greg.org: the making of: Jasper Johns Making Silkscreens, By Katy Martin
5 days ago by infovore
"The problem with ideas ís, the idea is often simply a way to focus your interest in making a work. The work isn't necessarily, I think-a function of the work is not to express the idea.... The idea focuses your attention in a certain way that helps you to do the work."
ideas
work
making
design
jasperjohns
via:moleitau
5 days ago by infovore
Avengers - jayse
5 days ago by infovore
"This is just an image dump of marvel approved stills and screenshots of my work on the film. I'll do a proper post soon - this is a fraction of the work - But I had the distinct pleasure of working with Cantina Creative, leading the design of the glass screens for the Helicarier in the Avengers. I also led the design and animation of the all new and upgraded Mark VII Hud...
Included are some partial explanations of how the HUD diagnostic functions
Variations of it in 'all clear' mode, and a 'battle mode', after the suit has suffered damage and new windows have popped up to show depleted weapon stores and hazardous environmentals and general.
The flight menu was designed with input from an A-10 Fighter Pilot. I like to keep my stuff accurate.
I start all designs on paper so I included some ideas for the dock icons. In the final icons, the more detailed versions show system status based on the way they animate."
Lots of lovely detail in the work on all the fictional UI in the Avengers - looking forward to it being unpacked.
design
film
movies
ui
designfiction
avengers
hud
Included are some partial explanations of how the HUD diagnostic functions
Variations of it in 'all clear' mode, and a 'battle mode', after the suit has suffered damage and new windows have popped up to show depleted weapon stores and hazardous environmentals and general.
The flight menu was designed with input from an A-10 Fighter Pilot. I like to keep my stuff accurate.
I start all designs on paper so I included some ideas for the dock icons. In the final icons, the more detailed versions show system status based on the way they animate."
Lots of lovely detail in the work on all the fictional UI in the Avengers - looking forward to it being unpacked.
5 days ago by infovore
BERG x Ericsson: ‘Joyful net work’ and Murmurations – Blog – BERG
10 days ago by infovore
"Here there are feedback mechanisms that produce more affect and pleasure – for instance the feedback involved in tuning a musical instrument, sound system or a radio. Gardening also seems to be a rich area for examination – where there is frequent work, but the sensual and systemic rewards are tangible." Beautiful work, as ever: I really liked the rewards-for-effort they point out.
berg
design
networks
interaction
work
pleasure
gardening
10 days ago by infovore
Prototyping without physics - Edge Magazine
15 days ago by infovore
"It should be pointed out, however, that physics is not the only systemic toy upon which fun games can be built. Probability fields, such as those forged by the colours, numbers and suits in a deck of cards, and the stochastic patterns that emerge from mixing those cards up, are another well-known toy upon which many great games are built. In fact, there is a literal infinity of foundational systemic toys upon which meaningful games can be built, yet for the most part, the game industry focuses on building baseline game engines that simulate one single toy that is proven to only be marginally fun: physical reality."
design
games
simulation
physics
toys
systems
clinthocking
15 days ago by infovore
It’s Not Working For Me: #crit | Mark Boulton
19 days ago by infovore
"Design critique is not a place to be mean, but it’s also not the place to be kind. You’re not critiquing to make friends. Kind designers don’t say what they mean. ‘Kind’ is not about the work, and design critique exists to make us better, but mostly, it’s to make the work better." Mark Boulton talks about the value of crits. I was introduced to the vocabulary and tone of the design/art-school crit at Berg, and find it useful, though I daren't think what 18-year-old me would have made of it. Stressing that it's not personal, it's about the work, and that that is contained within a magic circle, is really difficult, and it's really important.
art
design
process
crit
criticism
education
19 days ago by infovore
Hard Copy, pt. 1 – Quinns
29 days ago by infovore
"The point is that this is lossless game design. There is no shark pit. When you buy a board game, what you take home and play is the original concept precisely as it was in the designer’s head. That’s the mecca for video games. For board games, it’s the norm."
boardgames
design
quintinsmith
writing
29 days ago by infovore
Descriptive Camera
4 weeks ago by infovore
"Modern digital cameras capture gobs of parsable metadata about photos such as the camera's settings, the location of the photo, the date, and time, but they don't output any information about the content of the photo. The Descriptive Camera only outputs the metadata about the content." Lovely: a camera powered by Mechanical Turk.
camera
design
information
hardware
naturallanguage
mechanicalturk
4 weeks ago by infovore
Eye blog » Playing with the logo. How Ken Garland + Associates had graphic fun with the Galt Toys identity
6 weeks ago by infovore
Gorgeous work from Ken Garland, and an exhibition of the Galt Toys work in Shoreditch. And, best of all, the exhibition lets you play with the toys. Will be going to this.
kengarland
galttoys
toys
play
design
graphicdesign
6 weeks ago by infovore
In Response To Bruce Sterling's "Essay On The New Aesthetic" | The Creators Project
7 weeks ago by infovore
"In making this list, Sterling privileges the visible objects of New Aesthetics over the invisible and algorithmic ones. New Aesthetics is not simply an aesthetic fetish of the texture of these images, but an inquiry into the objects that make them. It’s an attempt to imagine the inner lives of the native objects of the 21st century and to visualize how they imagine us." I'm never quite convinced by the Creators Project, and their introduction to this feels a bit woolly, but the interviews are all very good. This quotation, from Greg Borenstein, is excellent.
newaesthetic
computervision
machines
design
7 weeks ago by infovore
stamen design | Watercolor Textures
8 weeks ago by infovore
"The process of going back and forth from painting to the computer became a continuous cycle. Midway through as I became more and more familiar with the outcome of how the actual texture would appear on the screen when tiled, my painting process became more specific to achieve the desired texture, color, darkness, stroke, range of value that I wanted for each feature on the map." Lovely stuff from Geraldine on painting, textures, and process.
painting
texture
design
maps
process
stamen
watercolour
8 weeks ago by infovore
Rob Ricketts — Graphic Design & Typography
9 weeks ago by infovore
"A series of informative posters detailing how some of the most notable drum sequences were programmed using the Roland TR-808 Drum Machine. Each sequence has been analyzed and represented as to allow users to re-programme each sequence, key for key." Gorgeous. (If I had to pick, I'd take Voodoo Ray - which is a lovely piece of drum programming amongst many other things).
art
design
music
drummachine
808
techno
posters
9 weeks ago by infovore
Aiming (much) higher than Hackspaces and FabLabs… « Funding Startups (& other impossibilities)
11 weeks ago by infovore
"Where you see gadget, I see process. Moreover, where you see prose, I see poetry: for the UK will continue to have no manufacturing all the while it has lost its collective sense of the poetry of production. The ignominious application of production line metaphors to (the actually very creative) industrial life has helped alienate people from the process of making: whereas Lean Manufacturing instead helps to reconnect workers with the project as a whole, by seeing waste as a thing that erodes value, and that corrodes the relationship between customer and producer by making it unnecessarily fragile and contingent." There's lots to recommend in this piece. I'm not sure I agree about software, even ignoring my vested interested and perspective, but there's so much else of value in here. I think this paragraph spoke most to me, though.
manufacturing
design
engineering
uk
poetry
11 weeks ago by infovore
stamen design | Esquire: where the maps come from
february 2012 by infovore
"I've often felt a sense of sadness that it's only the final piece that sees the light of day; there's a lightness to the experimentation that goes into the early parts of projects, when you're not worried so much about final implementation and instead can just play. We're going to start exposing some of this process, and this post is about the thinking that went into http://migration.stamen.com/, a recent project for Esquire Magazine." Lovely post from Stamen about the early stages of invention for this project.
showeverything
stamen
design
maps
invention
february 2012 by infovore
Adventures (in code) - Alastair Coote • I had no idea how to make custom maps, so I learnt by doing. You should too.
february 2012 by infovore
Nice post about building your own maptiles in Tilemill. Something to return to when I have a location-specific maps problem to solve, perhaps.
maps
design
programming
february 2012 by infovore
Adactio: Journal—Image-y nation
february 2012 by infovore
"I remember when Ajax was getting popular, all the problems associated with frames rose from the grave: bookmarking, breaking the back button, etc. Now that we’re in a time of small-screen devices on low-bandwidth networks, we’re rediscovering a lot of the same issues we had when we were developing for 640 pixel wide screens with 28K or 56K modems." This is the thing.
web
design
doingitright
performance
jeremykeith
february 2012 by infovore
Chris Heathcote: anti-mega: sand in the vaseline
january 2012 by infovore
"Experience designers love a bit of Saarinen: “Always design a thing by considering it in its next larger context – a chair in a room, a room in a house, a house in an environment, an environment in a city plan.” That’s what’s wrong here, an RFID card is not considered within the context of a wallet, containing multiple competing RF field creating information and ID objects, and this new, electric wallet isn’t considered within the larger system of shops and the invisible RF world." Companies don't design for seams - and, as Chris points out, when they do, it's for seams between all their own products.
saarinen
rfid
experience
chrisheathcote
seams
design
january 2012 by infovore
Fingle for iPad
january 2012 by infovore
Two-player game designed to encourage awkward/fun bodily contact. Well, finger-contact. Really lovely idea: the sort of thing shared screens are designed for.
design
games
interaction
ios
sharedscreens
intimacy
january 2012 by infovore
Favorite Typefaces from 2011 « Opinionated Type
january 2012 by infovore
Interesting list; worth spending some time staring at, for sure.
design
typefaces
type
january 2012 by infovore
Pig Chase, a game for pigs and humans – Hubbub
december 2011 by infovore
"The choice for light as a medium is the result of a systematic exploration of what kinds of stimuli pigs respond to. We were aware of some evidence indicating pigs enjoy light. But when we saw how they reacted to a laser pointer, we knew we were on to something." Kars' frankly crazy game for pigs and people is in video form now, but he's deadly serious about it existing. I'm quite excited for him.
karsalfrink
hubbub
pigs
buta
play
games
interaction
design
december 2011 by infovore
Styleguide — Paul Robert Lloyd
december 2011 by infovore
Attractive styleguide for a personal site. Might resort to these one day soon.
design
css
styles
typography
december 2011 by infovore
Customer Service Romance - See Jayne
november 2011 by infovore
"I built a working prototype of a Customer Service phone bot that has personal issues she'd like to talk about and over time falls in love with the caller. She uses the tools at her disposal (discounts, upgrades, hold music, confirmation numbers) to communicate her feelings towards you as best she can." Hah!
robots
bots
phones
support
fiction
design
november 2011 by infovore
“Sometimes the stories are the science…” – Blog – BERG
november 2011 by infovore
"We are making a model of how a product is, to the degree that we can in video. We subject it to as much rigour as we can in terms of the material and technological capabilities we think can be built.
It must not be magic, or else it won’t feel real.
I guess I’m saying sufficiently-advanced technology should be distinguishable from magic." This is a lovely pulling-together of things from Matt J, and really manages to express the notions of "physics" and "rulesets" that I always enjoyed so much.
berg
design
film
rules
physics
It must not be magic, or else it won’t feel real.
I guess I’m saying sufficiently-advanced technology should be distinguishable from magic." This is a lovely pulling-together of things from Matt J, and really manages to express the notions of "physics" and "rulesets" that I always enjoyed so much.
november 2011 by infovore
New tables – Hubbub
november 2011 by infovore
I really like the Hubbub tables.
tables
design
offices
hubbub
november 2011 by infovore
A Brief Rant on the Future of Interaction Design
november 2011 by infovore
"Are we really going to accept an Interface Of The Future that is less expressive than a sandwich?" Yes, good.
design
interaction
hands
glowingrectangles
november 2011 by infovore
Paper Bits
october 2011 by infovore
"“coding” is not the only concrete skill required “to work at the crossover of creative and technology”. Especially if you want to make an actual thing that lives outside of a screen." I'll gladly concede Josh's point. This is very much worth reading; if anything, the only reason I focused on code was the original W+K focus on that, likely because that's the technology they're interested in. Good points all, though.
making
hardware
product
design
creativetechnology
joshdimauro
october 2011 by infovore
The Guardian iPad edition design evolution | Media | guardian.co.uk
october 2011 by infovore
Lovely behind-the-scenes on how the Guardian iPod app slowly evolved.
design
ipad
guardian
newspaper
layout
october 2011 by infovore
[this is aaronland] the unbearable finality of pixel space
october 2011 by infovore
"I've long held that all media transit from being "functional" to "art" when they are no longer economically viable. It is that transition which dampers the cost and the consequence of failure and makes the space necessary for people to experiment and play. Think of lithography which was born of purely utilitarian needs and sherparded the arrival of the mass-produced image only to become capital-O objects as soon as the offset press was invented." I love Aaron.
art
design
maps
aaronstraupcope
culture
october 2011 by infovore
Mark Porter » Blog Archive » New work: The Guardian iPad app
october 2011 by infovore
"Unlike the iPhone and Android apps, which are built on feeds from the website, this one actually recycles the already-formatted newspaper pages. A script analyses the InDesign files from the printed paper and uses various parameters (page number, physical area and position that a story occupies, headline size, image size etc) to assign a value to the story. The content is then automatically rebuilt according to those values in a new InDesign template for the app.
It’s not quite the “Robot Mark Porter” that Schulze and Jones imagined in the workshops, but it’s as close as we’re likely to see in my lifetime. Of course robots do not make good subs or designers, so at this stage some humans intervene to refine, improve and add character, particularly to the article pages. Then the InDesign data goes into a digital sausage machine to emerge at the other end as HTML." Niiiiice.
berg
design
layout
guardian
markporter
ipad
print
It’s not quite the “Robot Mark Porter” that Schulze and Jones imagined in the workshops, but it’s as close as we’re likely to see in my lifetime. Of course robots do not make good subs or designers, so at this stage some humans intervene to refine, improve and add character, particularly to the article pages. Then the InDesign data goes into a digital sausage machine to emerge at the other end as HTML." Niiiiice.
october 2011 by infovore
The Transformers at dConstruct 2011 – Hubbub
september 2011 by infovore
Kars' "hypertext remix" of his marvellous dConstruct talk. It was sensitive and well thought-through, and appealed to me as both a designer and game maker. Very much worth your time.
baarle
karsalfrink
dconstruct2011
cities
games
design
talks
september 2011 by infovore
Science fiction, fantasy, design and cultural invention | Design Culture Lab
august 2011 by infovore
"A lot of design is very good at stories; far less design is good at plot–and I’m convinced that we need the latter if we want design to serve, as Jack Schulze puts it, as a form of “cultural invention” instead of problem-solver." Strong stuff on design fiction, the value of urban fantasy, and considering possible realities.
annegalloway
design
designfiction
stories
plot
fantasy
august 2011 by infovore
Own Brand - FUEL Design & Publishing
august 2011 by infovore
"In 1962, when Peter Dixon joined the Sainsbury’s Design Studio, a remarkable revolution in packaging design began. The supermarket was developing its distinctive range of Own Label products, and Dixon’s designs for the line were revolutionary: simple, stripped down, creative, and completely different from what had gone before. Their striking modernity pushed the boundaries, reflecting a period full of optimism. They also helped build Sainsbury’s into a brand giant, the first real ‘super’ market of the time. This book examines and celebrates this paradigm shift that redefined packaging design, and led to the creation of some of the most original packaging ever seen." Classic, gorgeous.
packaging
british
design
food
sainsburys
august 2011 by infovore
Tabletop: Analog Game Design | ETC-Press
august 2011 by infovore
"In this volume, people of diverse backgrounds -- tabletop game designers, digital game designers, and game studies academics -- talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles."
books
games
design
boardgames
august 2011 by infovore
ZURB iPhone Omnigraffle Stencils & Sketchsheets - ZURB Playground - ZURB.com
august 2011 by infovore
"To keep up with trends, we've developed some iPhone stencils and sketchsheets that'll make the lo-fi stage of development a lot quicker." Passable iOS wireframe templates - but at least they're wireframey, rather than irritating pixel-perfect stencils that are all-too-easy to come by.
design
ios
omnigraffle
stencil
august 2011 by infovore
Creating new worlds « Bloom Blog
july 2011 by infovore
"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.
design
software
bloom
planetary
detail
plussing
Marvellous, dense post from Robert on designing Planetary: lots of show-everything, material exploration, and plussing. What detail looks like.
july 2011 by infovore
[map=yes]
july 2011 by infovore
"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?"
data
design
maps
mapping
stamen
whynotmakeitpretty
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?"
july 2011 by infovore
Post by Andy Hertzfeld
july 2011 by infovore
"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).
management
design
credit
google
googleplus
july 2011 by infovore
Creative Review - The making of a Coca-Cola neon sign, 1954
june 2011 by infovore
How ads used to be made. Some beautiful photographs here.
design
advertising
sugarwater
history
june 2011 by infovore
Prototypes — Bring your mockups to life
may 2011 by infovore
"Prototypes for Mac turns your flat mockup images into tappable and sharable prototypes that run on iPhone or iPod touch." Nice.
design
ios
prototype
mockup
interaction
may 2011 by infovore
Portfolios are silver, LIVE design is gold. | disambiguity
may 2011 by infovore
"Let’s own the work that goes live, understand and explain why it is as it is, and work on the skills we need to make sure more good design actually makes it over the line. Otherwise, what’s the point?" Yes.
design
shipping
leisareichelt
delivery
may 2011 by infovore
DESIGNER NOTES » Blog Archive » Dragon Age Legends: Guilds Explained
april 2011 by infovore
"...a genuinely meaningful social mechanic can create its own share of problems. Facebook friends are not necessarily one’s actual friends. Players often announce their names and character details in various forums, hoping to find “fake friends” to fill out their list. Doing so creates three advantages. First, the more friends the player has, the more opportunities for his character to be borrowed and thus earn friend gold for the player. Second, high-level friends make combat far easier because of their high stats and upgraded skills. Finally, a surplus of friends allows the player to bypass the rest time restriction." How do you get around all this? Johnson explains all. It's a really lovely piece of genuinely social game design.
sorenjohnson
games
design
social
meaningful
april 2011 by infovore
Week 13: Too much is never enough | Urbanscale
april 2011 by infovore
"[Mayo is] making a dummy RFID-reader surface for us to mount on a subway turnstile, as well as a companion piece for the MetroCard vending machine. The challenge here is to avoid imposing our own designerly tastes on these artifacts; if we want them to be convincing at that all-important subliminal level, we have to try and imagine them as an extension of the MTA’s existing graphic vocabulary.
And that, in turn, means capturing a certain kind of municipal badness in the design of type and signage: inapposite font selection, clumsy kerning and so on. It’s an odd and demanding kind of discipline — especially for us, with our marked preference for the Vignelliesque."
Realism channeled through suitably ropey implementation.
design
simulation
badness
quality
culture
And that, in turn, means capturing a certain kind of municipal badness in the design of type and signage: inapposite font selection, clumsy kerning and so on. It’s an odd and demanding kind of discipline — especially for us, with our marked preference for the Vignelliesque."
Realism channeled through suitably ropey implementation.
april 2011 by infovore
GIRP
march 2011 by infovore
This is beyond brilliant. Not because it's More Hard Fun From The Maker Of QWOP, but because it's actually easier than QWOP, and it tickles exactly the same part of my brain that bouldering itself tickled, and it makes brilliant use of finger-gymnastics and the keyboard, and it's marvellous, really. I just want to go home and play it all night.
climbing
controls
game
design
bouldering
GIRP
march 2011 by infovore
#wikileakspaper | booktwo.org
march 2011 by infovore
"Jennifer Brook, who makes artists’ books and iPad apps, speaking earlier this year: “Craftspeople are technologists, and technologists are craftspeople; the only difference is the velocity of the material they choose to work.” Humbly, I would add a further qualification, a further dimension. Celerity, or “proper velocity”, is velocity which takes the effects of relativity into account: the observer is travelling too; we are all travelling in time. The material has its own celerity." Oh, gosh, that's marvellous. Both parts.
stml
jamesbridle
celerity
velocity
materials
design
march 2011 by infovore
In Bloom « Bloom Blog
february 2011 by infovore
"The ways in which people interact with computation are changing swiftly as we move into more casual relationships with our digital services on tablets, big screens, and across social networks. We believe we have some compelling answers about how digital experiences will evolve into these new contexts. Please, follow along with us and explore these playful, dynamic instruments of discovery together." These guys are going to be worth keeping a very beady eye on; what a team.
bloom
visualisation
information
data
design
friends
february 2011 by infovore
Ben Bashford - Notebook of Things - Emoticomp
january 2011 by infovore
"Unless the behaviours and personalities of these things that compute are designed well enough the things that are not so good about them or unavoidable have the potential to come across as flaws in the object’s character, break the suspension of disbelief and do more harm than good. Running out of batteries, needing a part to be replaced or the system crashing could be seen as getting sick, dying - or worse - the whole thing could be so ridiculous and annoying that it gets thrown out on its ear before long." Lots of cracking stuff in this: designing personas, making personalities that aren't annoying, persona-design as role-playing or improv.
ubicomp
personas
acting
improv
design
benbashford
january 2011 by infovore
URL Design — Warpspire
december 2010 by infovore
This is a really good checklist for what modern URL design looks like.
web
design
navigation
url
uri
usability
addressing
december 2010 by infovore
Slides and notes for ‘Limits of the Imaginable’ – a lecture on the future of applied game design
november 2010 by infovore
Kars on games, cities, and biology. Lovely. And: he's exploring game-design for *pigs*, which makes me impossibly excited.
games
design
cities
biology
karsalfrink
november 2010 by infovore
Game Prototypes
october 2010 by infovore
Jonathan Blow's game prototypes; some interesting stuff here, especially in the READMEs.
game
design
experimental
prototypes
jonathanblow
october 2010 by infovore
The Most Popular Phone in the World
october 2010 by infovore
"This is what the next generation of the mega-selling phone will look like. They'll be rough facsimiles of the high-end smartphones forged for well-heeled buyers, stripped of fat and excess—an embodiment of compromise. They'll be 90% of the phone for 20% of the price, with FM radios instead of digital music stores, and flashlights instead of LED flashes. This is how the other half will smartphone, if you want to be so generous as to call the developing world's users a half. We're not even close." Yes.
technology
mobile
design
phones
hardware
october 2010 by infovore
The Future Is A Blank Canvas Pinned To A Brick Wall « Matthew Sheret.com
october 2010 by infovore
"We access that history with tools that were, almost entirely, the props of science fiction my parents might have encountered – if they read it. My phone is my sonic screwdriver, the internet my TARDIS; these are the tools with which I unlock and manipulate time."
future
sf
design
writing
mattsheret
history
october 2010 by infovore
Gravitation: a video game by Jason Rohrer
october 2010 by infovore
"Know that there are no "accidents" in this game design. Everything you notice about the game, and every subtle interaction that you experience, is intentionally packed with meaning." (Gravitation, still, being my favourite of Rohrer's games, I think).
games
gravitation
jasonrohrer
metaphor
design
deliberance
october 2010 by infovore
Tuning Canabalt - Semi Secret
september 2010 by infovore
"...in honor of Canabalt's first birthday (back on September 1st), why not write a guided tour of how everything works instead?" Lots of good tidbits on here; the stuff on hitboxes is particularly well observed and explained.
design
games
canabalt
tuning
hitboxes
september 2010 by infovore
Designer Diary: Thunderstone - Boardgame News
august 2010 by infovore
Nice, detailed writeup of the process of designing Thunderstone (a dungeon-crawling, deck-building game a bit like Dominion).
games
cardgames
deckbuilding
design
diary
august 2010 by infovore
Wallpaper’s Limited Edition Laser Sailboat - PSFK
august 2010 by infovore
"Designer Marian Bantjes has created a stunning graphic design for Wallpaper magazine’s Laser sailboat. For the boat, Bantjes played with the Dazzle camouflage patterns that were prominently used by naval ships in the two World Wars." Brilliant. Bit pricey for a Laser... but still brilliant.
sailing
dinghy
dazzleships
design
gorgeous
august 2010 by infovore
Gamasutra - News - GDC Europe: Limbo's Carlsen On Making Players Your Worst Enemy And Your Best Friend
august 2010 by infovore
"First, he says, think of the player as your worst enemy, and then create the most devious puzzle possible. But then from there, try to work with the player as your friend, so that you can give them the right clues. Start with tough stuff, then scale back." I am not really convinced by this - I find Limbo erring on the side of the cruel and unfair, and think that "thinking of the player as your worst enemy" is a pretty bad rule of thumb, no matter how you later ease off the pressure.
limbo
games
design
difficulty
august 2010 by infovore
Lee Maguire – Guided by the Whispers of Angels
august 2010 by infovore
Nice post on future interfaces, but primarily bookmarked because I can *never* find that GITS:SAC still when I need it, and it's *brilliant*.
newspapers
future
interface
scifi
design
technology
gits
august 2010 by infovore
GDC Vault - Train (or How I Dumped Electricity and Learned to Love Design)
july 2010 by infovore
Brenda Brathwaite is awesome. This is brilliant. You should watch it. (This is also in tune with so many things I'm banging on about at the moment).
games
design
video
brendabrathwaite
gdc10
july 2010 by infovore
Lookspring » Too much of a good thing
july 2010 by infovore
"WonderLab was three days of performers and playmakers coming together to do what you do in a lab – tinker, theorise, experiment and make. A fantastic group of musicians, writers, composers, actors, directors, producers, commissioners, game designers, coders, artists and philosophers and spent three days sharing their brains. I’ve rarely had a greater treat than getting to lead their explorations." Margaret on lots of things, including the marvellous Wonderlab (which is where I've been for the past three days).
wonderlab2010
margaretrobertson
games
design
july 2010 by infovore
Sixty years of the Fender Telecaster | Music | The Guardian
july 2010 by infovore
"In other words, it beggars belief how an object designed six decades ago doesn't look – or, more importantly, sound – kitsch or outdated. The Telecaster's younger and less elegant sibling, the Stratocaster, tends to go wildly in and out of style, but this guitar remains as unimpeachably cool as ever."
guitars
music
fender
telecaster
design
july 2010 by infovore
Holga D - Holga Digtal Camera - Saikat Biswas
july 2010 by infovore
"Holga D is a digital camera inspired from the extremely popular cult of Holga and other toy cameras of its kind. Even though it's a digital camera, it retains the qualities and simplicity of the original Holga camera and brings back the joy and delayed gratification associated with good old analog photography." I like this not because it's a digital version of a Holga, but what a digital camera might be like if it took the same approach as a Holga. I also really like the reversible top panel.
design
camera
holga
digital
previousgeneration
simple
thoughtful
july 2010 by infovore
Build Blog » Couch Cushion Architecture; A Critical Analysis
june 2010 by infovore
"More primal and immediate than any of the previously mentioned examples, it was couch cushion architecture that established the basic building blocks of our design logic. Unrepresented and ignored for too long in the architectural industry, today’s post pays respect to the wonders of couch cushion architecture. We’ve rounded up a (mostly) admirable collection of projects, taken from a randomly conducted search on the internet. Join us as we take a critical analysis of the architecture, methods and design philosophies of living room furniture re-appropriation." Charming, and generous, too.
architcture
criticism
design
children
play
june 2010 by infovore
Just add points? What UX can (and cannot) learn from games
june 2010 by infovore
Went in sceptical, but this is a very good/solid presentation: the emphasis on going beyond chucking around the adjective "playful" and actually considering what makes (different kinds of) games work, and what they may/may not be applicable to, is spot-on. And a reminder that I'm behind on my reading, as usual.
games
interaction
design
fun
play
june 2010 by infovore
Getting Juggly With It (Part One) « Denki
june 2010 by infovore
"For the past 20 years I’ve had this urge to make a series of games that never were – mainly to suggest lost archives now discovered; to create an emotional resonance akin to that experienced by, say, new-found Beatles demo tapes – but also the idea of recreating contemporary games and themes in an old style to suggest an alternative past and present." Lovely writing, smart ideas, nice little game, but the clarity of thought is the real stand-out here. Another example of why I love Denki so much.
denki
games
design
nostalgia
juggle
june 2010 by infovore
Today's Guardian (Phil Gyford’s website)
june 2010 by infovore
"Although the finished site looks nothing like a newspaper I think it has more in common with newspapers’ best features than most news websites do. The sense of browsing quickly through stories and reading the ones that catch your eye, feels similar." Phil is smart. This is good.
guardian
reading
newspapers
design
publishing
philgyford
june 2010 by infovore
Embracing the digital book — Craig Mod
april 2010 by infovore
"I'm excited about digital books for a number of reasons. Their proclivity towards multimedia is not one of them. I’m excited about digital books for their meta potential. The illumination of, in the words of Richard Nash, that commonality between two people who have read the same book." Craig Mod, excellent as ever, on e-books. Whilst he mainly talks about type, his point runs far deeper.
books
reading
ebooks
design
typography
digital
multimedia
april 2010 by infovore
Philip K. Dick - Book Cover Art Gallery
april 2010 by infovore
"Philip K. Dick fans from around the world have contributed to this scanned collection of over 650 PKD book covers." Some of these are awesome, from the crazy french covers for VALIS to the German editions of The Three Stigmata of Palmer Eldritch - retitled as "LSD-Astronauten".
illustration
pkd
scifi
covers
books
philipkdick
design
april 2010 by infovore
Mobile Gothic: a flight of fancy « matt.me63.com – Matt Edgar
april 2010 by infovore
"The craftsman as hero is a consistent motif in Ruskin’s artistic and social theories. To him, mechanisation and division of labour dehumanise workers, enslaving them to execute exactly the specifications of others. The only way to recapture the humanity in labour is to put the designer back in touch with the tools of the craft and to unleash the creativity of the maker." A lovely metaphorical piece from Matt Edgar, reminding me of how much I need to brush up on my knowledge of the Arts and Crafts movement, if only because of how much I appreciate their sentiments.
johnruskin
engineering
design
mobile
mattedgar
artsandcrafts
gothic
april 2010 by infovore
Less Talk More Rock- Boing Boing
march 2010 by infovore
"A videogame is a staggeringly beautiful canvas. It's a window into another world. A world that lives only as long as the machine is on. A living breathing world with depth and soul that actually exists, right there onscreen, limited only by the vision and imagination of its creators. Seize that thought, and don't let it go." Less talk, more rock. (And: I am enjoying the BB one-off feature art).
games
inspiration
rock
superbrothers
design
designaboveall
justmakeit
march 2010 by infovore
Preview: Instapaper on iPad - Instapaper Blog
march 2010 by infovore
"No huge surprises, except maybe that I changed to dark toolbars. No multi-column reading, no fake book-page animations, and no giant newspaper graphics." Great explanation of Instapaper on the iPad from Marco. And: I'm sure it'll be great; in the past two months, I've become a total Instapaper convert.
instapaper
ipad
app
design
software
march 2010 by infovore
Above 49: Poor Tools Make Us Shoddy Craftsmen
march 2010 by infovore
"By decoupling their data to minimize exporting, they said their polish actually became fun, not to mention efficient. I think many projects would benefit from finding a way to similarly decouple their tunable data." Yup.
tools
games
design
iteration
process
micro
march 2010 by infovore
Chris Heathcote: anti-mega: post-digital media design, an introduction
march 2010 by infovore
"Institutions are platforms / Sketching in things". Chris' introduction from the #mbsp SXSW panel; really good stuff, and that was only the introduction! Would have loved to have seen the whole thing.
mbsp
design
chrisheathcote
media
services
curation
march 2010 by infovore
GDC 2010: Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3 « Double Buffered
march 2010 by infovore
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).
bungie
games
design
balance
gdc
gdc2010
psychology
march 2010 by infovore
About this Blog | Free PeepCode Blog
february 2010 by infovore
Lovely, lovely article explaining just how the PeepCode Blog works. The blog itself features unique layouts for every post. There's no CMS, no database, but what's going on under the hood is at least as clever - and the flexibility makes the beautiful and clear pages much easier to build.
blog
code
design
ruby
sinatra
markup
sass
february 2010 by infovore
Designing Armitage | i love typography, the typography and fonts blog
february 2010 by infovore
"I had been studying this style of letters on similar buildings in Washington, D.C., and something about them always felt a little dull. But in the Claremount letters I found life in the charming way the awkward proportions and loose spacing came together. So I set about designing a Claremount typeface." Nice article on designing a typeface, and, I must admit, it's rather good-looking (especially for something named after me).
type
typography
design
armitage
narcissism
february 2010 by infovore
70+ of the Best Free Fonts for Graphic Designers.- unstage
february 2010 by infovore
Some of these are very nice; many are likely to end up on posters for dubstep nights in Shoreditch soon, I fear.
free
fonts
type
download
design
february 2010 by infovore
Mule Design Studio's Blog: The Failure of Empathy
february 2010 by infovore
"As an industry, we need to understand that not wanting root access doesn’t make you stupid. It simply means you do not want root access. Failing to comprehend this is not only a failure of empathy, but a failure of service."
culture
service
design
ipad
products
computing
generalpurpose
february 2010 by infovore
related tags
2dboy ⊕ 3d ⊕ 30rock ⊕ 37signals ⊕ aaronstraupcope ⊕ abstract ⊕ academia ⊕ accelerometer ⊕ accessibility ⊕ acting ⊕ actionscript ⊕ activity ⊕ actornetworktheory ⊕ adalovelaceday ⊕ adapativepath ⊕ adaptivepath ⊕ addressing ⊕ adobe ⊕ adventure ⊕ advertising ⊕ advice ⊕ advocacy ⊕ aeshetics ⊕ aesthetics ⊕ affordance ⊕ agency ⊕ agile ⊕ ai ⊕ ajax ⊕ alancooper ⊕ album ⊕ alexrigopulos ⊕ alistapart ⊕ amazing ⊕ americanairlines ⊕ analogy ⊕ analysis ⊕ analytics ⊕ anamorphic ⊕ android ⊕ andyhuntingdon ⊕ animation ⊕ annegalloway ⊕ ant ⊕ antarctica ⊕ anthonydunne ⊕ anthropology ⊕ antipattern ⊕ api ⊕ apocalypse ⊕ app ⊕ apple ⊕ application ⊕ applications ⊕ archiecture ⊕ archimedes ⊕ architcture ⊕ architecture ⊕ archives ⊕ arduino ⊕ arg ⊕ armitage ⊕ art ⊕ artefact ⊕ article ⊕ artsandcrafts ⊕ artwork ⊕ ascii ⊕ atm ⊕ attention ⊕ attitudes ⊕ audio ⊕ auteur ⊕ auteurship ⊕ authentication ⊕ author ⊕ automation ⊕ avengers ⊕ awesome ⊕ baarle ⊕ background ⊕ bacon ⊕ badness ⊕ bag ⊕ balance ⊕ banking ⊕ basketball ⊕ bath ⊕ bauhaus ⊕ bayer ⊕ bbc ⊕ beatemup ⊕ beautiful ⊕ behaviour ⊕ benbashford ⊕ berg ⊕ berglondon ⊕ bibliography ⊕ bicycle ⊕ bike ⊕ billharris ⊕ billhiggins ⊕ biology ⊕ bioshock ⊕ birth ⊕ bldgblog ⊕ bleed ⊕ blog ⊕ blogjects ⊕ blogs ⊕ bloom ⊕ bloomsday ⊕ bluetooth ⊕ blurst ⊕ boardgames ⊕ bodyhorror ⊕ boingboing ⊕ bond ⊕ bonsaibarber ⊕ book ⊕ bookbinding ⊕ bookcovers ⊕ bookmarklets ⊕ books ⊕ bots ⊕ bouldering ⊕ braid ⊕ brainstorming ⊕ brand ⊕ branding ⊕ brandonnn ⊕ brendabrathwaite ⊕ bridges ⊕ britain ⊕ british ⊕ broadcast ⊕ browser ⊕ browsertesting ⊕ brucearcher ⊕ brucesterling ⊕ bryanboyer ⊕ bsjohnson ⊕ bubblewrap ⊕ bug ⊕ bungie ⊕ bush ⊕ business ⊕ buta ⊕ calendar ⊕ calendaring ⊕ camera ⊕ canabalt ⊕ capacity ⊕ capcom ⊕ cardgame ⊕ cardgames ⊕ career ⊕ cartography ⊕ cartoon ⊕ carudo ⊕ casual ⊕ ccg ⊕ celerity ⊕ chair ⊕ chairs ⊕ change ⊕ character ⊕ charts ⊕ children ⊕ china ⊕ choice ⊕ chriscrawford ⊕ chrisheathcote ⊕ chrisremo ⊕ christmas ⊕ cigarettes ⊕ cities ⊕ city ⊕ cityofheroes ⊕ clarity ⊕ clientside ⊕ climbing ⊕ clinthocking ⊕ clock ⊕ clockwork ⊕ clothing ⊕ clouds ⊕ cms ⊕ code ⊕ colleagues ⊕ collecting ⊕ collection ⊕ color ⊕ colorpicker ⊕ colors ⊕ colour ⊕ comic ⊕ comics ⊕ comissioning ⊕ commandline ⊕ commission ⊕ communication ⊕ communism ⊕ community ⊕ comparison ⊕ compatibility ⊕ compromise ⊕ computervision ⊕ computing ⊕ concept ⊕ conference ⊕ conflict ⊕ conservatism ⊕ constantsetting ⊕ constellations ⊕ constraint ⊕ construction ⊕ consumption ⊕ content ⊕ context ⊕ contextaware ⊕ contextual ⊕ control ⊕ controller ⊕ controllers ⊕ controls ⊕ conversation ⊕ conversion ⊕ coop ⊕ cooperative ⊕ copy ⊕ copywriting ⊕ corporate ⊕ corporateculture ⊕ corporateit ⊕ corporations ⊕ cost ⊕ counterintuitive ⊕ cover ⊕ coverflow ⊕ covers ⊕ craft ⊕ craftsmanship ⊕ crayons ⊕ crazy ⊕ creation ⊕ creativetechnology ⊕ creativity ⊕ credit ⊕ credits ⊕ crit ⊕ criterion ⊕ criticism ⊕ critique ⊕ crossover ⊕ crossplatform ⊕ cryingoflot49 ⊕ crystallography ⊕ css ⊕ culture ⊕ curation ⊕ cushion ⊕ custom ⊕ cute ⊕ d3 ⊕ dailymail ⊕ danc ⊕ danhill ⊕ dansaffer ⊕ data ⊕ datadecs ⊕ dataviz ⊕ date ⊕ davidhellman ⊕ dazzleships ⊕ dconstruct08 ⊕ dconstruct2011 ⊕ deckbuilding ⊕ defensive ⊕ deliberance ⊕ delivery ⊕ demo ⊕ denki ⊕ dennisdyack ⊕ description ⊕ design ⊖ designaboveall ⊕ designengaged ⊕ designer ⊕ designers ⊕ designfiction ⊕ designresearch ⊕ designthinking ⊕ desire ⊕ detail ⊕ develop ⊕ develop09 ⊕ development ⊕ device ⊕ devices ⊕ dexter ⊕ dhtml ⊕ diabetes ⊕ diagram ⊕ diagrams ⊕ dialogue ⊕ diary ⊕ dieterrams ⊕ difficulty ⊕ digg ⊕ digital ⊕ dinghy ⊕ discovery ⊕ disease ⊕ dissonance ⊕ distributed ⊕ diy ⊕ document ⊕ documentation ⊕ doingitright ⊕ doingthingsright ⊕ domus ⊕ donnorman ⊕ doom ⊕ dopplr ⊕ dos ⊕ download ⊕ drawing ⊕ drummachine ⊕ drunk ⊕ ds ⊕ dtp ⊕ dualfunction ⊕ dublin ⊕ dunbar ⊕ dvd ⊕ dylancuthbert ⊕ dynamic ⊕ ea ⊕ eagle ⊕ eastwest ⊕ ebooks ⊕ economics ⊕ edge ⊕ editing ⊕ editors ⊕ education ⊕ effects ⊕ efficiency ⊕ electricity ⊕ electronics ⊕ email ⊕ embedded ⊕ emergent ⊕ energy ⊕ engagement ⊕ engine ⊕ engineering ⊕ enterprise ⊕ environment ⊕ epic ⊕ epistemology ⊕ epos ⊕ epub ⊕ ergonomics ⊕ esquire ⊕ essay ⊕ etech ⊕ etech09 ⊕ event ⊕ everyware ⊕ evil ⊕ evolution ⊕ exhibition ⊕ experience ⊕ experiencedesign ⊕ experimental ⊕ explanation ⊕ f8 ⊕ fabbing ⊕ fable2 ⊕ fabrication ⊕ face ⊕ facebook ⊕ fail ⊕ failure ⊕ fallout ⊕ fantastical ⊕ fantasy ⊕ farcry2 ⊕ fashion ⊕ favicon ⊕ fear ⊕ features ⊕ feedback ⊕ feedbackloops ⊕ feedreader ⊕ feel ⊕ fender ⊕ fennec ⊕ festivalofbritain ⊕ fiction ⊕ fighting ⊕ film ⊕ films ⊕ firefox ⊕ fisualisation ⊕ fitness ⊕ fix ⊕ flash ⊕ flatshare ⊕ flickr ⊕ flooding ⊕ flow ⊕ flowchart ⊕ flu ⊕ folding ⊕ folksonomy ⊕ font ⊕ fonts ⊕ food ⊕ forms ⊕ framework ⊕ freckle ⊕ free ⊕ freedom ⊕ fridge ⊕ friedchicken ⊕ friendfeed ⊕ friends ⊕ friendship ⊕ frontend ⊕ fun ⊕ functional ⊕ funny ⊕ future ⊕ futurism ⊕ futurist ⊕ gadget ⊕ galttoys ⊕ gamasutra ⊕ game ⊕ gamemaker ⊕ gameplay ⊕ games ⊕ gaming ⊕ gardening ⊕ gdc ⊕ gdc09 ⊕ gdc10 ⊕ gdc2010 ⊕ gender ⊕ generalism ⊕ generalpurpose ⊕ generation ⊕ generative ⊕ generator ⊕ genre ⊕ geo ⊕ GIRP ⊕ gits ⊕ globalgamejam ⊕ glowingrectangles ⊕ gmail ⊕ gobag ⊕ goldfinger ⊕ google ⊕ googleplus ⊕ gorgeous ⊕ gothic ⊕ grandtheftauto ⊕ graphic ⊕ graphicdesign ⊕ graphics ⊕ graphing ⊕ gravitation ⊕ greebles ⊕ greebling ⊕ greenwich ⊕ grid ⊕ grids ⊕ groups ⊕ growth ⊕ gta ⊕ guardian ⊕ guiding ⊕ guitarhero ⊕ guitars ⊕ hack ⊕ hacking ⊕ halflife2 ⊕ halo ⊕ handmedown ⊕ hands ⊕ happiness ⊕ haptic ⊕ hardware ⊕ harmonix ⊕ hci ⊕ health ⊕ heathrobinson ⊕ helloworld ⊕ helvetica ⊕ hertzian ⊕ hig ⊕ hirokazuyasuhara ⊕ historiography ⊕ history ⊕ hitboxes ⊕ hl2 ⊕ holga ⊕ honeycomb ⊕ horror ⊕ horseracing ⊕ houseofthedead ⊕ howies ⊕ howitlooks ⊕ howitworks ⊕ hr ⊕ html ⊕ hubbub ⊕ hud ⊕ humaninteraction ⊕ humour ⊕ ia ⊕ ice ⊕ icons ⊕ ideas ⊕ identity ⊕ ideo ⊕ ideology ⊕ ie ⊕ if ⊕ illusion ⊕ illustration ⊕ images ⊕ imagination ⊕ impro ⊕ improv ⊕ improvisation ⊕ incorrect ⊕ indie ⊕ industrial ⊕ industry ⊕ influence ⊕ infographic ⊕ infographics ⊕ inform ⊕ inform7 ⊕ informatics ⊕ information ⊕ informationarchitecture ⊕ informationdesign ⊕ infoviz ⊕ infrastructure ⊕ ingenious ⊕ innovation ⊕ inspiration ⊕ installation ⊕ instapaper ⊕ intent ⊕ interaction ⊕ interactiondesgin ⊕ interactiondesign ⊕ interactions ⊕ interactive ⊕ interactivefiction ⊕ interactivity ⊕ interesting ⊕ interface ⊕ internet ⊕ internetofthings ⊕ interprint ⊕ interview ⊕ intimacy ⊕ invention ⊕ ios ⊕ ipad ⊕ iphone ⊕ iroquoispliskin ⊕ iteration ⊕ itunes ⊕ ixd ⊕ ixda08 ⊕ jacket ⊕ jackets ⊕ jackschulze ⊕ jamesbond ⊕ jamesbox ⊕ jamesbridle ⊕ janemcgonigal ⊕ jasonrohrer ⊕ jasperjohns ⊕ javascript ⊕ jazz ⊕ jealousdevices ⊕ jeremykeith ⊕ jewelry ⊕ jimrossignol ⊕ joemoran ⊕ johncoltrane ⊕ johnruskin ⊕ johnwalker ⊕ jonathanblow ⊕ jonathanhoefler ⊕ jordanmechner ⊕ joshdimauro ⊕ journalism ⊕ joyce ⊕ joypad ⊕ jquery ⊕ juggle ⊕ julianbleecker ⊕ justmakeit ⊕ karsalfrink ⊕ keitatakahashi ⊕ kenadam ⊕ kengarland ⊕ kentbeck ⊕ kevincornell ⊕ keyboard ⊕ kicker ⊕ kickerstudio ⊕ kids ⊕ kylegabler ⊕ labs ⊕ language ⊕ laptop ⊕ lasercutting ⊕ latenight ⊕ layout ⊕ leaderboard ⊕ learning ⊕ learningstyles ⊕ lecture ⊕ lecutre ⊕ left4dead ⊕ lego ⊕ leisareichelt ⊕ leonardrichardson ⊕ leveldesign ⊕ levels ⊕ library ⊕ life ⊕ lift ⊕ lift09 ⊕ lighting ⊕ limbo ⊕ links ⊕ lionhead ⊕ literacy ⊕ literature ⊕ littlebigplanet ⊕ lobbying ⊕ location ⊕ london ⊕ lotus ⊕ lovely ⊕ loyalty ⊕ lucasarts ⊕ ludic ⊕ ludism ⊕ lulu ⊕ lyddleend2050 ⊕ mac ⊕ machine ⊕ machines ⊕ macosx ⊕ macroscope ⊕ magazine ⊕ magic ⊕ making ⊕ management ⊕ manifesto ⊕ manners ⊕ manufacture ⊕ manufacturing ⊕ map ⊕ mapping ⊕ maps ⊕ margaretrobertson ⊕ margin ⊕ market ⊕ marketing ⊕ markets ⊕ markporter ⊕ markup ⊕ marriage ⊕ martinhollis ⊕ mashup ⊕ massproduction ⊕ materials ⊕ math ⊕ mathematica ⊕ mattedgar ⊕ mattfraction ⊕ mattjones ⊕ mattlocke ⊕ mattpatterson ⊕ mattsheret ⊕ mattwebb ⊕ maxis ⊕ mbsp ⊕ meaning ⊕ meaningful ⊕ mechanicalturk ⊕ mechanics ⊕ media ⊕ medicine ⊕ medium ⊕ meetings ⊕ menu ⊕ meta4orce ⊕ metadata ⊕ metaphor ⊕ methodology ⊕ metrics ⊕ michaelabbott ⊕ micro ⊕ mightier ⊕ mikekuniavsky ⊕ miltonglaser ⊕ minimal ⊕ mirror ⊕ mmo ⊕ mmorpg ⊕ mobile ⊕ mobility ⊕ mockup ⊕ model ⊕ modelling ⊕ models ⊕ modification ⊕ mods ⊕ monkeyisland ⊕ monopoly ⊕ mores ⊕ motion ⊕ motiongraphics ⊕ motivation ⊕ mouse ⊕ movement ⊕ movies ⊕ multimedia ⊕ multiplayer ⊕ multitouch ⊕ music ⊕ mysql ⊕ names ⊕ naming ⊕ narcissism ⊕ narrative ⊕ narratology ⊕ nationalmaritimemuseum ⊕ naturallanguage ⊕ naughty ⊕ navigation ⊕ nelsanderson ⊕ netherlands ⊕ netnewswire ⊕ network ⊕ networks ⊕ newaesthetic ⊕ newmedia ⊕ news ⊕ newsgator ⊕ newspaper ⊕ newspapers ⊕ newyork ⊕ newyorktimes ⊕ nifty ⊕ nightsky ⊕ nikon ⊕ nintendo ⊕ nintendods ⊕ nobynobyboy ⊕ noise ⊕ nokia ⊕ nonlinear ⊕ normalpeople ⊕ nostalgia ⊕ notation ⊕ notebook ⊕ notebooks ⊕ notechart ⊕ notepad ⊕ notes ⊕ npc ⊕ nutrition ⊕ nyc ⊕ nz ⊕ oauth ⊕ obituary ⊕ object ⊕ offices ⊕ offworld ⊕ ollymoss ⊕ olpc ⊕ omnigraffle ⊕ onitsukatiger ⊕ online ⊕ open ⊕ openauth ⊕ openid ⊕ opensource ⊕ openworld ⊕ oralhistory ⊕ organisation ⊕ organization ⊕ origami ⊕ os ⊕ osx ⊕ outlining ⊕ ownership ⊕ packaging ⊕ pagination ⊕ pain ⊕ painting ⊕ palette ⊕ paper ⊕ papercraft ⊕ paperfolding ⊕ parody ⊕ parser ⊕ parsing ⊕ participation ⊕ passwords ⊕ pasteup ⊕ pastiche ⊕ patina ⊕ patkane ⊕ pattern ⊕ patterns ⊕ pauldourish ⊕ pedometer ⊕ pelican ⊕ penguin ⊕ pentagram ⊕ people ⊕ performance ⊕ permissions ⊕ personal ⊕ personas ⊕ perspective ⊕ persuasion ⊕ pervasive ⊕ petermolyneux ⊕ philgyford ⊕ philipkdick ⊕ philosophy ⊕ phone ⊕ phones ⊕ photography ⊕ photoshop ⊕ physical ⊕ physics ⊕ pigs ⊕ pillow ⊕ pinball ⊕ pixar ⊕ pixeljunk ⊕ pkd ⊕ place ⊕ plaintext ⊕ planetary ⊕ planning ⊕ platform ⊕ play ⊕ players ⊕ playful ⊕ playfulness ⊕ playing ⊕ pleasure ⊕ plot ⊕ plugin ⊕ plussing ⊕ poet ⊕ poetry ⊕ pointandclick ⊕ politeness ⊕ politics ⊕ popularity ⊕ popup ⊕ portability ⊕ portal ⊕ portfolio ⊕ posters ⊕ practice ⊕ prediction ⊕ predictions ⊕ preference ⊕ premium ⊕ preparation ⊕ presentation ⊕ presentations ⊕ pressure ⊕ pretty ⊕ previousgeneration ⊕ print ⊕ printing ⊕ printondemand ⊕ priorities ⊕ privacy ⊕ privilege ⊕ problems ⊕ procedure ⊕ process ⊕ processing ⊕ product ⊕ productdesign ⊕ productivity ⊕ productplacement ⊕ products ⊕ programming ⊕ progress ⊕ project ⊕ projection ⊕ projectmanagement ⊕ protagonist ⊕ prototype ⊕ prototypes ⊕ prototyping ⊕ ps3 ⊕ psd ⊕ psn ⊕ psychlogy ⊕ psychology ⊕ publishing ⊕ publishings ⊕ purchase ⊕ puzzles ⊕ python ⊕ quality ⊕ quantize ⊕ quintinsmith ⊕ quipu ⊕ quotation ⊕ radio ⊕ rails ⊕ ralpheggleston ⊕ rands ⊕ ranking ⊕ raphkoster ⊕ rapidprototyping ⊕ raskin ⊕ rca ⊕ readability ⊕ reading ⊕ readwrite ⊕ reagan ⊕ realism ⊕ reboot ⊕ recycling ⊕ reference ⊕ regional ⊕ relationships ⊕ remake ⊕ replay ⊕ report ⊕ representation ⊕ reputation ⊕ research ⊕ resource ⊕ rest ⊕ retro ⊕ retrospective ⊕ review ⊕ reward ⊕ rfid ⊕ rhythmaction ⊕ richardbartle ⊕ rickpoynor ⊕ rig ⊕ risk ⊕ robinhucke ⊕ robinhunicke ⊕ robots ⊕ rock ⊕ rockband ⊕ rockets ⊕ rockpapershotgun ⊕ roleplaying ⊕ romance ⊕ rongilbert ⊕ rpg ⊕ rss ⊕ rts ⊕ rubbish ⊕ rubegoldberg ⊕ ruby ⊕ rules ⊕ rulesets ⊕ saarinen ⊕ sailing ⊕ sainsburys ⊕ sandbox ⊕ sass ⊕ scaling ⊕ scarf ⊕ schulzeandwebb ⊕ sciencefiction ⊕ sciencemuseum ⊕ scifi ⊕ scope ⊕ score ⊕ screencast ⊕ screenprint ⊕ screensaver ⊕ screenshots ⊕ script ⊕ sculpting ⊕ sculpture ⊕ scultping ⊕ seams ⊕ search ⊕ security ⊕ semiotics ⊕ senseofwonder ⊕ sequencer ⊕ sequencing ⊕ service ⊕ servicedesign ⊕ services ⊕ sf ⊕ shared ⊕ sharedscreens ⊕ sharing ⊕ shell ⊕ shiny ⊕ shipping ⊕ shoes ⊕ short ⊕ showeverything ⊕ sifr ⊕ siftables ⊕ signage ⊕ silver ⊕ simonparkin ⊕ simple ⊕ simplicity ⊕ simulation ⊕ sinatra ⊕ sketch ⊕ sketching ⊕ skies ⊕ skill ⊕ slideshow ⊕ smoking ⊕ snap ⊕ social ⊕ socialnetworking ⊕ socialsoftware ⊕ society ⊕ sociology ⊕ software ⊕ somewhatpointless ⊕ sony ⊕ sorenjohnson ⊕ sound ⊕ southbank ⊕ space ⊕ spacetime ⊕ spam ⊕ speaking ⊕ specification ⊕ speech ⊕ speeches ⊕ spimes ⊕ spore ⊕ stacking ⊕ stamen ⊕ startup ⊕ starwars ⊕ statistics ⊕ stencil ⊕ stevegaynor ⊕ stml ⊕ stories ⊕ story ⊕ storytelling ⊕ stranglethornvale ⊕ strategy ⊕ streetfighter ⊕ streetfighter2 ⊕ streetfighter4 ⊕ streetfighteriv ⊕ structure ⊕ studio ⊕ style ⊕ styles ⊕ subjectivity ⊕ subscribed ⊕ subscription ⊕ success ⊕ sugarwater ⊕ sunset ⊕ superb ⊕ superbrothers ⊕ supercontext ⊕ supermarioland ⊕ superpowers ⊕ support ⊕ surreal ⊕ sustain ⊕ sustainability ⊕ svg ⊕ swineflu ⊕ switch ⊕ switching ⊕ sync ⊕ systems ⊕ systemsliteracy ⊕ tables ⊕ tagging ⊕ talk ⊕ talkingshoe ⊕ talks ⊕ tangible ⊕ tankbooks ⊕ taxonomy ⊕ team ⊕ teams ⊕ technique ⊕ techno ⊕ technology ⊕ ted ⊕ telecaster ⊕ template ⊕ templates ⊕ templating ⊕ testing ⊕ text ⊕ textile ⊕ textreplacement ⊕ texture ⊕ textures ⊕ tf2 ⊕ tgs ⊕ thatgamecompany ⊕ theindependent ⊕ theme ⊕ theory ⊕ theoryobjects ⊕ thesis ⊕ thinglink ⊕ things ⊕ thomaspynchon ⊕ thoughtful ⊕ time ⊕ timhunkin ⊕ timing ⊕ tinkerit ⊕ tinkerkit ⊕ tips ⊕ titles ⊕ toaster ⊕ tokyogameshow ⊕ tone ⊕ tool ⊕ tools ⊕ toread ⊕ totalexperiencedesign ⊕ touch ⊕ touchscreen ⊕ toyetics ⊕ toys ⊕ tracking ⊕ trainers ⊕ travel ⊕ trends ⊕ trust ⊕ tshirt ⊕ tumblelog ⊕ tuning ⊕ tutorial ⊕ tv ⊕ twitter ⊕ type ⊕ typeface ⊕ typefaces ⊕ typesetting ⊕ typography ⊕ ubicomp ⊕ ubiquitouscomputing ⊕ ucd ⊕ ugc ⊕ ui ⊕ uk ⊕ uncanny ⊕ uncannyvalley ⊕ unfinished ⊕ unity ⊕ unordered ⊕ urban ⊕ urbanism ⊕ uri ⊕ url ⊕ usability ⊕ useful ⊕ userexperience ⊕ users ⊕ utility ⊕ ux ⊕ uxd ⊕ valve ⊕ vector ⊕ velocity ⊕ via:gruber ⊕ via:moleitau ⊕ via:tomtaylor ⊕ video ⊕ videos ⊕ violence ⊕ visual ⊕ visualisation ⊕ walle ⊕ wallpaper ⊕ war ⊕ warrenspector ⊕ watchclock ⊕ watercolour ⊕ waves ⊕ wayfinding ⊕ wear ⊕ web ⊕ web2.0 ⊕ webapp ⊕ webdesign ⊕ webdev ⊕ weblog ⊕ weblogs ⊕ webstandards ⊕ webstock ⊕ weightloss ⊕ wellcomecollection ⊕ whale ⊕ whiteboard ⊕ whynotmakeitpretty ⊕ wickedworn ⊕ widget ⊕ wii ⊕ wiifit ⊕ wiimote ⊕ willwright ⊕ windows ⊕ wired ⊕ wireframe ⊕ wireframing ⊕ wonderlab2010 ⊕ wood ⊕ wordpress ⊕ work ⊕ worldofwarcraft ⊕ wow ⊕ writing ⊕ wrong ⊕ wtf ⊕ xhtml ⊕ xo ⊕ xp ⊕ xray ⊕ xraycrystallography ⊕ yahoo ⊕ yesyesyes ⊕ youtube ⊕ zelda ⊕ zeldman ⊕ zzt ⊕Copy this bookmark: