Then, after visting Fermilab, they were asked to repeat the exercise. Some of the quotations are genuinely excellent, cf "Some people think that (scientists) are just some genius nerds in white coats, but they are actually people who are trying to live up to their dreams and learn more." Aren't we all?
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"At GDC 2006 Sony’s Lead Programmer – Tim Moss had talk titled “God of War: How the Left and Right Brain Learned to Love One Another”. I read it, remembered mainly that it was interesting they had used Maya as main tool and kinda forgot about it. Only recently I’ve found out that recording from this session has been made available (for free) as well. You can download it here. Combined together they’re really interesting and I recommend everyone to spend few minutes and listen to it while reading slides." Some interesting stuff – God of War pre-scripts a lot of things that other people might want to do in real time, and as such, makes some stuff simpler, and makes controlling the players' experience easier.
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A detailed look at various techniques for greebling Lego models.
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"To me, these bizarre sequences represent adaptations of classical Brechtian stagecraft to video games. The way we interact with a game is different than the way we interact with a staged fiction, and by manipulating the tools specific to game-interaction– the interface and the mission-delivery system– Kojima delivers that sense of alienating weirdness that's the hallmark of the Verfremdungseffekt." I like Pliskin's commentary here – the absurdity of Arsenal Gear was great, and much preferable to the boss-rush that followed it.
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"The dissertation builds on available sociological approaches to understanding everyday life in the networked city to show that emergent technologies reshape our experiences of spatiality, temporality and embodiment. It contributes to methodological innovation through the use of data bricolage and research blogging 1, which are presented through experimental and recombinant textual strategies; and it contributes to the field of science and technology studies by bringing together actor-network theory with the sociology of expectations in order to empirically evaluate an area of cutting-edge design." Anne Galloway's PhD thesis, now online.
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A remake of "You Have To Burn The Rope", in the style of an Intellivision game. They've changed an important play mechanic and given the game an entertaining twist ending. Fun.