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"In this post I present the development model that I’ve introduced for all of my projects (both at work and private) about a year ago, and which has turned out to be very successful. I’ve been meaning to write about it for a while now, but I’ve never really found the time to do so thoroughly, until now. I won’t talk about any of the projects’ details, merely about the branching strategy and release management." It's a detailed strategy, but well thought-through; I'm certainly going to bear some of this in mind in future (and, indeed, the way the release branches are handled is familiar).
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More brilliant data-analysis and writing from OkTrends – perhaps my favourite data-blog out there, and one of my favourite discoveries in 2010 so far.
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"I suppose there are multitudes of people to be 'drawn' by promising to show them what the city of a hundred years hence will be like. It was, I thought, an unresponsive audience, and I heard no comments. I could not tell from their bearing whether they believed that Metropolis was really a possible forecast or no. I do not know whether they thought that the film was hopelessly silly or the future of mankind hopelessly silly. But it must have been one thing or the other." He did not like it too much.
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"Unless your surname's Coren you're going to need some help getting into the journalism industry." Great advertising from the Press Gazette
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"With every piece of metadata that you don’t throw away, you gain a factor more potential ways of slicing through your content and delivering it as a separate product, simply as a result of a database lookup. In the case of Vogue today, say, commissioning an editorial product that simply shows every dress designed by Christian Dior that appears in the archive would involve weeks of intern-work, instantly making it unprofitable or too late. A metadata-complete archive in the future would give you that with a single line of code." Hammersley on the value to journalism of sensible datastorage. Data-driven journalism in the sense that it is not *about* data, but in that it is *treated as data* – and from this more stories can flow.
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"…the print method buffers the output. The easiest way to get around this (for a situation like the above) is to set the sync property on $stdout." Aha. That's where I've been going wrong!
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"The Guardian is prevented from identifying the MP who has asked the question, what the question is, which minister might answer it, or where the question is to be found. The Guardian is also forbidden from telling its readers why the paper is prevented – for the first time in memory – from reporting parliament. Legal obstacles, which cannot be identified, involve proceedings, which cannot be mentioned, on behalf of a client who must remain secret. The only fact the Guardian can report is that the case involves the London solicitors Carter-Ruck, who specialise in suing the media for clients, who include individuals or global corporations." Oh, I'm looking forward to the next Private Eye.
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Receipt as information design. Cabel is right: why do you get this *after* the meal? Other than that: an interesting move, and good use of space.
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"…he and his brethren were plotting a future in which all writers and musicians would be at the mercy of the mathematicians and the electronic and numerological world they have created. Art is now content. It merely embellishes a "platform" of the kind I struggle to read about in the media pages which are now indistinguishable from the technology pages." I like Andrew Martin's writing a lot, but this article is both rubbish and angry-making. Grr.
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"Accept that everything you say will be forgotten and ignored but write as if you and your words are immortal. Don’t just describe but justify – make sure the reader knows WHY the record exists whether the reasons are righteous or rascally. And always remember you’re not here to give consumer advice or help with people’s filing. You’re here to set people’s heads on fire."
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"In business, words are like fashion. You try a word on because important people around you are saying it and getting results, but you may not actually know what it means." Rands helps you discover what the words actually mean. As usual, he is right.
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A game about protest, conflict, and shades of gray. Worth playing through to the 'end'; certainly made me think, and unlike any game I've played in a while. Not sure how this passed me bay.
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"The Tower of London tweets every time it opens and shuts…" Nice sub-editing, Daily Mail!
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"For the past three decades, Popovich has been one of a secret tribe of big game hunters who specialize in stealing jets from the jungle hideouts of corrupt landowners in Colombia, Mexico and Brazil and swiping go-fast boats from Wall Street titans in Miami and East Hampton. Super repos have been known to hire swat teams, hijack supertankers and fly off with eastern bloc military helicopters. For a cut of the overall value, they'll repossess anything." As jobs go, this one is pretty extreme; it's a great article.
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"There is one thing that our current consoles are terrible at; lighting. Our current lighting solutions are improving, but for the moment we have much difficulty simulating indirect lighting, especially in real-time… To hide this problem, we tend to instinctively desaturate everything. The mere presence of saturated colors unbalances the rest of the image. Since we often have some form of ambient occlusion in our environments, this visual effect makes the game look more visually convincing." And so: everything is brown.
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"There've been studies on how gamers actually become better business leaders," she says. "They're very familiar with that creative, collaborative team space that's so much a [part of] our businesses." And creative, unstructured play means letting players fail, she asserts.
Giving players the opportunity to have failure states — not just a "strict message that's being delivered" — is the right way to encourage players to learn and explore. She noted educational game Electrocity, a SimCity inspired resource-management game, that allows for mistakes and consequences. "Sometimes in those moments is when people 'get it' strongly," says Bradshaw.
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"An obsessive meeting schedule is an investment in the boring, but by defining a specific place for the boring to exist, you’re allowing every other moment to have creative potential. You’re encouraging the random and random is how you’re going to win. Random is how you’re going to discover a path through a problem that one else has found and that starts with breathing deeply." Oh. That's an interesting way of looking at it.
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Alan Taylor on a year of the Big Picture. It's been a successful one, if you ask me, and it's a wonderful site; there are few updates in my RSS reader I look forward to as much as it.
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If you want a wrap-up of the Microsoft keynote, you could do no better than Brandon's wrap-up for Offworld – spot on, nicely detailed, and covering all the facts with great illustration. Whilst their titles – L4D2, Forza 3, etc – are obviously real assets, it's their commitment to the 360 as a platform in the living room that was impressive.
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"I missed this earlier in the year. In their issue 923, Domus magazine published this hidden illustration of ‘Miss Web 2.0’. Imagine planning it." I daren't. That's amazing.
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Jolly good, that man; speaking sense and pointing out the hypocrisy of the media talking this all up. And: how is this different to the hoo-haa over expenses in any other year? No, I don't know, either.
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"Classic records lost in time and format, re-emerged as Pelican books. Just for fun." The Penguin thing is a bit over-done, but there's a care and attention to detail here that really sets them apart.
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"…there’s no real hope for the Survivors. Each trip through a campaign is different, but it begins with them knee-deep in the undead, and ends with them escaping to an uncertain future. We never see the Survivors truly safe. Between chapters, they rest in Safe Rooms, but they can’t hide there forever. Most unsettlingly, there are signs that the Survivors themselves remember doing all this before." Francis, incidentally, hates Beckett.
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"Design is about risk. We all fear authentic public response to our work, but we have to be brave enough to overcome." Jack gets interviewed by Jennifer over on the Kicker blog. And: "Always have nice pens".
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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.