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"Left 4k Dead was made by Markus Persson, for the 2009 Java 4k Competition. The entire game is less than 4kb." Impressive, and even a bit fun.
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"Mirror's Edge is not a perfect game, perhaps, but it is something more important: it is an interesting game. It can be played and experienced on its own terms, for its own sake, if players would only allow themselves to take a single videogame specimen at face value rather than as yet another data point on the endless trudge toward realistic perfection." Ian Bogost taking a considered approach to Mirror's Edge.
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"'Why do you build your own computers?' Gloria asked earlier this week. 'Why don't you buy just buy one that's already built?' … It's because computers are fire… If I was a caveman (I'd be dead, because I can't see clearly two feet in front of myself without glasses, but that's not the point), I wouldn't go to the guy who discovered fire and ask if I get a light off his torch. I might let him explain the process–documentation, as it were–but then I'd go off, hold the torch backwards, cut myself with the flint, and generally do it wrong."
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This appears to be some kind of 3D-tinged mind-mapping software; Flatblack were behind the rotoscoped look of Waking Life and A Scanner Darkly; this is clearly an interesting digression for them.
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The Offworld 20 "…isn't just a list of independently made and under-appreciated games, it's a list of the games that celebrate what makes Offworld Offworld: the beautiful and the bizarre, and the games trying to push the medium forward and give us something we've never seen before, in whatever incremental way." Smashing. I love Offworld already, and this is a lovely list.
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"Monopoly, in spite being the classiest of all board games, unfortunately is packaged just as boringly and uncreatively as every other garbage board game on the shelves. So, I decided to repackage it… turning the class up to 11." Very pretty, but I miss the original typeface: the 30s-style sans-serif was very important to the tone.
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"…my feeling is that the barriers to verismilitude in video games aren't technological– lighting effects, texture work, mocapping– but /technical/. They're matters of technique, mastering the extant toolset in order to produce the novelistic details that make for the feeling of authentic transport. Game design doesn't need a better camera, or a holodeck. What it requires is old-fashioned artistry and imaginativeness, an obsessive and nerdish Flaubert who will come along and show us how games work."
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"…it’s become apparent to me that social software is a medium turns all communication into a self-representation game whose ultimate goal is popularity."
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"I am a terrible gaming evangelist. Every time I think I’m onto something my mind’s invaded by Marcus Fenix and his sweaty, homoerotic pecs, by Cloud and his implausible sword and cod-philosophy and, most poignantly, by me, in my pajamas aged nine playing Tetris on the toilet and by me, in my pajamas aged twenty-nine, playing Tetris on the toilet." And Simon powers straight into /my/ favourite games writing of 2008. Bravo.
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"As editorial director of Ladybird Books, Douglas Keen, who has died aged 95, was responsible for the first experience of reading of millions of children." Myself included; I learned to read with Peter, Jane, and my Mum, sitting on my bedroom floor each morning.
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Amazingly, a few in here I didn't know – "move selection" and "delete only whitespace" for starters.
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"I call this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. Covering both commercial and non-commercial games from the earliest arcade games through contemporaty titles, I look at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and education. The book reflects both theoretical and game-design goals." Add to cart.
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"I won’t rant about how our tax dollars pay for these images and how we deserve better. But what I do find alarming is that these documents are used to brief major decision makers. These decision makers may know a thing or two about policy and politics, but if decoding and understanding the armed forces budget is the goal of these documents, then there is a huge failure here." Datafail and slidecrime, all under one roof.
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"The true orator is one whose practice of citizenship embodies a civic ideal – whose rhetoric, far from empty, is the deliberate, rational, careful organiser of ideas and argument that propels the state forward safely and wisely. This is clearly what Obama, too, is aiming to embody: his project is to unite rhetoric, thought and action in a new politics that eschews narrow bipartisanship. Can Obama's words translate into deeds?" Nice article on rhetoric and oratory. Cicero really is quite the writer, you know; ages since I've read him, but this brings it all back.
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"When the mechanics are broken there – no matter what great ingredients or designs you had – the dish disappoints. Execution is very much part of the analysis there – as is service, mis-en-scene. Food is never evluated (in the Guide Micheline sense) out of context… but the mechanics are fundamental to everything else." Robin Hunicke on another parallel to games criticism; I think she might be onto something, and it's another good contribution to the mound of Mirrors' Edge coverage.
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"Though few gamers might be interested in long haul trucking, there is nothing wrong with concentrating on a small group of gamers and offering them the best experience they can get within their limited requirements. In fact, the more MMO developers who realize this—that a small group of loyal players is better than a huge group of disinterested players—the better, honestly." Very true – a nice conclusion to Matthew Kumar's round-up of a somewhat niche – but interesting sounding – browser MMO.
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"The moisturiser, far from the trusted friend and counsellor of the first reading, is The Picture of Dorian Gray." Alex tries to read that Nivea ad that's all over stations right now. It is confusing.
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"We think it's one of the greatest inventions of the twentieth century." Awesome. This is why kids go into engineering.
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"Maps, databases and other resources that help you dig deeper." A shame the raw data isn't available, but great they're collating this stuff and seeing it as another channel of news they provide.
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"A favorite on college Unix systems in the early to mid-1980s, Rogue popularized the dungeon crawling computer game dating back from 1980 (and spawned entire class of derivatives known collectively as "roguelikes"). gandreas software now presents the classic for the iPhone/iPod Touch." Oh god, Rogue for the iPhone. Unusual gestural interface, but it's a perfect port, and brings back memories of being 7 all over again. Needless to say, I installed it immediately.
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"Economics has been defined as the science of distributing limited means among unlimited and competing ends. On 12th April, with the arrival of elements of the 30th U.S. Infantry Division, the ushering in of an age of plenty demonstrated the hypothesis that with infinite means economic organization and activity would be redundant, as every want could be satisfied without effort." Remarkable article; fascinating for its subject matter, when it was written, what it describes, and the patterns that hold up inside such a regimented economy. A must-read, really – can't believe it took me so long to get around to it.
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"Our attempts to bridle the player's freedom of movement and force our meaning onto him are fruitless. Rather, it is a distinct transportative, transformative quality– the ability of the player to build his own personal meaning through immersion in the interactive fields of potential we provide– that is our unique strength, begging to be fully realized." Some great Steve Gaynor; reminds me of Mitch Resnick's "microworld construction kits" all over again.
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"It's an easy, irresistible, almost childish pleasure: the ground meat dissolved into a dark blood-red sauce until they are one and the same; no hacking, slicing or cutting needed; a slurpy goodness; the oily bolognese hanging on to the slippery pasta; guaranteed joy in a world that's just ruled it out." Recipes for ragu.
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"Suddenly, instead of Pong, Nolan Bushnell unleashes a stark, monochrome rescue challenge on the world. AVOID MISSING PRINCESS FOR HIGH SCORE burns itself into the brains of a generation. A couple of sequels expand the world of this strange new hero and, keen to bring its popularity to bear on the 2600, Atari execs strong-arm Warren Robinett into populating Adventure with mushroom monsters and making the green dragon friendly." Delightful alterna-history from Margaret in her Offworld column.
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"Soon enough, amid the daily grind of his obsession, he would see in the game itself a way out of the bleak hole he had fallen into. He would take a clear-eyed, calculating look at what he and his fellow players had been doing all those months—at the countless hours they'd given over to the pursuit of purely virtual but implacably scarce commodities—and he would recognize it not just for the underexploited form of productivity it was but for the highly profitable commercial enterprise it might sustain." Fantastic article from Julian Dibbell on IGE, the massive real-money trading operation.
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"We will both have to take responsibility for our consumption. A product that keeps working for longer uses less-resources in the end. The key ingredient to all this is quality. To make something well, you know, the best you can do. To go the extra mile that it takes to do that. Every stitch, every zip, every little feature considered. The weakest points made strong. Then, and only then, have we made something that will last the test of time. Guaranteed for a minimum 10 years. Each product will come with a hand me down contract. You will sign who you want to leave the product to. This is legally binding."
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"Trust begins when I can see the design intention of an application." Great stuff from Rands on how sync should work – namely, in the dumbest way possible – and what building trust into application design looks like.
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"Throughout most of the year, gaming is distraction and entertainment. November separates the proverbial patriarchs from their upstart offspring. In November, the Gamer! and the With Job! blur. I spend my ill-defined work hours thinking, talking and writing about games. And the time I'm playing games become a form of work – a struggle to keep up no less frenetic than that of the clock-manager in Metropolis." This year's November release schedule was crazier than most, too.
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"the brains behind the siduhe bridge decided to ignore all those options and break another record instead. they attached the 3200ft cables to rockets and accurately fired them over the valley, becoming the first people to do so." Woah. The photographs are awesome.
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Welcome to GPSTagr. Our service allows you to geotag your flickr photos using a track file from a GPS device in 3 easy steps.
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"We’ve just finished a project for Yahoo called purple pedals (a.k.a. the yBike). In a nutshell, it’s a bike that takes pictures and uploads them to flickr in real time."
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"This year, I have no apologies about any of my top five. Here’s my list of the cream of the crop…" Emily Short on this year's IF competition entrants.
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"This project installs menu items into the Adobe Lightroom interface that allows photos to be tagged with geographic information through the Lightroom interface."
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"# Find links to audio files on the Web. # Huffduff the links—add them to your podcast. # Subscribe to podcasts of other found sounds." It's like delicious for audio, but it spits out a podcast. Some really lovely work from Jeremy.
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Adam's a smart guy and all, but god, most of this just really rubs me the wrong way. He's correct about business (or rather, he's correct about many of the things I hate about Web Entrepreneurship at the moment); I don't really think his views on product design ring true, though.
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"Bandai will soon be releasing two new hybrid pedometer games to keep you entertained while racking up the miles as you go about your life. … [The] idea is to set personal goals of exercise and achieve them in a fun way."
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Jordan Mechner is serialising – and backdating – his journals from making the original Prince Of Persia. This post is a corker, if only for one of the early videos of Mechner's brother running and jumping. If you've played the original game, you'll understand what I mean the second you see the video.
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"In this chapter I'll try to shed some light on the creative and technical decision-making processes that went into crafting the story and narrative elements of Prince of Persia: The Sands of Time (POP for short). The team's approach was practical, not literary; our challenge was to find the right story for a mass-market action video game." Jordan Mechner on writing Sands of Time; well-crafted, and very pragmatic.
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"The Unfinished Swan is a first-person painting game set in an entirely white world. Players can splatter paint to help them find their way through an unusual garden." Beautiful.
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"The future is terribly easy to predict. It’s predicting the instantiation that’s hard."
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"These travel posters by Steve Thomas, Amy Martin and Adam Levermore-Rich promote travel to exotic eras and destinations, such as the Crimson Canyons of Mars, Tranquil Miranda, or the Winter Wonderland of the Ice Age." Beautiful.
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Lots of sed-goodness here.
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Javascript demoscene craziness from Matt Westcott; 3D, music, and the most incredible editing tool I've seen in JS ever.
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"The rest of this article will be a tutorial showing you how to host and manage Git repositories with access control, easily and safely. I use an up and coming tool called gitosis that my friend Tv wrote to help make hosting git repos easier and safer." Nice guide to getting up and running with gitosis.
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"Turning the economic crisis into one of those clever internet memes." Lols.
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"The Mugen (infinite) series of toys from Bandai Asovision has now brought us the Mugen PeriPeri, a keychain toy that aims to replicate the pleasure of opening a package for the first time. Snacks, boxes, and other tear-open packages tend to reveal good things, so perhaps experiencing this sensation boosts endorphins and sends us into pleasure mode." Tear-off wrapping you can tear forver.
Fanufacture
08 October 2008
There’s some interesting discussion around Matt Jones’ post over at Schulze & Webb‘s Pulse Laser, where he considers what happens when you apply Kevin Kelly’s ideas around “new economics of scale” for craftsmen and artists to products.
Matt writes:
I joked with Matt and Jack that they should put the price tag of producing a prototype out there, and see who wanted one – or perhaps the price of a short-run of limited edition Olinda, which would reduce it perhaps from four figures a piece to three… Or perhaps the next generation of Olinda, with their input?
There’s some interesting discussion in the comments on the post around whether fans would be interested in constructing or assembling products they’re fans of: Chris Hand comments that
…it’s the soldering and assembly that’s the stumbling block for most who want to [look into limited runs]…
I really like the idea of products having fans. It’s often the early adopters of new products who convince their friends (who often represent a more traditional market) to make the leap. Those thousand “true fans” have the potential to be the people who take the product to a wider audience.
“Fans” act as an intermediate layer between the product and a mass market: they evangelise and amplify it. If you want to make a pun out of it, you could call them middle fan-agement. They take a product and enthuse about it to a wider audience; crowdsourced marketing, if you like.
But what if you went a step further – what if you called upon your fans to actually build the product, in the kind of short runs Jones hints at?
Imagine, for my purposes, a product along the lines of Schulze and Webb’s Olinda, but perhaps in a slightly cheaper price bracket – low three figures at most. The device is still reasonably expensive; however, it has enough fans to easily justify a short run. Rather than consuming S&W’s valuable time with soldering, the early adopters – the fans – buy low volumes of kits. More than one kit per fan – ideally, we’d want people to purchase around five. There are 1000 units of the product, but we only need 200 people to assemble them. Maybe even fewer than that, if somebody’s particularly talented or enthusiastic. There’s no burn-out, and the expense is much more reasonable: everybody’s only making five devices, rather than a thousand.
To continue with the puns, we could call this fanufacture.
Your fans manufacture five kits, and resell four, keeping one for themselves. Of course, they’ve already paid for the kits (much like a Big Issue vendor buys all his magazines up front before he resells them), so S&W are in pocket, and sales is being performed by someone already enthusiastic about the product.
And you don’t have to sell – you could give them away, to parents, or to friends, to seed the network of a social product with keen, happy users, and at the top of the network, a layer of fans.
There are obvious catches – quality control is a screamingly obvious one. But it’s always amazing how far fans will go for a product they like. Look at the community around Moo‘s printed products, for instance: full of enthusiastic fans, ready to not only spend more money, but evangelise about the product to friends and family.
Fans don’t just exist as the core audience you need to make a product successful on any terms; they could also act as a gateway to widespread, mass-market success, and embracing their skills and enthusiasm to outsource tasks you might not otherwise have the time or budget to perform seems like a logical evolution of the fandom Matt describes around products.
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"The technology will probably improve, but in lieu of the promised emergent web AI, we need to build more small tools, more games to bootstrap datasets, and more simple ways of encouraging people to play their part in the semantic web without ever having to explain what it is." tt++.
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Fantastic presentation from Giles Bowkett, which is about generative music, art, shipping, Ruby, and building things for yourself.
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"Paine does have a descendent, a place where his values prosper and are validated millions of times a day: the Internet. There, his ideas about communications, media ethics, the universal connections between people, the free flow of honest opinion are all relevant again, visible every time one modem shakes hands with another." Fantastic article
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"At its core, what should this product be best at? When users think of this product, what is the central feature(s) that should spring to mind? Everything else is distraction, clutter, cruft."
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"I think this vision of artistic expression as a form of collaboration is a truer description of the nature of game design than of any other medium, because video games are inherently interactive." Pliskin on Steve Gaynor, and the gap between the screen and the gamepad.
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Portal-inspired homebrew game for the DS. Looks rather sweet, although not keen on collect-em-up mechanics.
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"Marketing is a strategic function about delivering customers what they want. It isn’t a jazz hands and rubber chicken and t-shirts. It is the heart of successful companies…"
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A few notes on Flickr's queueing systems.
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Cultured Code do a large behind-the-scenes look at how they designed their Things iPhone UI. Lots of detail, lots of working shown. Even if you don't agree with the choices they made, it's excellent to see somebody sharing at this level of detail.
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"…then, after destroying his nano-network, as an admonition to the audience, extended [Arthur C Clarke's metaphor]: 'Any truly advanced technology is indistinguishable from garbage.'" Excellent summary of what sounds like a wonderful GDC Austin keynote from Bruce Sterling.
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"'What we've done in MMOs and what we tend to lean toward is building an enviroment for the new player to explore that is essentially a safe environment… the newbie zone. For our explorative learners, we've given them safe zones to explore.' But that doesn't work for imitative learners." Excellent article on styles of learning, with particular attention to how MMOs teach players game mechanics.
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"Very recently an anonymous poster on /b/ claimed to have hacked Sarah Palin's Yahoo e-mail account." 4chan members get into Sarah Palin's barely-disguised Yahoo mail accounts which she used for business.
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Oh boy.
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“I decided to create Flatshare fridge because there is nothing more disgusting than a dirty fridge in a shared flat,” he says. “At the time, I was living in such a flat!” Amazing.
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"It occurred to me that if I could somehow tether a DSLR to an instant-on device like an Arduino microcontroller I would have less weight to carry around and could get more work done. After mentally spec’ing out what I would need, I realized the solution was right in front of me – because I bring it with me for Mario Kart wireless races on long night jobs – (In the manner of John Lasseter’s slow epiphany voice): “Use-the-Nintendo-D-S.” Duh." Oh wow.
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Soulja Boy reviews Braid. Oh dear. (Although: much as I want to mock it, he is correct that time-rewind mechanics are, usually, a lot of fun in and of themselves. But still.)
Blog all dog-eared pages: “Cradle to Cradle”
23 March 2008
Any way you look at it, William McDonough and Michael Braungart’s Cradle to Cradle is an unusual book.
It’s a book that invites the reader to envisage a world in which the concept of waste does not exist, and where re-use is preferred to recycling; in short, a world where products have a true life-cycle, rather than a passage from cradle-to-grave.
It’s an exciting book, if only because the physical artefact embodies its message:
Cradle to Cradle is not made out of paper, you see. It’s a format called Durabook. The Durabook is made of a kind of plastic, and is entirely waterproof. More interestingly, it’s entirely reusable – the ink can be easily removed to allow reprinting or notebook use, and the “paper” itself can be melted down and reused without giving off toxins. It’s a good environmental citizen, essentially: reusable, up-cyclable, and with no harmful byproducts. (It’s also surprisingly heavy for such a slim format).
I found it an interesting read. I found a lot of their later commentary on designing services probably the most interesting and relevant – a lot of discussion on refactoring products (which, by their nature, are designed for disposal) into services (wherein the product can be upcycled or removed from the equation, as it’s the service that matters). The Linc concept mobile phone is a good illustration of the thinking the book suggests.
At times, though, I found it depressing; a lot of the innovations pointed to are McDonough and Braungart’s own, and it would have been good to see more examples from people other than them. Similarly, at times the scale of the challenges described in the book seems colossal, and perhaps impossible.
But I think, taken with a pinch of salt, it’s an interesting read, and there’s some good meat within it. With that in mind, here’s what I marked out for myself as being interesting:
p.24, on Henry Ford’s innovations:
“In 1914, when the prevailing salary for factory workers was $2.34 a day, he hiked it to $5, pointing out that cars cannot buy cars. (He also reduced the hours of the workday from nine to eight). In one fell swoop, he actually created his own market, and raised the bar for the entire world of industry.”
I really enjoyed the section on Ford. They point out that a lot of Ford’s innovations really were more environmentally-friendly than the wasteful, inefficient factories that had preceded them. This doesn’t make it good, per se, but it’s worth bearing in mind. And I love “cars cannot buy cars”.
p.46, on the sentiments of the American Pastoral writers:
“[Aldo] Leopold anticipated some of the feelings of guilt that characterise much environmentalism today:
“When I submit these thoughts to a printing press, I am helping cut down the woods. When I pour cream in my coffee, I am helping to drain a marsh for cows to graze, and to exterminate the birds of Brazil. When I go birding or hunting in my Ford, I am devastating an oil field, and re-electing an imperialist to get me rubber. Nay more: when I father more than two children I am creating an insatiable need for more printing presses, more cows, more coffee, more oil, to supply which more birds, more trees, and more flowers will either be killed or … evicted from their several environments.”
p.60, on the struggle between what Jane Jacobs described as commerce and the guardian:
“Any hybrid of these two syndromes Jacobs characterizes as so riddled with problems as to be ‘monstrous’. Money, the tool of commerce, will corrupt the guardian. Regulation, the tool of the guardian, will slow down commerce.”
p.61, on regulation being a signal of design failure:
“In a world where designs are unintelligent and destructive, regulations can reduce immediate deleterious effects. But ultmiately a regulation is a signal of design failure. In fact, it is what we call a license to harm: a permit issued by a government to an industry so that it may dispense sickness, destruction, and death at an ‘acceptable’ rate.”
p.66-67, on sacrifice and “eco-efficiency” as a way of trying to cut down on the bad things humans do:
“In very early societies, repentance, atonement, and sacrifice were typical reactions to complex systems, like nature, over which people felt they had little control. Societies around the world developed belief systems based on myth in which bad weather, famine, or disease meant one had displeased the gods, and sacrifices were a way to appease them…
But to be less bad is to accept things as they are, to believe that poorly designed, dishonorable, destructive systems are the best humans can do. This is the ultimate failure of the ‘be less bad’ approach: a failure of the imagination. From our perspective, this is a depressing vision of our species’ role in the world.
What about an entirely different model? What would it mean to be 100 percent good?”
It takes them a while to get to that point (in a ~180 page book), but that’s the real kicking-off point for the more interesting arguments – by reframing the problem in a world that doesn’t have a concept of waste, what kind of answers emerge?
p.70, on rethinking the “entire concept of a book” (which is something the artefact of Cradle to Cradle itself does, as mentioned earlier):
“We might begin by considering whether paper itself is a proper vehicle for reading matter. Is it fitting to write our history on the skin of fish with the blood of bears, to echo writer Margaret Attwood?”
p.80, on “nature’s services”:
“Some people use the term nature’s services to refer to the processes by which, without human help, water and air are purified […] We don’t like this focus on services, since nature does not do any of these things just to serve people.”
True “services” have to intend to service a particular need – you can’t just apply the s-word to any available substrate or process.
p.84:
“Western civilization in particular has been shaped by the belief that it is the right and duty of human beings to shape nature to better ends; as Francis Bacon put it, ‘Nature being known, it may be master’d, managed, and used in the services of human life.‘”
p.87, on new approaches to zoning:
“We agree that it is important to leave some natural places to thrive on their own, without undue human interference or habitation. But we also believe that industry can be so safe, effective, enriching, and intelligent that it need not be fenced off from other human activity. (This could stand the concept of zoning on its head; when manufacturing is no longer dangerous, commercial and residentail sites can exist alongside factories, to their mutual benefit and delight.)”
That would make Sim City interesting.
p.88; professor Kai Lee talks to members of the Yakima Indian Nation about the long-term plans for storing nuclear waste within their territory.
“The Yakima were surprised – even amused – at Kai’s concern of their descendants’ safety. ‘Don’t worry,’ they assured him. ‘We’ll tell them where it is.’ As Kai pointed out to us, ‘their conception of themselves and their place was not historical, as mine was, but eternal. This would always be their land. They would warn others not to mess with the wastes we’d left.
We are not leaving this land either, and we will begin to become native to it when we recognize this fact.”
This reminds of Tom Coates’ Native to a Web of Data – we will become native to the web when we recognise that the data structures we create and impose on it will stick around forever, and that we should design them as such.
p.102, on “deflowering” a new product:
“Opening a new product is a kind of metaphorical defloration: ‘This virgin product is mine, for the very first time. When I am finished with it (special, unique person that I am), everyone is. It is history.’ Industries design and plan according to this mind-set.”
p.103:
“What would have happened, we sometimes wonder, if the Industrial Revolution had taken place in societies that emphasize the community over the individual, and where people believed not in a cradle-to-grave life cycle but in reincarnation?”
p.104, describing the two discrete metabolisms of the planet:
“Products can be composed either of materials that biodegrade and become food for biological cycles, or of technical materials that stay in closed-loop technical cycles, in which they continually circulate as valuable nutrients for industry. In order for these two metabolisms to remain healthy, valuable, and successful, great care mus be taken to avoid contaminating one with the other.”
p.120: fittest vs fitting-est
“Popular wisdom holds that the fittest survive, the strongest, leanest, largest – perhaps meanest – whatever beats the competition. But in healthy, thriving natural systems it is actually the fitting-est who thrive. Fitting-est implies an energetic and material engagement with place, and an interdependent relationship to it.”
p.128, on misunderstanding Le Corbusier’s intent:
“Modern homes, buildings, and factories, even whole cities, are so closed off from natural energy flows that they are virtual steamships. It was Le Corbusier who said the house was a machine for living in, and he glorified steamships, along with airplanes, cars, and grain elevators. In point of fact, the buildings he designed had cross-ventilation and other people-friendly elements, but as his message was taken up by the modern movement, it evolved into a machinelike sameness of design.”
p.144, on people’s affinity for certain types of visual:
“According to visual preference surveys, most people see culturally distinctive communities as desirable environments in which to live. When they are shown fast-food restaurants or generic-looking buildings, they score the images very low. They prefer quaint New England streets to modern suburbs, even though they may live in developments that destroyed the Main Streets in their very own hometowns. When given the opportunity, people choose something other than that which they are typically offered in most one-size-fits-all designs: the strip, the subdivision, the mall. People want diversity because it brings them pleasure and delight. They want a world of [paraphrasing Charles De Gaulle] four hundred cheeses.”
p.154, on criteria for new product design:
“High on our own lists [of criteria] is fun: Is this product a pleasure, not only to use, but to discard? Once, in a conversation with Michael Dell, founder of Dell Computers, Bill observed that the elements we add to the basic business criteria of cost, performance, and aesthetics – ecological intelligence, justice, and fun – correspond to Thomas Jefferson’s ‘life, liberty, and the pursuit of happiness’. Yes, Dell responded, but noted we had left out a most important consideration: bandwidth.”
p.172, on the aspects of marketing and selling eco-friendly products:
“A small but significant number o consumers chose to buy the lotion in a highly unattractive ‘eco’ package shelved next to the identical product in its regular package, but the number who chose the ‘eco’ package skyrocketed when it was placed next to an over-the-top ‘luxury’ package for the very same product. People like the idea of buying something that makes them feel special and smart, and they recoil from products that make them feel crass and unintelligent. These complex motivations give manufacturers power to use for good and for ill. We are wise to beware of our own motivations when choosing materials, and we also can look for materials whose ‘advertising’ matches their insides, again as indicative of a broader commitment to the issues that concern us.”
p.185, in a section on “preparing for the learning curve”:
“Biologist Stephen Jay Gould has captured this concept nicely in a way that can be useful to industry: ‘All biological structures (at all scales from genes to organs) maintain a capacity for massive redundancy – that is, for building more stuff or information than minimally needed to maintain an adaptation. The ‘extra’ material then becomes available for constructing evolutionary novelties because enough remains to perform the original, and still necessary, function’. Form follows evolution.”
And that’s all, really. I enjoyed it a lot – though I found its message difficult and overfacing at times, and the perspective perhaps a little smug, there was lots of good stuff in it and it provided food for thought. Thanks to Tom for letting me borrow it, and to Mike for the format this blogpost takes.