• "His base is too good, and I don’t have the choke. He proceeds to take a more dominant position, scores points, and my body is burning from the effort. The choke he applies toward the end of the match is almost a formality, since I’m far too tired to do much more than hang on. Second place. Second place because I’m learning the triangle choke, not learning Jiu Jitsu. Chipp never wins tournaments." A fantastic piece of writing, about beat-em-ups and combat sports, and the mindset you get into as you play both. I'm not a combat sports man, but it nails some of the inside of your brain when you've played a lot of beat-em-ups, for sure.
  • "But to my eye, GIF is the most popular animation and short film format that's ever existed. It works on smartphones in millions of people's pockets, on giant displays in museums, in web browsers on a newspaper website. It finds liberation in constraints, in the same way that fewer characters in our tweets and texts freed us to communicate more liberally with one another. And it invites participation, in a medium that's both fun and accessible, as the pop music of moving images, giving us animations that are totally disposable and completely timeless."
  • "My wife and I talk about this. We talk about the protocol of the fertility clinic. We talk about her support group, and failure to produce. We talk about adoption, which is expensive and ambiguous. We talk about giving up on the process and living our lives without the ghosts of unconceived children (the most adorable ghosts there are). We talk, and talk, and wait." Powerful, sad, brave writing from Paul Ford. Sometimes, you wish things were nice for the good people in the world.
  • "I needed to get up to speed with doing recursive node structures so I coded up a project that would put a dot on the screen. When you tapped this dot, it would create a bunch of orbiting child-dots. These children could also be tapped, creating even more child nodes. This prototype took less than a day to create and I naively thought we would be done with the whole thing in a week, max. Silly me."

    Marvellous, dense post from Robert on designing Planetary: lots of show-everything, material exploration, and plussing. What detail looks like.

  • "Years later, when recounting his conversations with Beckett (which he did often), André the Giant revealed that they rarely talked about anything besides cricket."
  • "In this scenario one sunny day you're working on low-level NoSQL projects at the Gootch or wherever, and you get an email from Facebook and you go for the interview and Zuckerberg is talking about scaling PHP and suddenly pauses, gets this look in his eye, pulls his hoodie over his head and says “You have sixty seconds. You should be running.” Because engineers, as we are often reminded, are the ultimate prey."
  • "A problem with the human mind – your human mind – is that it's a horrific kludge that will fail when you most need it not to. The Ugh Field failure mode is one of those really annoying failures. The idea is simple: if a person receives constant negative conditioning via unhappy thoughts whenever their mind goes into a certain zone of thought, they will begin to develop a psychological flinch mechanism around the thought. The "Unhappy Thing" – the source of negative thoughts – is typically some part of your model of the world that relates to bad things being likely to happen to you."
  • "Designers get handed a tool kit that has as many tools as a good swiss army knife, and the maps reflect these tools. Millions of people use them to make appointments across town, find restaurants, and drive home for the holidays.

    But what if, instead of a swiss army knife, we used a box of crayons? Or charcoal and newsprint? Or play-doh? What would those maps look like? What could they tell us about the world?"

  • "One thing that I learned during the launch of the original Macintosh in 1984 was that the press usually oversimplifies everything, and it can't deal with the reality that there are many people playing critical roles on significant projects. A few people always get too much credit, while most people get too little, that's just the way it has always worked. But luckily, it's 2011 and I can use the service that I helped to create to clarify things." This is Good And Proper. (Also it's good management).
  • How ads used to be made. Some beautiful photographs here.
  • Useful notes on the modern way of deploying Rails applications with Bundler and Capistrano.
  • '"The expectation is slightly weird here, that you can do this stuff without killing yourself," added McNamara. "Well, you can't, whether it's in London or New York or wherever; you're competing against the best people in the world at what they do, and you just have to be prepared to do what you have to do to compete against those people."'

    This is what McNamara considers responding to controversy. I'm furious that men like this are allowed to manage other human beings.

  • "This is an atlas, then, made by that other nature, seen through other eyes. But those eyes have been following me, unseen and without permission, and thus I consider provoking breach a necessary act." This is good.
  • "csvkit is a library of utilities for working with CSV, the king of tabular file formats." Ooh.
  • "Synapse is an app for Mac and Windows that allows you to easily use your Kinect to control Ableton Live, Quartz Composer, Max/MSP, and any other application that can receive OSC events. It sends joint positions and hit events via OSC, and also sends the depth image into Quartz Composer. In a way, this allows you to use your whole body as an instrument." Oooh. OSC into anything; really nice, dead simple, and exactly the sort of thing I've been considering poking.
  • "I see Valve Software today holding the same position in the overall media landscape that Marvel Comics occupied in the early-mid 1960s. In both cases, we have two experienced studios, neither the mainstream-recognized giants of their fields, who made an unusual decision: they chose to spend the creative capital gained from prior commercial success to quietly revolutionize their respective medium's dominant genres, rather than take the safer path of grinding out more derivative sameness."
  • Ben Zeigler's notes on Bunge's Jaime Griesemer's talk at GDC, all about balancing. Sample quotation: "It can be tricky to balance, because designers can misinterpret competence (getting good at a weapon) with the weapon being balanced. We CANNOT use our intuition at this stage because it will lie to us. Changes will have to be done in larger batches, and we need to avoid bias effects." Really, the whole thing is jampacked with interesting stuff (not all of which I agree with, but most of it is very good indeed).
  • "McGilchrist's suggestion is that the encouragement of precise, categorical thinking at the expense of background vision and experience – an encouragement which, from Plato's time on, has flourished to such impressive effect in European thought – has now reached a point where it is seriously distorting both our lives and our thought. Our whole idea of what counts as scientific or professional has shifted towards literal precision – towards elevating quantity over quality and theory over experience – in a way that would have astonished even the 17th-century founders of modern science, though they were already far advanced on that path." Sharp review of what sounds like a fascinating book; I particularly liked this quotation.
  • "Building a working computer from Nand gates alone is a thrilling intellectual exercise. It demonstrates the supreme power of recursive ascent, and teaches the students that building computer systems is — more than anything else — a triumph of human reasoning." Ooh, that could be good, when I have an hour spare. (Another Google TechTalk).
  • "Every day a song is posted, one second shorter than yesterday's. A tumblr by Tom Ewing." Awesome.
  • "Valve subtly guides the player’s attention toward significant events and objects by using elements naturally found in the game world. This allows the player to retain control of their perspective without getting lost or confused, and contributes to an overall immersive experience." Matthew Gallant puts together a nice selection of screengrabs to illustrate Valve's craft.
  • "There was an implicit value judgement in Greenfield's talk between the "purely sensory experiences" of raves or today's computer games, and the cognitive activities of reading a book or listening to a symphony, which, because they make us "see one thing in terms of another thing", involve a more mature mental engagement. For Greenfield, the Beethoven was a higher experience because it offered an "escape from the moment", where a rave was about losing yourself to the "thrill of the moment". I think that's a flimsy distinction, since both are about submitting to the sensory power of music. I'd like to see the difference in brain activity between somebody "escaping" life's mundanities and another person "thrilling" to the implacable now of the beat."
  • "I thoroughly enjoy the more real time nature of these diary fragments popping up among my friends’ updates. It’s easy to picture @samuelpepys conducting his business and pleasure, travelling around London — from his home near the Tower of London to Deptford to Westminster — when he’s updating you on his progress during the day." Phil on the joy of small updates from things that aren't (quite) people.
  • "Sony acts like a character in a Charlotte Brontë novel–they seem to think they have an entire lifetime to seize the moment."
  • "…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.

Loud, autistic, and proud

28 November 2005

Most interesting article from the Observer magazine on autism, from two Sundays ago. Brings a variety of perspectives to bear on the topic, and talks to a nice cross-section of people. Some days are red-badge days for anybody, autistic or not.