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"Design critique is not a place to be mean, but it’s also not the place to be kind. You’re not critiquing to make friends. Kind designers don’t say what they mean. ‘Kind’ is not about the work, and design critique exists to make us better, but mostly, it’s to make the work better." Mark Boulton talks about the value of crits. I was introduced to the vocabulary and tone of the design/art-school crit at Berg, and find it useful, though I daren't think what 18-year-old me would have made of it. Stressing that it's not personal, it's about the work, and that that is contained within a magic circle, is really difficult, and it's really important.
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Because one day I might go, right?
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"The point is that this is lossless game design. There is no shark pit. When you buy a board game, what you take home and play is the original concept precisely as it was in the designer’s head. That’s the mecca for video games. For board games, it’s the norm."
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"I don’t need some pencilneck with four Ph.D’s, one-thousand hours of simulator time, and the ability to operate a robot crane in low-Earth orbit. I need someone with four years of broad-but-humanities-focused studies, three subsequent years in temp jobs, and the ability to reason across multiple areas of study. I need someone who can read The Bell Jar and make strong observations about its representations of mental health and the repression of women. Sure, you’ve never even flown a plane before, but with only ten days until the asteroid hits, there’s no one better to nuke an asteroid."
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Simple dynamic site generator with standardised templating tools: certainly looks nice for building those early-stage prototypes before you need a full backend.
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"The history of switching power supplies turns out to be pretty interesting." It really does: long, fascinating post about a history of AC-DC conversion and how new technologies affected it.
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"Remote terminal application that allows roaming, supports intermittent connectivity, and provides intelligent local echo and line editing of user keystrokes." As recommended by Matthew Somerville. Looks useful!
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"Modern digital cameras capture gobs of parsable metadata about photos such as the camera's settings, the location of the photo, the date, and time, but they don't output any information about the content of the photo. The Descriptive Camera only outputs the metadata about the content." Lovely: a camera powered by Mechanical Turk.
Play is a serious business
22 April 2012
I had the great pleasure to get to Galy Tots at Kemistry last week: a lovely, tiny retrospective of Ken Garland Associates’ work for Galt Toys. It was lovely: lots of nice examples of graphic design and photography, as well as lots of items on display, including a prototype of knock-down furniture for playgroups, that was just beautiful.
There were several particularly lovely touches: firstly, that all the toys and games on display were set up to be played with – indeed, that they were set up so that children as well as adults could play.
And secondly: all the exhibition copy was written by Garland himself, which gave it a tone that was both very honest but also charming and subtle.
There were two quotation I took down, because they made an impact, and I wanted to share them.
Garland wrote about Edward Newmark, who had been manager of Paul and Marjorie Abbatt’s toyshop before he went to Galt.
Edward brought with him the conviction that play is a serious business, and toys are the tools of the child.
Talking about their time working for Galt, Garland said:
Most especially, it is rare for designers to have the experience of their work being enjoyed before their very eyes. I have had the greatest delight in seeing children playing our most successful game, Connect, in many parts of the world.
Watching something being enjoyed before your eyes is one of the great pleasures of designing things to be played or interacted with.
(And, by corollary, nothing hurts more, or reminds you to up your game, than watching somebody not have fun with something assumed they would enjoy).
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Gorgeous work from Ken Garland, and an exhibition of the Galt Toys work in Shoreditch. And, best of all, the exhibition lets you play with the toys. Will be going to this.
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"In making this list, Sterling privileges the visible objects of New Aesthetics over the invisible and algorithmic ones. New Aesthetics is not simply an aesthetic fetish of the texture of these images, but an inquiry into the objects that make them. It’s an attempt to imagine the inner lives of the native objects of the 21st century and to visualize how they imagine us." I'm never quite convinced by the Creators Project, and their introduction to this feels a bit woolly, but the interviews are all very good. This quotation, from Greg Borenstein, is excellent.
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"The process of going back and forth from painting to the computer became a continuous cycle. Midway through as I became more and more familiar with the outcome of how the actual texture would appear on the screen when tiled, my painting process became more specific to achieve the desired texture, color, darkness, stroke, range of value that I wanted for each feature on the map." Lovely stuff from Geraldine on painting, textures, and process.
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"Imperfect and internal rhymes are two important features in rap music previously ignored in the music information retrieval literature. We developed a method of scoring potential rhymes using a probabilistic model based on phoneme frequencies in rap lyrics. We used this scoring scheme to automatically identify internal and line-final rhymes in song lyrics and demonstrated the performance of this method compared to rules-based models. We then calculated higher-level rhyme features and used them to compare rhyming styles in song lyrics from different genres, and for different rap artists. We found that these detected features corresponded to real- world descriptions of rhyming style and were strongly characteristic of different rappers, resulting in potential applications to style-based comparison, music recommendation, and authorship identification." Awesome, and something I am going to sit down and read properly.
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"A series of informative posters detailing how some of the most notable drum sequences were programmed using the Roland TR-808 Drum Machine. Each sequence has been analyzed and represented as to allow users to re-programme each sequence, key for key." Gorgeous. (If I had to pick, I'd take Voodoo Ray – which is a lovely piece of drum programming amongst many other things).
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"Where you see gadget, I see process. Moreover, where you see prose, I see poetry: for the UK will continue to have no manufacturing all the while it has lost its collective sense of the poetry of production. The ignominious application of production line metaphors to (the actually very creative) industrial life has helped alienate people from the process of making: whereas Lean Manufacturing instead helps to reconnect workers with the project as a whole, by seeing waste as a thing that erodes value, and that corrodes the relationship between customer and producer by making it unnecessarily fragile and contingent." There's lots to recommend in this piece. I'm not sure I agree about software, even ignoring my vested interested and perspective, but there's so much else of value in here. I think this paragraph spoke most to me, though.
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"When a product is connected to the network it has two brains. A little local one that can perform cheap calculation, and a big one in the network that can do potentially anything at all: massive facial recognition, searching all of Amazon, advanced artificial neural networks, whatever." It's great that Matt's writing so much again – but "little brain, big brain" is a great explanation of the concept.
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"…the definition of a bot seems quite arbitrary, where do we call an application or a string of actions or scripts a 'bot', and where or when do we call it something else? Is the only reason for calling a scripted set of actions a bot, the fact that the script takes the role (and maybe the place) of a human being as a form of artificial intelligence, like they do for instance on wikipedia, in chatrooms, twitter or spamming us through mail (do they really set out to maximize their chances of success? – which is what often AI delineates)?
And what about the new generations of Twitter web scutter that does not seem to be intelligible in any human-sense kind of way, but do follow scripts and try to maximize something (followers, tweets)?" Bookmarked if only for use of the phrase "web scutter". -
"I've often felt a sense of sadness that it's only the final piece that sees the light of day; there's a lightness to the experimentation that goes into the early parts of projects, when you're not worried so much about final implementation and instead can just play. We're going to start exposing some of this process, and this post is about the thinking that went into http://migration.stamen.com/, a recent project for Esquire Magazine." Lovely post from Stamen about the early stages of invention for this project.
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Nice post about building your own maptiles in Tilemill. Something to return to when I have a location-specific maps problem to solve, perhaps.
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Really interesting post about the architecture at Tumblr, which has changed a lot over the past few years, and is a fascinating selection of tools stacked together. Especially good on the reasoning behind tool selection.