• "However I am just as impressed but the extent in which Scarry’s work has in fact not dated very much at all. While the book covers an almost bafflingly broad range of occupations and includes sections on the extraction and transformation of raw materials, there is one notable omission: large-scale manufacturing. And without industry, from a Western perspective the book seems in fact almost presciently current. Some of the jobs the author describes have evolved, very few of them have all but disappeared (you can’t easily bump into a blacksmith, much less one who sells tractors); the texture of our cities has changed and those little shops have given way to larger chain stores; but by and large we still do the things that occupy Scarry’s anthropomorphic menagerie: we fix the sewers and serve the meals and cut down the trees and drive the trucks and cultivate the land and so forth. It’s almost as if Scarry made a conscious effort to draw only the jobs that could not be outsourced overseas, and had thus future-proofed the book for his domestic audience." I read this when I was very small, and loved it; fond memories, and sharp analysis
  • "This is the S2H replay; an activity monitor/pedometer thing that does a similar job to the fitbit. Except it feels way more like the future than the fitbit because it's cheap, fashiony and simple. And you they'll actually deliver one outside the US." I like "fashiony" as both an adjective and a watchword. The S2H sounds pretty nifty, too, and Russell's write-up is great…
  • "Get an accountant, abstain from sex and similes, cut, rewrite, then cut and rewrite again – if all else fails, pray. Inspired by Elmore Leonard's 10 Rules of Writing, we asked authors for their personal dos and don'ts." Huge, two-part article (presumably from Saturday's Review) with a great deal of advice – some sensible, some common sense, some insightful, some entertaining – on writing. And: much of it applies to other creative disciplines, too.
  • "Schell took this game-life integration to the extreme, describing a world chock-full of sensors, where you could earn experience points from a toothpaste company for brushing your teeth, or points from health insurance companies for walking to work instead of driving. Companies and even the government would have a vested financial interest in engaging consumers and citizens through game-like elements. It would be a world fraught with "crass commercialism," Schell said, but it would also be a world of opportunity for game designers." Hmmmmn.
  • "I'm imagining that Curling is project management: sweeping in front of the stone to both clear a path and influence the direction, but without touching it; a good curling strategy is to both knock the competition out of the way and get closer to the target, sometimes with different stones; …plus you can drink and smoke while you play"

This is BERG

20 August 2009

Two short notes about work.

A little over six months ago I joined Schulze & Webb on a six-month contract, working four days a week, as a developer and writer.

That turned out pretty well, both for me, and for the company. So much so that, as of the end of that contract, I am both full-time and permanent. I am both pleased and excited by this.

That was note one.

Note two: as of today, we are no longer called Schulze & Webb.

We are BERG.

Matt’s written an excellent blog post on the new site detailing a little history, and a little of the present, which should explain the rationale behind the rebrand, and which, I think, marks the change very well. I am very happy and very proud to be part of this.

Exciting times ahead. I’m looking forward to them a lot.

(photo by Fiona Romeo)

Benjamin Franklin’s daily schedule, as reproduced on Flickr by Nick Bilton. There are worse ways to structure your time than this, that’s for sure.

I should spend more time addressing Powerful Goodness. That’s where I’m going wrong, I think

  • "YOU CAN ONLY WORK FOR PEOPLE THAT YOU LIKE… I discovered that all the work I had done that was meaningful and significant came out of an affectionate relationship with a client. And I am not talking about professionalism; I am talking about affection. I am talking about a client and you sharing some common ground. That in fact your view of life is someway congruent with the client, otherwise it is a bitter and hopeless struggle." All of Milton Glaser's points are worth thinking on, but this one feels particularly acute.
  • "So there seems to have developed a general consensus in the iPhone development community that if you’re planning to develop a sprite-based game, the cocos2d-iphone framework that we mentioned waaaaaay back when and a bit later on is the way to go. So since we’re planning on doing exactly that, here’s a roundup of resources for your cocos2d development!"
  • "Here’s a round-up of the top 10 readily-available monospace fonts for your coding enjoyment, with descriptions, visual examples and samples, and download links for each." I think I roughly agree with Dan on these.
  • "Get over your ridiculous programming-language prejudices and stop endorsing real prejudices. It's this crazy little microcosm/macrocosm mirror effect. You never find bigotry in people with options. It's true in programming and it's true in real life as well, and it looks as if it's true in both places at the same time and for the same people." Giles is right, and the idiots who reached for their retweet button are definitely wrong. Less of this, please.
  • "No. That would be your mother." Valve drop the next "Meet The…" video, and it's perhaps the best yet – certainly in terms of editing and choreography. And I love how the other characters – especially the Soldier – are still being developed in this.
  • "This is a mod. And that’s kind of relevant, for two reasons. Firstly, we don’t want to pay for this kind of thing. Hell, look at The Path: people are upset that even exists, let alone that its developers had the guts to charge seven quid for their remarkable efforts. But this is the sort of thing I’d love to pay for. It seems illogical that we’ll all happily splash out fifty pounds for the same old story of science-fiction revenge, yet aggressively avoid anything that encourages us to engage our brains and challenge ourselves a little."
  • "What’s fascinating about Grifball is how well it emulates a sport (or rather a sport game.) Like basketball or hockey, players must alternately think offensively and defensively as the bomb changes possession. Movement suddenly trumps aiming, as players must gauge distance for successful attacks and create openings to score. The best players are the ones who can move in tricky, unpredictable ways and psych out their opponents. In terms of skill and strategy, Grifball has much more in common with virtual rugby than it does a shooter." Matthew Gallant on Grifball, and more forms of consensual play.

What’s next

06 February 2009

Today is my final day working at Headshift. I don’t talk about work much on this blog, but this felt worth a post.

I’ve been here nearly a year and a half, and it’s been a fun ride: my first job in an agency/consultancy environment, rather than an internal role. That’s been a learning experience in and of itself. There have been lots of good projects, some of which are live already, and others which should be live very, very soon; looking forward to being able to point at one of them in particular. There was also a lot of good skills-learning, too; really getting on top of Rails, levelling up in sysadminning a bit, and lots of opportunities to balance all the code with some great interaction design work. It’s been great to have such a flexible position, and work on most of the levels the application stack, from initial design to code.

And, of course, there are the people; Headshift’s greatest assest really is its people, all of whom are fantastic in many ways, and all of whom have lots left to give. I’m going to miss them a lot; it’s always hard leaving a small company.

So what’s next?

What’s next is very exciting. Next week, I’m going to be joining Schulze & Webb, where I’ll be making and writing. More on the specifics of what I mean by “making and writing” will be coming shortly: it’s a really interesting role, and it’s the details of it that make it so.

Suffice to say, I’m very excited; Matt and Jack’s reputation precedes them, and I hope we’re going to make a lot of good stuff (and perhaps a little trouble) together.

The other interesting part of all this: although I’m a proper employee at S&W, my contract with them is for four days a week, and so I’m going to have a “spare” day, which I’m hoping to fill with all sorts of things: time to tinker on the many projects that I just can’t fit into the evenings; time to work on interesting things for interesting people; time to play. That’s going to be exciting, too. More on that another time, because the real focus for now is on the new job.

This, for me, is where 2009 really begins. It’s going to be exciting, I’m telling you.