“So you could have the extrapolation that you’ll need to log into Facebook to take a piss at the train station instead of paying thirty pence but your timeline will be jammed with ads when you open your phone, or the one that says that in four year...
Read More"Game On: What sets Proteus apart from other games? And is there anything you wish you could have..."
“Game On: What sets Proteus apart from other games? And is there anything you wish you could have done differently? Ed Key: Two main things: The total lack of external goals and the tight integration of the music with the environment give it a uniqu...
Read MoreFound here
Found here
Read More“pipotron” is a fantastic concept/expression
“pipotron” is a fantastic concept/expression
Read More"drones are used to do what most in the industry call the three Ds: dull, dirty and dangerous. The..."
“drones are used to do what most in the industry call the three Ds: dull, dirty and dangerous.The “dull” part covers missions like border surveillance and maritime patrols that need eyes in the sky for hours at a time. “Dirty” is much more o...
Read MoreCorrupted C#n#m# by Angelo Vermeulen: Corrupted C#n#m# is an...
Corrupted C#n#m# by Angelo Vermeulen: Corrupted C#n#m# is an amorphous, process-oriented project which explores new and old media through biological and digital experimentation via creating symbiosis and synchronicity between the living and the digita...
Read MoreAn ostrich escaped from the Ostriches Farm (Yasusuke Ota: The...
An ostrich escaped from the Ostriches Farm (Yasusuke Ota: The Abandoned Animals of Fukushima)
Read MoreENEROPA by OMA: With a cheeky, provocative tone typical of OMA,...
ENEROPA by OMA: With a cheeky, provocative tone typical of OMA, they even show a map of Europe redrawn as “Eneropa”, with regions defined by their energy source. Ireland and the western half of Britain become the “tidal states”, while the east...
Read More"When any CPU includes hardware that decides to redirect the CPU’s attention to a new program..."
“When any CPU includes hardware that decides to redirect the CPU’s attention to a new program regardless of the nature of the current program we have an interrupt. […] A program comes to a presumably rare situation where the CPU cannot obey the p...
Read More"I’ve seen other designer’s sketchbooks and I’m always impressed by how much..."
“I’ve seen other designer’s sketchbooks and I’m always impressed by how much creativity is on display. Not in mine. Page after page contain nothing but records of phone conversations, notes from meetings, price estimates, specifications. I keep...
Read MoreContradictions like these abound in many retail establishments...
Contradictions like these abound in many retail establishments that prohibit cameras while they also use 2-d barcodes that require people to use cameras to read them
Read MoreA definition of Weird Twitter content.
A definition of Weird Twitter content.
Read MoreHorseless horses, shown in The Atlantic.
Horseless horses, shown in The Atlantic.
Read More#book notes october 2012
Quick notes from books i've read recently: NOT WHAT IF / WHAT IF NOT (Task #2) "For most clients who want a sellable product, 'what if? is not the most comfortable starting point."
This book is part of the "task newsletter" initiative, a once-a-year publication meant to "use design as a perspective, designed objects as evidence of larger systems, and designers as researchers." has been edited by Emmet Byrne, Alex DeArmond, and Jon Sueda. It's focused on "mundane science-fiction" and I found plenty of curious insights in there. It's about "fictious assets", "badly wired automata", "being forced to see things differently" and overall how "design is tied up with the future since design is usually a speculative proposition". The best bit is certainly this question Emmet asks "Instead of 'what if'" they ask 'what if no?' and in doing so hope to create a new literature that explores the wonders of our daily reality."
Thanks Emmet for giving me a copy!
Apple (CLOG)
"Apple" is published by "Clog", a series of book that explores, from multiple viewpoints and through a variety of means, a single subject particularly relevant to architecture now. It's about Apple architecture:
"CLOG : APPLE showcases over 50 international contributors, including architects, designers, cartoonists, comedians, engineers and other industry leaders. Highlights include an examination of Steve Jobs's Eichler-designed childhood home; the evolution of Apple's store designs; its leading role in innovative glass engineering; the symbolism and urban implications of the new Cupertino headquarters design; reactions to Apple Campus 2 by notable architects and critics; and an interview with one of Apple Computer's original three founders, Ronald Wayne."
The book is interesting, and typical from an architecture series, as it make intriguing connections between architecture, apple design and cultural issues. I mostly bought it as an example of how different objects (pictures, patent excerpts, diagram, graphic mock-ups) are employed to generate arguments and examples about this topic. I was less interested in the stories about Apple than in the way these elements act as a "vehicle". The comparisons between the iPod circular interfaces, the Apple building and other similarly-shaped artifacts (e.g. the Cern LHC) is interesting for that matter.
Créatures! by Amandine Prié and Joël Bassaget
Published by Les Moutons Electriques ("Electric sheeps" in French), the book is a compendium of creatures one can find in tv shows. Ranging from vampires to robots and werewolves, it basically describes these characters and show their cultural implications or their underlying meaning.
Why do I blog this Forcing myself to take somes notes after reading books.
gamestorm: “Designed this simple arena for a multiplayer FPS...
gamestorm:
“Designed this simple arena for a multiplayer FPS I’m working on. I first jotted down some properties I was aiming for an then designed to those specs.”
Submitted by Rob Lach in Chicago, IL, USA.
Read More"SF is becoming the work of the third artist. The first artist goes out and paints from life. The..."
“SF is becoming the work of the third artist. The first artist goes out and paints from life. The second artist copies the first artist. The third artist copies the second artist. (I’ve usually seen this analogy applies to fantasy, with Tolkien as ...
Read More“Life is Magic”: The game pulls in real-world...
“Life is Magic”: The game pulls in real-world locations and maps, but then re-skins them to look like a fantasy kingdom. Each area on the map, then, has towers to join, factions, and three classes of hero, Mage, Monk, or Machinist. Players log...
Read MoreWhat's up here!?
Sorry for the silence here but the last few weeks have been super hectic because of various projects. So, as a quick summary of what I'm up to:
- I just finished writing the French manuscript of a book about the history of game controllers. It's called "Joypads! Le design des manettes" and it's going to be published in January 2013 by Les Moutons Electriques (The Electric Sheeps), a Lyon-based editor. The book is a joint project with Laurent Bolli from Bread and Butter/OZWE in Lausanne.
- With the laboratory, we organized a workshop in Detroit called "To Be Designed" that focused on " the hands-on, pragmatic ways in which one can imagine and then create things from and for the near future." It was a great event and I still have to publish my notes.
- The Print-On-Demand version of the "Curious Rituals: Gestural Interaction in the Digital Everyday" book is almost ready. We had to spent some time fine-tuning the last bits.
- The school year resumed and I'm currently preparing different courses at the Geneva University of Arts and Design. There's going to be a workshop at the end of the month about design and ethnography, in which we'll focus on urban animals. There's another class at EPFL about design process, and a seminar class about the history of interaction design. On top of that, I have 6 masters students for whom I'm a masters thesis tutor.
- At the design school here in Geneva (where I work part-time), I just received a research grant for a study about the relationship between ethnography and interaction design. More about this later.
- Raphael Grignani and I are working on a week-long workshop at ENSCI-Les Ateliers in Paris.
- For a client, as a follow-up to last summer's field study about car-sharing in the US, I'm going to do a series of interviews and observations in Switzerland. For another client in Madrid, there's also going to be a workshop about digital data in November.
- There are several talks lined up in the near future (UX Paris, a game-related conference in Hamburg, a design lecture in Edinburgh, the American Association for the Advancement of Science in Boston) but I'm accepting less and less of these. Mostly because my schedule is a mess and also because it's hard to be productive (or relaxed) when always on the road.
- After organizing half of the program at Lift France, I'm taking care of three sessions at Lift 13 and will do a workshop there about urban bricolage.
Phew... and that's why there's less time to blog.
The Pattern Tables of Super Mario Brothers: This is what is...
The Pattern Tables of Super Mario Brothers: This is what is known as the Pattern Tables, the space in the NES’s RAM that holds the game’s graphics. The ones on the left are the sprite tiles, such as Mario and all the enemies. The ones on the right...
Read MoreKiosk, design sampler, by Unfold: Kiosk is a project that...
Kiosk, design sampler, by Unfold: Kiosk is a project that explores a near future scenario in which digital fabricators are so ubiquitous, that we see them appear on street corners, just like fast food today is sold in NY style mobile food stalls. A pl...
Read More