• "…what he fundamentally had right was the understanding that you could no longer run a country properly if the elites don’t understand technology in the same way they grasp economics or ideology or propaganda. His analysis and predictions about what would happens if elites couldn’t learn were savage and depressingly accurate." Timely, sad, accurate, and lovely writing from Tom. A particular twinge of sadness for our loss as I realise I'm now older than Chris was when he died.
  • "…a whole art form has developed in my lifetime. I remember for the first time reading: "Happy families are all alike; every unhappy family is unhappy in its own way." I remember the first time I heard: "I believe in America. America has made my fortune." And I remember standing in an open field, west of a white house, with a boarded front door. There is a small mailbox here." This is quite baggy and in places unfocused, but every now and then, there are moments of sharp focus. Most notably: the relation of the impulse to write to the impulse to play games (an escapist impulse in Prebble's mind, but that's not a bad one), and the understanding that 'culture is culture'.

Machines showing us mind; entertainment derived from the machine showing us non-mind

12 January 2012

Adam Gopnik’s “How The Internet Gets Inside Us“, in last year’s New Yorker, is a remarkable read. This leapt out:

…at any given moment, our most complicated machine will be taken as a model of human intelligence, and whatever media kids favor will be identified as the cause of our stupidity. When there were automatic looms, the mind was like an automatic loom; and, since young people in the loom period liked novels, it was the cheap novel that was degrading our minds. When there were telephone exchanges, the mind was like a telephone exchange, and, in the same period, since the nickelodeon reigned, moving pictures were making us dumb. When mainframe computers arrived and television was what kids liked, the mind was like a mainframe and television was the engine of our idiocy. Some machine is always showing us Mind; some entertainment derived from the machine is always showing us Non-Mind.

…but really, the whole thing is half an hour well spent.

  • "The point isn't nostalgia, that things were better in simpler times, but that the conditions we create (deliberately or accidentally) for and around the practices we pursue have a tremendous influence on the ways we carry out those practices. In the case of computer programming in particular, the apparent benefits of speed, efficiency, accessibility, and other seemingly "obvious" positive virtues of technical innovation also hide lost virtues, which of course we then fail to see." Culture as a byproduct of conditions.
  • "Type words to interact with Fireplace or just sit back and enjoy. The logs burn down to ashes in about 30 minutes each." Charming, delightful.
  • "Film and television are in many ways a technological enhancement and hybridization of older broadcast media, such as the novel, the play, or the album, but they are still fundamentally part of the broadcast culture paradigm. Games, I believe, are not part of the same paradigm. Games belong to a different paradigm that includes the oral tradition of storytelling, improvisational music, sport, dance, philosophical debate, improv theatre, and parlour games (among many other cultural forms)." A tiny fragment of a great post from Clint (which is really, really wanting to make me return to Far Cry 2 soon).
  • "Software development is not pure coding, engineering, architecture, management, or design. It is cross-disciplinary. Better yet, it is its own discipline. It is more akin to making a movie than to building automobiles on an assembly line. The studio revolves around talent. Great software talent means renaissance developers who have passion, creativity, discipline, domain knowledge, and user empathy. These traits are backed by architecture, design, and by technical know-how that spans just knowing the technology flavor of the day. Process is the studio; it has structure but is flexible enough to optimize talent and tools." This post is as dogmatic as what it rails against, but it's good at finding flaws in dogma and then pushing towards a more sympathetic view. And this paragraph is the best bit.

Why on earth would you do otherwise?

23 October 2011

I was all ready to get really worked up about this post from Wieden + Kennedy, on “why we’re not hiring creative technologists any more; we’re hiring coders”.

Then I went and read it, and basically agreed with it all very fundamentally. In a nutshell: it’s not resisting the name, or the approach; it’s resisting the idea that it’s something you can pick up quickly on a course to teach you to become one. Which is, like so many similar things, nonsense; I hadn’t realised we’d hit that point on the sliding scale. When Igor says

“Only hire people to work at the crossover of creative and technology if they have strong, practical, current coding skills.”

I say: of course; why would you do otherwise? I thought that’s what that job title meant. I seriously didn’t realise that was happening, and I’m very concerned it does. This is worth taking very seriously: if you want people to think through software, they need to be able to make that software. Not wave their hands around and have ideas about technology. We think with our hands, be we artists, designers, developers, or writers. Having another layer of people to “have ideas” is not what you need. Ideas are free.

I still use that particular title to describe myself a lot, simply because I’m not best at being your average Joe Developer. I can; I have been; it’s just not my sweet spot. I’ve made reasonable scale projects that work well; I understand how to go from a fragile prototype and turn it into solid reality, and what making things work under load looks like: and yet the bit I’m good at, the bit I care about, is the going-from-nothing-to-something-working. How will you know what a thing is until you’ve held it in your hand? How fast can you change it as you learn from it? When’s it best to step away from vim and go back to pen and paper? That’s me.

So: I totally agree with Igor about the fact that whatever you call that role, it has to have solid, actual coding chops. Not a smattering of Processing here and some weak PHP there: actual, full-on, end-to-end skills. Code that’s live in the world.

But: the most interesting thing in the article wasn’t even the stuff about Creative Technology. It was about what it means to be an agency – or, being honest, a company – that wants to engage with technology through staff members like these.

While you don’t need to become an engineering company, you face some of their challenges. You need to understand, accept and embrace some of the nuts and bolts of software development, and take on board the work dedicated shops are doing on its processes. You need such a strong streak of code running through the atmosphere that coders want to come to you, and everyone else gets code spilling over them.

This is so true. You can’t just slap technologists or developers into a company to become a technology company. Technology has its own heartbeat, its own demands. You have to begin to wrestle with the processes of an engineering company, of an attitude that leads to better work. You have to learn how it’s going to shape your culture – by which I mean, how you want it to. You get to choose; you get to control these things. It will change it, that’s for certain, but you get to hae some control over it. And similarly: you have to resist it just enough to stop becoming nothing but a software house; to retain the “creative” streak you were trying to hang onto when you started hiring for that job title.

The article it ends in this nugget:

this is hard, and it’ll take time. It’s not just procedural, but cultural, so a big part of doing it comes down to who you hire and how you let them do their thing. But that’s exactly the point. That’s why it’s most important, way before you get all that fixed, and as the first major step on that road: just don’t hire “creative technologists” who aren’t strong coders.

Yep. That’s his real point: the headline is attention-grabbing, but here’s the meat, and the most important line here is this is hard and it’ll take time.

It’s a cracking post. It’s all true. I’m going to stick to my guns and say I’m a technologist, of some kind: what I am best at is not one thing, but a mish-mash of things, and I’m better for the diversity of them. But I’ll also stick my head up and say yes, at the end of the day, if you want the Whole Thing Just Made: I will do that. I can do that. That’s why I get to use the T-word.

My only other advice for filling these positions: you don’t just need people who can do these things; you need people who can’t not do these things. Their instinct when faced with problems ought to be “let’s see what works; let’s check the assumptions we’re making are true by Just Doing It.” It’s not about jumping the gun: it’s recognising when you need to feel something, rather than guess something. And you don’t want to have to train that: you want people who just have to know for themselves.

So yeah, if you’re in one of those places that isn’t a software company, but you increasingly need to be a software company because, as Igor says, we have to be – that’s what the modern world now looks like – then it’s a really, really sharp piece of writing. I went in sceptical, but really: it was telling me what I already believed, and confirming it, and that’s a good thing, because it’s a message that needs to be written, not just assumed we all know. Good stuff.

  • "A great deal of what is called `digital art’ is not digital art at all, and it seems many digital artists seem ashamed of the digital.  In digital installation art, the screen and keyboard are literally hidden in a box somewhere, as if words were a point of shame.  The digital source code behind the work is not shown, and all digital output is only viewable by the artist or a technician for debugging purposes.  The experience of the actual work is often entirely analog, the participant moves an arm, and observes an analog movement in response, in sight, sound or motor control.  They may choose to make jerky, discontinuous movements, and get a discontinuous movement in response, but this is far from the complexity of digital language.  This kind of installation forms a hall of mirrors.  You move your arm around and look for how your movement has been contorted."
  • "If I were in London now or in the next few weeks, instead of Frieze I'd probably be getting to these shows." Rod's lists are always good.
  • I've used the Settings plugin a lot, but it's very old and dusty. This is a nice fork of it, ported to Rails 3, and saved for future reference.
  • "In a sense, a child, by definition, shrinks Scribblenauts’ scope. The game’s potential solutions are necessarily limited by vocabulary, so players with a smaller vocabulary have fewer options open to them. But, free of the dry, efficient logic of adulthood, a child’s imagination also opens the game up in ways beyond most adults’ reach."