-
"More primal and immediate than any of the previously mentioned examples, it was couch cushion architecture that established the basic building blocks of our design logic. Unrepresented and ignored for too long in the architectural industry, today’s post pays respect to the wonders of couch cushion architecture. We’ve rounded up a (mostly) admirable collection of projects, taken from a randomly conducted search on the internet. Join us as we take a critical analysis of the architecture, methods and design philosophies of living room furniture re-appropriation." Charming, and generous, too.
-
"Players stand in front of a green screen while the game films them and creates a music video background while they sing. Their performance is then emailed to them or burnt onto a DVD players can take home." Awesome. Unfortunately, the project has been canned. Still, it's worth watching the slightly cringey videos of the developers playing it, because it's a nifty bit of code.
-
"It all boils down to a Ruby script that runs on OS X only and uses OS X’s really awesome typography and subpixel antialiased font rendering. Why not tap into this to make those headline graphics? With Rubycocoa you can easily whip up a small app that draws some text, and save it into a PNG file." Um, blimey.
-
Icebergs and Shorelines; I love the Icebergs series particularly. What a rich page for a gallery.
-
"3. Take Notice: Be curious. Catch sight of the beautiful. Remark on the unusual. Notice the changing seasons. Savour the moment, whether you are on a train, eating lunch or talking to friends. Be aware of the world around you and what you are feeling. Reflecting on your experiences will help you appreciate what matters to you." All very good advice – and, frankly, what I knew already – but this one felt particularly appropriate, given Noticings.
-
This is a pretty good guide – made sense, got me up and running fast, and nice and clearly written.
-
"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." Simon makes a strong point about Scribblenauts.
-
A little bit of nostalgia, a little bit of fact, a few reminders of the past. Especially the old Kit-Kat wrappers.
-
"In the game you are rewarded for keeping your tracks together while navigating through the surreal world of an "architectural" diagram. The camera moves in continuous motion and the object is to finish the course with as many points as possible." Watch the trailer; it's astoundingly pretty. Can't wait for this one!
-
"On my todo list still is an evil twin of iamnear, designed to be difficult and disorientating in use, but rewarding in unexpected ways should you persevere with it. As Kevin Slavin recently said in his talk at the BLDGBLOG book launch: “a world and a life in which you are always the centre of the map… fuck that”."
-
"I work at a used and rare bookstore, and I buy books from people everyday. These are the personal, funny, heartbreaking and weird things I find in those books." Bookmarks, dedications, receipts, adverts. Lovely.
-
Contains photographs of a PIG in TINY WELLINGTON BOOTS.
-
"The problem with all this is that we're asking the wrong question. The “are games art?” question is boring…
The interesting question, to me, is what /kind/ of art games are. That is, we should be asking ourselves what kind of formal dynamics and pleasures are inherent in the medium, and be able to identify when these formal capacities are used well." Sensible, rationally thought out, and also a reminder as to /why/ Kane is used as a benchmark. "Command of formal capacities" is an important phrase. -
"Clearly we had not been invested enough in the narrative."
-
Francis has gained his own clothing line, and I need this shirt like a red wizard needs food.
-
"…removing the screws made it clear that the magnetic zones serve a second function. When my screwdriver slipped, the screw didn’t fall into the depths of the case. Instead, it flew right over to the magnet, and I was spared the pain of extracting a three-millimeter needle from an expensive electronic haystack."
-
James Box on interaction design as behavioural modifier. I really enjoyed this – mainly for its thoughts on architecture, branding, marketing, copywriting, rather than just on pure IXD. Some interesting products in there, too. Worth another look.
-
"I think there's a lesson here: doing something in hardware isn't automatically cool, particularly for kids. It's harder to make things happen, so we veteran geeks get a thrill from it. We think that because it's physical, real, and a Robot, kids will automatically be excited. But for kids who are learning, and who don't appreciate the significance of the challenge, it's just hard and unrewarding."
-
This is exactly the kind of thing I was talking about around a year ago – the value of bespoke, beautiful UI to interact with mundane code; people aren't just paying for software here, they're paying for interaction design.
-
"…these various numbers are tossed around like so many doggie treats, so I thought I'd take Google Sketchup out for a test drive and try to get a sense of what exactly a trillion dollars looks like." A nice, simple piece of amateur informatics that is a good wake-up call.
-
Margaret's slides from GDC2009. Even without the notes, there's clearly some great meat here, and "Stop Wasting My Time And Your Money" has some stonkingly good moments – notably, the discussion of the HL2 lambda, and a great, great Sam Beckett gag.
-
Arcade Fire + looking like it's on 16mm + looking like somebody loved it, rather than they just loved CGI = oh wow, this could be quite exciting, even if it ends up being a bit weird.
-
"Her mind is a marvel and her future is going to be extraordinary. I will strive to be her Cape Canaveral, and let her carve a streak of light across the world. She will leave me far behind, and I will love her even more for it. For that, and for an infinity of other reasons, and for the wonders she will see and the fearlessness with which she will deal with them, she is my heroine." A beautiful piece from James about his daughter. I failed to do anything for ALD, and not because I wasn't thinking hard on it. I should probably explain why at some point.
-
This is very beautiful, especially the 4-colour CGA cave, although Brandon's commentary makes me realise there's a generation of kids who don't know what "CGA" is, or why you'd care about graphics modes.
-
"I'm sorry to say that Demiforce is canceling plans for Onyx." This is a real shame, because I was somewhat excited that Demiforce wasn't just ramping up for "another game", and was instead building something that might benefit the platform. As it is: oh well. Those Apple T&Cs are killer, it seems.
-
"I was reading about arcades and how you'd have to queue to play popular games as well as follow rules like no throwing in fighting game or the others wouldn't let you play. This seems rather strange. The money cost must have gotten expensive pretty quickly as well. I'm not old enough to have been to them when they were around so I'm curious about what they were like." And then, 18 pages of wonderful gaming oral history; you'll be smelling the aircon and the chewing gum by the time you're through with this thread.
-
"The aim, then, is to explore what makes a good children's game, to consider how this oft-maligned market can sometimes reveal bad game design habits that we've been conditioned to tolerate, and to offer a guide to the best games for kids available now by looking at the four design areas that I believe are key to making a successful game for children." Dan Whitehead's roundup of games for children is really very good: some strong thinking, good comparative analysis, and best of all, parental insight. More like this, please, EG.
-
Wonderful interview with Marty Stratton and John Carmack on Quake Live; there's some really smart insight on development and business in here, and also some tidbits of Carmack talking code. Definitely one to mull over.
-
"…kids are utterly, utterly obsessed with fairness. It's the most important element in any game. And human rule-enforcement is automatically deemed unfair. There is no referee, umpire or god-like grandparent that can escape being seen as unfair at some point, for some decision. But the commanding voice of Cosmic Catch escapes all that. The relentless, ineluctable judgement of the RFID machine brooks no argument, is prey to no human frailties and biases and is immediately seen as fair."
-
It's more cursor*10, and it's as fiendish and entertaining as ever. The impaled-cursor is particularly cute.
-
"…after careful consideration [the editors in charge of style guidelines at the NYT] decided to alter our style. As of now, the spelling whisky will be used not only for Scotch but for Canadian liquor as well. The spelling whiskey will be used for all appropriate liquors from other sources." As it should be.
-
"…using these guidelines, and building on the experience of much more knowledgeable type gurus, I have compiled a list of font stacks that will both open up more font possibilities for web designers, and hopefully offer more appropriate substitutes:" That's interesting; not sure how appropriate it is, but they're good uses of the cascade, by and large.
-
"Toine Manders, the Dutch liberal MEP who drafted the report, said: "Video games are in most cases not dangerous. We heard evidence from experts on computer games and psychologists from France, the US, Germany and the Netherlands and they told us that video games have a positive contribution to make to the education of minors."" Etcetera.
-
A page full of prettiness, and it fills itself up as you go. Art, graphic design, sci-fi book covers; it's all here.
-
"It’s a scrolling arcade beat ‘em up in the Final Fight-style based within the Watchmen universe. Just like Alan would have wanted." I know, I know. But: it has charm, it's LittleLoud, and it's not like it's setting out to be canon narrative! It's pretending to be a passable arcade game from a long while ago. So I'm going to give it a break (unlike that horrible 3D beat-em-up that's coming out, that looks like it's trying to be Like The Movie).
-
Music video actively exploiting compression artefacts. The transitions are striking; the reaction to something looking this supposedly broken is peculiarly visceral. Digital patina.
-
"It's just 4 names, on a t-shirt. Buy it now because you know whats coming and by then, it'll be too late. Good luck." Want, so bad. And the kerning's not a million miles out.
-
"MagiCal is a FREE menu-based clock and calendar. It features a huge range of configuration options for how the time and date are displayed, and can operate either in conjunction with, or as a replacement for the built in system menu clock." Quite pretty, and makes a nice companion for FuzzyClock.
-
"The microprinter is an experiment in physical activity streams and notification, using a repurposed receipt printer connected to the web. I use it for things like reminders, notifications, and my day at-a-glance, but anything that can be injected from the web and suits text only, short format messaging, will work." Tom writes up his printer in more detail.
-
"We’ve recently switched a number of projects to ThinkingSphinx here at Hashrocket. These projects were originally using SOLR or UltraSphinx. Today, we’ll explore the differences between UltraSphinx and ThinkingSphinx and why we chose to switch." Detailed explanation of the advantages of ThinkingSphinx over UltraSphinx or other alternatives.
-
"Last night I laser-etched the top of my Eee PC with the complete level maps of Super Mario Land ( on the Game Boy)." Just beautiful. (Thanks, Offworld!)
-
"Compared to a standard web (un)conference where everyone knows their space, expertise and opinions, here lots (most?) of us were exploring stuff outside of our day job and business-as-usual. It was passionate and interesting and I felt completely out of my depth, which was was great. So in 2009, less of the comfort zone stuff please, and more like this." I can get behind that.
-
"Morph was sometimes supposed to copy Hart's own artistic work, but not perfectly. In this way nervous children were reassured that even their endearing hero Morph could get it wrong, which made them determined to pick up their pens and pencils and other objects and do better… He believed that most of the things he did could be done only [on television]: "I hope that by example, and by humour, children will start to make pictures for themselves. Show them, don't tell them!"" I was terrible at art, and most forms of drawing, but I could watch his hands work all day.
-
The New Frontiersman is on Flickr. The paperverse is collapsing. (Although: "taken on August 10, 2008" breaks the illusion a little).
-
Leslie roughly captures a few thoughts I've had and some reasonably opinions. In a nutshell: the social value of tagging is broad, fuzzy, and a second-order effect. As a loose, freeform taxonomy for personal use, they're superb, and delicious captures that excellently. I tag for me; if it's useful for you, that's a nice side effect.