• "Popularity rules, and fitness for purpose is secondary. We even make up a little rationalization about this: “Our code must be easy to read for the next programmer, so we pick idioms that will be familiar.” That would make stellar sense if idioms are forever, but they aren’t. They come and go like trends in pop music, and Ruby Archeologists can accurately date a business application by examining its gemspec file." I liked this line of thought.

Week 3

02 November 2012

Week 3, and time to slowly reveal my codename system.

Codenames, then. They were a thing we used at Berg, and lots of my colleagues and peers use them for referring to projects. They might sound a bit macho and secretive, but they do fulfil a useful purpose: it’s nice to give things a name before you’re in a place to reveal them. It makes writing about upcoming work much easier, too: things now have a single name, rather than a vague description. It took me a while to find a theme – I didn’t want anything too SF or militaristic, which is hard when you’re trying to find good codenames – but in the end I found a big enough list of names within a theme, that also had the requisite poetry to it; it makes me smile every time I pick one. +5 points if you’ve work out what they’re named for.

A few interesting meetings this week – talking to my friends at PAN Studio about potential collaboration, and working on a pitch (which my pipeline document tells me is codenamed Detling) with Rachel Coldicutt at Caper.

I also spent a day doing some work for Makielab – an exploration of a small problem space, to help with some decision making. It turned into a battle between me and geometry, but it moved a few things on, so I hope it proved useful.

And finally, I pushed the RSC project through to what, I hope, is its conclusion. That meant: picking up a second batch of laser-cutting, printing some posters, and finishing up the promotional materials.

The promotional website has not been too complex – a single-page site covering off the main elements of the project – but I’ve also put a chunk of time into a short explanatory video. Video always takes longer than you realise, but I’m pleased with the results; I hit “export” on Friday afternoon on the final thing. As well as learning quite a lot about Adobe Premiere, I’ve been reminded of how much better a film looks when it’s got good audio. The 69p clapperboard app I bought for my phone was worth every penny. Filming, still photography, and editing, took up most of the rest of the week.

And, I hope, we’ll launch the thing formally in a few weeks. I’m really excited to show you what I’ve been up to; I’m very proud of it.

November is looking quite healthy; next week sees the first two days of four total through Storythings (“Cheriton” in my pipeline spreadsheet). I’m still trying to pin down December’s work – get in touch if you’re looking for the sort of stuff I do (or: ask me if you don’t know what it is I do).

Week 2

29 October 2012

A week featuring a lot of business development – ie, meetings. A few of those might lead to interesting things; others were just worthwhile having to catch up with old friends. That included some talking with Makielab, where I currently have a desk, and in return for a desk I’ve said I’ll do a small amount of regular work for them. On the Friday of Week 2, we explored what the first piece of work might bbe.

When not in meetings, I pushed on with the RSC project. Several successes here. I wrapped up the data-recording (for the second play I’m producing visualisations on), finalised the print output format, produced the print design for the second play, and started work on the promotional website.

I shot a chunk of film for the explanatory video on Friday, recording some live audio, and also a guide voiceover, which will need replacing next week. I’ve now got an idea of what shots are missing, and what might need replacing – I can shoot these once I’ve got the final physical artefacts produced.

Speaking of physical artefacts: the biggest success here was getting the first material back from Cut Laser Cut. I was a bit wary of what was going to emerge, but the result turned out to be very beautiful indeed, and won’t need re-cutting. Given that, Week 3 should see the remaining laser-cutting going out the door almost immediately.

So Spirits… is in good shape. I’m hoping to spend at most a couple more days on this – one to wrap up the promotional copy, and then one to wrap up the film and photography once all the materials are back from fabricators. Then, hopefully, it’s just a case of delivering things to Stratford and setting a small site live. It’ll be exciting to have my first actual piece of work since going freelance live, and I’m a bit anxious to finish it all up.

Otherwise: I continue to consider options for the end of the year. There are some interesting things hovering, and it’s a case of seeing if they’ll come into land. (If you’re looking for a smart developer/interaction designer for short projects before the end of the year, or have a Tom-shaped project lying around – do get in touch).

  • "Popular media plays an important part in how technology is understood and how it is expected to be. Which, I would argue, also could mean that these understandings can be challenged through stirring popular imagination. And using media and communication as a tool." Einar's talk from Playful was a real favourite, and I'm glad he's put the whole thing online now. Completely worth a read.

Week 1

22 October 2012

Late again. Oops.

This week began with two days of interaction design work for Good Night Lamp. I’ve written more about that over at their website already. It was a pretty successful couple of days, with lots of new directions explored.

Wednesday and Thursday were spent really pinning down some aspects of the RSC project: tidying up the repository, making the “recording” tool conform to stage aspect ratios, increasing the resolution of recording, and beginning to move towards a final print design.

I also started investigating quotes for print and physical fabrication, and sent the first prototype design to Cut Laser Cut – hoping to get something back early in Week 2.

And then Friday was Playful, which was a really lovely day – one of the strongest Playfuls in years. Particular highlights for me were Einar and Anab, both addressing interesting issues and challenges that face designers not just of games and playful experiences, but almost anything. A great day out, with good company, and lots to take away and chew on.

Next week sees a bit more business development, and hopefully steering the RSC work towards its conclusion by the end of the week. Part of next week’s work is producing the final output materials, and also producing the promotional work around the project – a website and a short film.

  • "jq is like sed for JSON data – you can use it to slice and filter and map and transform structured data with the same ease that sed, awk, grep and friends let you play with text." Sounds super-useful.