In all 17,000 words, this leapt out at me as quite a buried lede for a totally different article:

Sebastian Vivas, the director of a watch museum maintained by Audemars Piguet, the Swiss manufacturer, recently described his industry as unperturbed by Apple’s plans: “We’re not afraid; we’re just a little bit smiling.” It would be a greater threat, he told me, if men widely accepted that they could wear gemstones without a time-keeping pretext.

Still thinking about that. (The rest of the article wasn’t bad either).

  • "The point isn't nostalgia, that things were better in simpler times, but that the conditions we create (deliberately or accidentally) for and around the practices we pursue have a tremendous influence on the ways we carry out those practices. In the case of computer programming in particular, the apparent benefits of speed, efficiency, accessibility, and other seemingly "obvious" positive virtues of technical innovation also hide lost virtues, which of course we then fail to see." Culture as a byproduct of conditions.
  • "Type words to interact with Fireplace or just sit back and enjoy. The logs burn down to ashes in about 30 minutes each." Charming, delightful.
  • ""Future of Music (2010)" is a Mac OS X app that scans your iTunes library and computes the music you are not supposed to listen to anymore based on your preferences. It then helpfully deletes it from iTunes and your hard drive. Skips the recycle bin. Just like other recommender systems, it uses a lot of fancy math (and data from Echo Nest and last.fm) that really doesn't matter in the end. Just click the button and let it take care of your life."
  • "…even if they make the rules explicit, it’s not going to help the “power-leveling problem” which is ostensibly the reason for all of this grief. Unless they remove all difficulty options from the system, there will always be easier and harder ways to level. And remember what I said above: users tend to prefer easier content with better rewards. This isn’t limited to user-created content — it’s true for designer-made content, also. But designer-made quests don’t get graded by the players. Player-voted content like this will always gravitate towards easy. And pick-up groups will always be picking the most rewarding content with the least annoyance. And the game devs will keep being unhappy about it." Smart analysis of the problems with City of Heroes' user-generated missions.
  • "Games don't separate learning from assessment. They don't say "Learn some stuff, and then later we'll take a test." They're giving you feedback all the time about the learning curve that you're on. So, they're not the only solution to this problem by any means, but they're a part of the solution of getting kids in school to learn not just knowledge as facts, but knowledge as something you produce; and in the modern world you produce it collaboratively." Jim Gee is a smart guy. I need to read more on him.
  • "I suggested that, when it comes to the design of embodied interactive stuff, we are struggling with the same issues as game designers. We’re both positioning ourselves (in the words of Eric Zimmerman) as meta-creators of meaning; as designers of spaces in which people discover new things about themselves, the world around them and the people in it."
  • "Statisticians’ sex appeal has little to do with their lascivious leanings … and more with the scarcity of their skills. I believe that the folks to whom Hal Varian is referring are not statisticians in the narrow sense, but rather people who possess skills in three key, yet independent areas: statistics, data munging, and data visualization. (In parentheses next to each, I’ve put the salient character trait needed to acquire it)."
  • Ron Gilbert plays The Secret Of Monkey Island again, and takes notes. Nicely measured – neither grumpy nor jubilant, it reads like an interesting director's commentary. Good stuff.
  • "This week I've killed Steven Spielberg three dozen times. I'm feeling better about the whole thing now, so I'm not going to vent any more steam about his increasingly asinine – and frankly pretty arrogant – repetition of the 'games won't be important until they can make you cry, which up until now they haven't been able to, but don't worry I've come to fix things' line." Which, you know, is good, because it means Margaret can talk about the joy of cubes instead. Or Cube, to give him his proper name. A wonderful One More Go, this week.