robertogreco + narrative   111

Back to the Futurist: Anab Jain | URBNFUTR
"In our studio, we try to balance thinking about the future with making in the here-and-now, exploring the possibilities of new technologies while tinkering with laser cutters, 3D printers, and similar – getting stuck into the process of making prototypes for a wide range of projects."

"We are no longer going to be able to separate ourselves from these technologies, tools and phenomena, remaining detached – aloof – from the manufacturing and distribution processes. Where will we, as designers, makers, and futurists be best placed to situate ourselves?"

"While it may be more common for men to refer to themselves as ‘futurists’, there are many influential women whose work focuses explicitly on the future – Wendy Schultz, Heather Schlegel, and Danah Boyd, among many others. Then there are those who are exploring the edges of the future field, without necessarily calling themselves ‘futurists’, women like Fiona Raby, Natalie Jeremijenko, Paola Antonelli, and Vandana Shiva."
beamerbees  acresgreen  mutation  mutations  messyspace  drones  robotreadableworld  machinevision  biology  smart-objects  smartdevices  machineintelligence  risk  emergingtechnologies  criticaldesign  deviantglobalization  narrative  storytelling  3dprinting  futurescaping  suturism  futurists  heatherschlegel  wendyschultz  danahboyd  vandanashiva  paolaantonelli  nataliejeremijenko  fionaraby  superflux  scifi  sciencefiction  howwework  process  interviews  2012  prototyping  designfiction  futurism  design  anabjain  from delicious
4 weeks ago by robertogreco
The Most Dangerous Gamer - Magazine - The Atlantic
"Thoreau…“With a little more deliberation in the choice of their pursuits,” he proclaimed, “all men would perhaps become essentially students and observers, for certainly their nature and destiny are interesting to all alike.”

Blow clicked off the stereo and turned to me. “I honestly didn’t plan that,” he said.

In so many words, Loud Thoreau had just described Blow’s central idea for The Witness. Whereas so many contemporary games are built on a foundation of shooting or jumping or, let’s say, the creative use of mining equipment to disembowel space zombies, Blow wants the point of The Witness to be the act of noticing, of paying attention to one’s surroundings. Speaking about it, he begins to sound almost like a Zen master. “Things are pared down to the basic acts of movement and observation until those senses become refined,” he told me. “The further you go into the game, the more it’s not even about the thinking mind anymore—it becomes about the intuitive mind."
literature  narrative  taylorclark  miegakure  marctenbosch  interactivefiction  asceticism  storytelling  payingattention  attention  observation  noticing  intuition  myst  littlebigplanet  money  belesshelpful  fiction  jenovachen  flow  tombissell  gamedev  chrishecker  einstein'sdreams  alanlightman  invisiblecities  italocalvino  jonblow  deannavanburen  art  2012  thewitness  thoreau  srg  edg  videogames  gaming  games  braid  jonathanblow  if  from delicious
7 weeks ago by robertogreco
Notes Towards A Theory of Twitter (Revised) | A.T. | Cleveland
"Twitter is an associative writing form, not a narrative one. In Twitter, we are sent somewhere else-via a link-or reminded of something. We are not telling stories. Thus, while the twitter fiction is swell and cute, it usually it misses the generic boat. Twitter promises a new slate for poets. For fiction writers, not so much. (For what I find to be a notable exception, see my piece for Economist.com). Tweets create meaning and aesthetic experiences  by reminding us, not by telling a story…

1.a.) Twitter does not operate on the narrative arc of rising action, suspense, climax, and denouement…

Twitter lacks single-point perspective (or omniscience)…

2.) Twitter helps resist the curse of paragraphism…

2.a.) A new focus on the sentence is salutary…

Conclusion: There is no summing up on twitter. There are many arrows pointing one across (not up or down) to the ideas of others, cross-fertilization, and forced attention to the composition of sentences."
via:allentan  2012  sentences  hypertext  communication  howwewrite  classiseas  composition  crosspollination  cross-fertilization  storytelling  narrative  literature  paragraphism  writing  twitter  annetrubek 
january 2012 by robertogreco
A Cinematic Novel: ‘Historias extraordinarias’ | Hydra Magazine
"The pleasure of watching Historias extraordinarias derives in large part from the sheer magnitude of the multiple narratives that propel the film forward.

…One such episode recounts a brutal robbery and mass killing using only photographs for visualization, creating suspense and terror from a deft sequencing of photo stills, a technique reminiscent of Chris Marker’s canonical masterwork, La jetée (1962). Another memorable section ingeniously weaves the actual work and biography of obscure Argentine architect, Francisco Salamone, into one of the central plot threads. To Llinás, fiction and nonfiction are perpetually on level terms.

The graphic textuality of Historias extraordinarias owes much also to the comic book and graphic novel medium. In an interview with Argentine novelist Alan Pauls, Llinás explains that one of the chief inspirations for the scenario was Hergé’s classic comic-strip series, Les Aventures de Tintin…"
intertextuality  narrative  storytelling  literature  alanpauls  franciscosalamone  narration  fiction  nonfiction  towatch  argentina  borges  2011  film  tintin  hergé  marianollinás  historiasextraordinarias  andrébazin  from delicious
january 2012 by robertogreco
In Africa, the Art of Listening - NYTimes.com
"It struck me as I listened to those two men that a truer nomination for our species than Homo sapiens might be Homo narrans, the storytelling person. What differentiates us from animals is the fact that we can listen to other peopleě°˝€™s dreams, fears, joys, sorrows, desires and defeats ě°˝€” and they in turn can listen to ours.

Many people make the mistake of confusing information with knowledge. They are not the same thing. Knowledge involves the interpretation of information. Knowledge involves listening.

So if I am right that we are storytelling creatures, and as long as we permit ourselves to be quiet for a while now and then, the eternal narrative will continue."
deschooling  unschooling  learning  conversation  2011  silence  information  knowledge  henningmankell  humans  human  storytelling  society  narrative  literature  listening  africa  from delicious
december 2011 by robertogreco
‘Storytelling in Japanese Art’ at the Met - Review - NYTimes.com
"“Storytelling in Japanese Art,” at the Metropolitan Museum of Art, is a captivating combination of show and tell, read and look. Curatorially speaking, the exhibition takes us gently in hand and, through text panels, captions and diagrams, reveals the narrative side of Japanese art with memorable clarity."
japan  art  exhibitions  2011  narrative  storytelling  from delicious
december 2011 by robertogreco
Map Tales
"EASILY CREATE AND SHARE MAP-BASED STORIES…
and embed them into your website for free

Journalists, teachers, bloggers and storytellers (to name a few) use Map Tales to chronicle news events, scrapbook holidays, describe walks, plan campaigns, illustrate literature, recount journeys, and bring historical events to life."
maps  storytelling  tools  onlinetoolkit  maptales  mapping  narrative  odyssey  aroundtheworldin80days  julesverne  homer  hackfarm  classideas  location  literature  history  travel  from delicious
december 2011 by robertogreco
discontents - It’s all about the stuff: collections, interfaces, power and people
"‘What changes’, Hitchcock asks, ‘when we examine the world through the collected fragments of knowledge that we can recover about a single person, reorganised as a biographical narrative, rather than as part of an archival system?’ ... People with passions, people with dreams, people who are just annoyed and impatient, don’t have to wait for cultural institutions to create exactly what they need. They can take what’s on offer and change it."
museum  archives  communitiesofauthority  timhitchcock  narrative  biographicalnarrative  passion  collections  interface  via:straup 
december 2011 by robertogreco
The Never-Ending Story | design mind [via http://twitter.com/frogdesign/status/105785778331852800 via @bobulate]
Harris: "I think that’s something stories can do—prepare their way of finding meaning in this madness and bringing some order to the chaos.<br />
<br />
…creating a space that’s more about slowing down and contemplating and being introspective is a prerequisite for getting people to tell stories that have impact.<br />
<br />
…Cow Bird is basically a storytelling platform that people can use to tell stories online using photos, sound maps, timelines, videos, and casts of characters. It’s geared towards long-form narrative…when many different people tell stories, the system automatically finds connections between them and weaves them together into a kind of meta-story…The platform automatically analyzes all the text in your memory, figures out your cast of characters, and connects it to previous stories.<br />
<br />
…one of the pieces of this system I’ve been building is that to tell the story you have to dedicate it to somebody, which creates a gift economy of stories."
design  art  writing  storytelling  jonathanharris  cowbird  slow  slowness  multimedia  thisishuge  gamechanging  2011  interviews  classideas  curating  curation  twitter  facebook  longform  meaning  meaningmaking  meaningfulness  self-expression  internet  web  stories  social  socialsoftware  metastory  relationships  connectivism  narrative  memory  memories  soundscapes  soundmaps  timelines  video  gifteconomy  from delicious
august 2011 by robertogreco
The American Crawl : “Chinese Communist bliss,” Alienating 11th grade Urban Youth, and the Danger of a Single Story Revisited
"I’m intrigued & troubled by the prevalence of stories like this one…fascinated by the voyeuristic look into the rigorous lives of “the other” while also concerned about what the prevalence of these narratives say in maintaining the competitiveness from a capitalistic perspective in the US…<br />
I also think there is a danger in presenting this article in a way that ends up feeling like it’s a universal proclamation of the lived experience of an entire nation – not just a handful of individuals…<br />
When we peak into the lives of the hardworking student, the secret sect of an alternative music scene, or even the inner-workings of gold farming, there is a danger in making broad generalizations and reporting them. While I don’t doubt the factual accuracy of the articles described here, I’m concerned by the way these articles function to further dominant, hegemonic narratives that inevitably distance communities, pressure communities, and fuel narratives of capitalism."
anterogarcia  generalizations  class  storytelling  chimamandaadichie  racetonowhere  china  education  narrative  capitalism  us  competitiveness  from delicious
august 2011 by robertogreco
Slavoj Zizek: What is the Question? | Radio Open Source with Christopher Lydon
"The theme through all Zizek’s gags is that the financial meltdown marks a seriously dangerous moment — dangerous not least because, as in the interpretation of 9.11, the right wing is ready to impose a narrative. And the left wing is caught without a narrative or a theory. “Today is the time for theory,” he says. “Time to withdraw and think.”

"Dangerous moments are coming. Dangerous moments are always also a chance to do something. But in such dangerous moments, you have to think, you have to try to understand. And today obviously all the predominant narratives — the old liberal-left welfare state narrative; the post-modern third-way left narrative; the neo-conservative narrative; and of course the old standard Marxist narrative — they don’t work. We don’t have a narrative. Where are we? Where are we going? What to do? You know, we have these stupid elementary questions: Is capitalism here to stay? Are there serious limits to capitalism?…"
politics  philosophy  zizek  2008  us  capitalism  socialism  georgewbush  left  activism  republicans  naomiklein  johnmccain  via:steelemaley  sarahpalin  media  narrative  theory  from delicious
august 2011 by robertogreco
SpeEdChange: Hulu in the Classroom: Building Literacy
""I've never understood our classroom commitment to "the book," but, I've really never understood our classroom commitment to "the chapter book."

What skills are learned from reading a book which are not learned from watching a film? I'm not saying books are "bad," just asking, "why are they 'better'?"

And why is longer 'better'?

[Short stories discussion]

But then I thought, why do we start with text on a page. I thought back to discovering books of those Twilight Zonestories after years of watching the show, and how much I loved "reading" them (or really, listening to them via audiobook, but I think that's the same).

And I thought that, as part of our effort to make kids want to read, want to write, we must first get them interested in stories, in wanting to know stories, and in how stories are told, and why.

And one great way to do that is to use short fiction in another medium - the short fiction of Hulu and other free sources of video - film and television."
irasocol  classideas  shortstories  reading  writing  hulu  youtube  film  learning  stories  storytelling  narrative  dialogue  2011  lists  video  tv  television  twiliightzone  huma8  literature  from delicious
august 2011 by robertogreco
steelweaver - Reality as failed state - tl;dr version (I like doing this)
"I believe part of the meta-problem is this: people no longer inhabit a single reality.

Collectively, there is no longer a single cultural arena of dialogue…

The point, for the climate denier, is not that the truth should be sought with open-minded sincerity – it is that he has declared the independence of his corner of reality from control by the overarching, techno-scientific consensus reality. He has withdrawn from the reality forced upon him & has retreated to a more comfortable, human-sized bubble.

…denier’s retreat from consensus reality approximates role of the cellular insurgents in Afghanistan vis-a-vis the American occupying force: this overarching behemoth I rebel against may well represent something larger, more free, more wealthy, more democratic, or more in touch with objective reality, but it has been imposed upon me…so I am going to withdraw from it into illogic, emotion & superstition & from there I am going to declare war upon it."
reality  climatechange  climatechangedeniers  alternatereality  philosophy  mind  conspiracy  afghanistan  dialogue  environment  environmentalism  2011  awareness  conviviality  sharedhumanpresence  change  division  staugustine  truth  politics  policy  voting  politicalprocess  conflict  control  freedom  agency  technocrats  science  scientists  consensus  intuition  intuitivethinking  thinking  myths  narrative  meaning  meaningmaking  understanding  psychology  birthers  teaparty  realityinsurgents  from delicious
july 2011 by robertogreco
Facebook and the Epiphanator: An End to Endings? -- Daily Intel [Don't rely on the quotes here. Read the whole thing.]
"…should be a word for that feeling you get when an older person…shames himself by telling young people how to live…

Obviously, the Epiphinator will need to slim down in order to thrive, but a careful study of history shows how impossible it is to determine whether it can return to both power & glory, or whether its demise is imminent…

This moment of anxiety and fear will pass; future generations (there's now one every 3-4 years) will have no idea what they missed, & yet they will go on, marry, divorce, & own pets.

They may even work in journalism, not in the old dusty career paths…

We'll still need professionals to organize the events of the world into narratives, & our story-craving brains will still need the narrative hooks, the cold opens, the dramatic climaxes, & that all-important "■" to help us make sense of the great glut of recent history that is dumped over us every morning. No matter what comes along streams, feeds, & walls, we will still have need of an ending."
technology  media  socialmedia  facebook  privacy  paulford  narrative  jonathanfranzen  zadiesmith  billkeller  zeyneptufekci  life  wisdom  journalism  storytelling  endings  epiphinator  love  living  stevejobs  commencementspeeches  wholeearthcatalog  stewartbrand  aaronsorkin  2011  nuance  feral  from delicious
july 2011 by robertogreco
The Case of The Traveling Text Message - Michele Tepper - Interactions Everywhere
"Last year, the BBC and Masterpiece Mystery aired a new adaptation of the Sherlock Holmes stories called Sherlock. It’s available now on Netflix Watch Instantly, so if you haven’t seen it yet, go check it out.<br />
<br />
But I’m not here to talk about how fantastic the concept and the writing are, or how much I love the performances, or even how anxiously I’m awaiting the next series. I want to argue that the thing that makes this series really groundbreaking is something very subtle: the way director Paul McGuigan handles titles…<br />
<br />
…instead of cutting to the character’s screen, Sherlock takes over the viewer’s screen.<br />
<br />
But none of that takes away from the achievement, which screenwriter John August calls “the one to beat.” I fully expect the text messaging style McGuigan brought us in Sherlock to become part of the visual narrative vernacular, coming soon to a screen near you."
design  writing  television  ui  text  userinterface  narrative  film  tv  2011  sherlock  timcarmody  screens  computers  mobile  phones  storytelling  perspective  filmmaking  classideas  from delicious
july 2011 by robertogreco
Notes from a Literary Apprenticeship : The New Yorker
"My reading was my mirror, & my material; I saw no other part of myself…<br />
<br />
For though they had created me, & reared me, & lived w/ me day after day, I knew that I was a stranger to them, an American child…<br />
Even after I received the Pulitzer, my father reminded me that writing stories was not something to count on…I listen to him, & at the same time I have learned not to listen, to wander to the edge of the precipice & to leap. & so, though a writer’s job is to look and listen, in order to become a writer I had to be deaf & blind.<br />
<br />
I see now that my father, for all his practicality, gravitated toward a precipice of his own, leaving his country and his family, stripping himself of the reassurance of belonging. In reaction, for much of my life, I wanted to belong to a place, either the one my parents came from or to America, spread out before us. When I became a writer my desk became home; there was no need for another…Born of my inability to belong, it is my refusal to let go."
writing  literature  narrative  identity  thirdculture  jhumpalahiri  risk  glvo  art  craft  residence  place  belonging  2011  libraries  books  home  life  reading  classideas  india  parenting  schools  memory  experience  childhood  from delicious
june 2011 by robertogreco
Autoethnography - Wikipedia
"Autoethnography is a form of autobiographical personal narrative that explores the writer's experience of life. The term was originally defined as "insider ethnography".[1] It differs fundamentally from ethnography--a qualitative research method in which a researcher uses participant observation and interviews in order to gain a deeper understanding of a group's culture—in that autoethnography focuses on the writer's subjective experience rather than the beliefs and practices of others. Autoethnography is now becoming more widely used (though controversial) in performance studies, the sociology of new media, novels, journalism, communication, and applied fields such as management studies."
history  writing  social  research  via:steelemaley  sociology  communication  ethnography  journalism  newmedia  novels  management  managementstudies  performancestudies  experience  groupculture  groups  narrative  truth  inquiry  from delicious
june 2011 by robertogreco
I Read Where I Am
"Exploring New Information Cultures"<br />
<br />
"For example, words are colour-coded in a gradient from dark (more) to light (less) as a comparative value of frequency versus uniqueness. Also, several indexes are featured as random access interfaces to the articles. And finally, the subject matter in the texts is extended beyond the book through comparisons with Wikipedia entries of similar semantic meaning (micro- versus macro-context).So in essence, in the conceptualization of this book, we are not only trying to produce graphic and typographic design. But, by augmenting code and form with critical language theories, we are also practising what we like to call Digital Anthropology."
design  art  culture  future  writing  reading  toread  ellenlupton  kevinkelly  erikspiekermann  dunne&raby  jamesbridle  bobstein  digital  books  text  digitalanthropology  wikipedia  indexing  typography  criticallanguage  language  narrative  semantic  literaryanthropology  screens  screen  behavior  etexts  linguistics  bookfuturism  experience  from delicious
may 2011 by robertogreco
Spencer's Scratch Pad: Smaller Stories
"We want to believe in huge stories w/ insurmountable conflicts, bravely heroic protagonists & settings that are other-worldly…fairy tales & legends, but we want those stories to be placed w/in the non-fiction section of our bookstore…movie…"based upon a true story"…

We want to believe in these big stories, because we are convinced that our own stories are too small. All too often, the "small stories" are too subtle, too nuanced & too authentic for us to celebrate. What's the drama in pushing your daughter on the swing after realizing that you've been devoting too much time to work? Where's the inspiration in learning how to handle conflict without yelling or falling apart?

However, what if the most triumphant stories are the humble ones? What if the life-changing narratives are filled with small acts of courage & incremental moments of character development? …when you admit that you are broken and choose love over bitterness anyway?"
johnspencer  gregmortenson  truth  fiction  belief  humility  small  scale  simplicity  sustainability  otherworldly  inspiration  narrative  storytelling  2011  smallmoments  character  nuance  supersizedheroes  neighborsizedheroes  family  whatmatters  everylittlebitcounts  human  humanscale  from delicious
april 2011 by robertogreco
Gamasutra - Features - The Era Of Behaving Playfully
"In the same way that Call of Duty games only work when you're moving forward and trying to complete the objectives, Façade worked surprisingly well when you acclimated to its limitations and learned to play within them."
storytelling  videogames  narrative  play  gamedesign  gaming  from delicious
january 2011 by robertogreco
games of nonchalance [trailer at: http://vimeo.com/11705554]
"We are a hybrid arts consultancy in San Francisco with an expertise in Situational Design. Our mission is to provoke discovery through visceral experiences and pervasive play."
sanfrancisco  interactive  arg  narrative  games  cities  play  gaming  media  jejune  events  art  situationist  from delicious
september 2010 by robertogreco
Hitotoki — About [Nice touce in the Design Notes—see the quote below. Click through for (small) images.]
"The Hitotoki logo is composed of four hankos, traditional Japanese personal stamps. Each was carved in stone by Eiko Nagase, kissed, inked, and pressed to tissue paper, resulting in what you see above.

The hankos can be seen as city blocks, the space between them the little pockets we carve out for ourselves. Each hanko silloutte is an abstracted katakana character cor­responding with the inlaid roman script. hitoOur 435-page identity style guide allows for creative re-positioning of the blocks to fit the logo into different layout contexts. Sadly, the application of the “Bevel and Emboss” filter is strictly prohibited."
humor  storytelling  tokyo  geotagging  cities  hitotoki  narrative  blocks  stamps  hankos  katakana  from delicious
august 2010 by robertogreco
6+1 Trait® Definitions | Education Northwest
"The 6+1 Trait® Writing analytical model for assessing and teaching writing is made up of 6+1 key qualities that define strong writing. These are:
writing  narrative  presentation  literacy  english  education  curriculum  teaching  voice  conventions  organization  ideas  via:lukeneff  classideas 
july 2010 by robertogreco
dy/dan » Impatience With Irresolution, pt 1: Part Of The Problem
"Nowadays, I don't much care what they answer. I'm disinterested. I want to get past their answer. My response to their answer is an automated "Why?" That's where the action is.
assessment  learning  patience  students  irresolution  uncertainty  ambiguity  danmeyer  glvo  tcsnmy  questions  questioning  pedagogy  socraticmethod  relationships  answers  davidmilch  belesshelpful  storytelling  narrative 
june 2010 by robertogreco
Interactive - ITVS
"Television is just one way to tell a compelling story. For more than a decade, ITVS Interactive has developed, produced, and collaborated on new media projects for multiple platforms. From extensive program companion websites to online film festivals, Web-originals and mapping projects to social issue games, ITVS Interactive focuses on innovation, participation, and engagement bringing new audiences to public media 2.0."
multimedia  storytelling  narrative  classideas  tcsnmy  interactive  mapping  web  online  internet  participatory 
june 2010 by robertogreco
dy/dan » Blog Archive » Teaching WCYDWT: Storytelling ["A recommendation: turn your learning into a story for somebody else."]
""Perplex them," one of my old high school math teachers advised me when I told him I was going into teaching. Perplexity isn't the same as confusion; rather, it's a very, very productive form of confusion. My favorite teachers and storytellers perplex me repeatedly throughout a lesson or movie.
storytelling  teaching  perplexity  tcsnmy  narrative  learning  understanding  empathy  kathysierra  danmeyer 
june 2010 by robertogreco
PlotWeaver: Automating xkcd's Movie Character Interaction Graphs - information aesthetics
"After noticing the beauty behind xkcd's beautiful graphs depicting the Interactions of Movie Characters, Stanford student Vadim Ogievetsky decided to develop an online software tool that would allow him to generate visually similar looking versions. Accordingly, PlotWeaver [stanford.edu] presents an efficient and effective layout algorithm that, with the users help, generates visual results similar to these hand-crafted posters. Ultimately, his aim is to even automate the whole process from movie script or IMDB quote page to a beautiful representative visual depiction.
art  crowdsourcing  data  film  movies  statistics  visualization  xkcd  storytelling  narrative  software  programming 
june 2010 by robertogreco
The Pleasures of Imagination - The Chronicle Review - The Chronicle of Higher Education
"So while reality has its special allure, the imaginative techniques of books, plays, movies, and television have their own power. The good thing is that we do not have to choose. We can get the best of both worlds by taking an event that people know is real and using the techniques of the imagination to transform it into an experience that is more interesting and powerful than the normal perception of reality could ever be. The best example of this is an art form that has been invented in my lifetime, one that is addictively powerful, as shown by the success of shows such as The Real World, Survivor, The Amazing Race, and Fear Factor. What could be better than reality television?"
psychology  culture  imagination  creativity  games  fun  fiction  fantasy  consciousness  brain  art  entertainment  emotion  play  empathy  escape  videogames  narrative  via:lukeneff  film  tv  television  reality  realitytv  storytelling  leisure  english  mind  writing  pleasure  behavior  science  paulbloom  humans 
june 2010 by robertogreco
interactions magazine | The Art of Editing: The New Old Skills for a Curated Life
"Whether we see it or not, we’re becoming editors ourselves. In the Gutenberg era, the one-to-many relationship, in which an editor dictated the content for the masses, was common. In the post-Gutenberg era, our reliance became more democratic: We sought out editors who could sift through the staggering amount of information for us, signal where to look, what to read, and what to pay attention to. Now there’s another shift at play; you may have seen it reblogged or retweeted recently, in fact. With new tools allowing an unlimited degree of flexibility and freedom, we’re gaining comfort in editing our own media. We are, for the first time, accepting the role of editor, and exhibiting our editorial qualities outward. We’re gaining followers and pointing the way forward for others. But without any training, how are we doing it?"
culture  curation  narrative  convergence  collections  blogging  editing  editors  content  iraglass  via:cervus  cv  ethanzuckerman  lizdanzico  coherence  twitter  tumblr  clayshirky  infooverload  googlereader  rss  intuition  voice  tempo  socialmedia  information  design  writing  media  danahboyd  news 
may 2010 by robertogreco
Such Tweet Sorrow
"Two families in the same town have loathed one another for years. But a boy from one and a girl from the other fall in love - deep, sweet and destructive. You know the tale of Romeo and Juliet but now you can see it happening live and in real time - in modern Britain and on Twitter. Six characters live the story over the five weeks of Such Tweet Sorrow and you can experience it with them." [via: http://www.paula.cl/blog/tendencias/2010/05/20/twitteleseries/ via Lizette]
shakespeare  romeoandjuliet  play  twitter  storytelling  literature  narrative  theater  performance  english 
may 2010 by robertogreco
dy/dan » Blog Archive » “F–k The Exposition”
"Treme's pilot, true to Simon's challenging aesthetic, dumps the viewer into an unfamiliar-but-compelling environment full of unfamiliar-but-compelling people and trusts that, because the whole thing is so damn compelling, you'll be back the next week to learn more.
davidimon  danmeyer  teaching  schools  internet  web  online  kathysierra  narrative  storytelling  creativity  writing  tcsnmy  context  google  treme 
april 2010 by robertogreco
'The Wire' Creator David Simon on His New HBO Series, ‘Treme’ -- New York Magazine
""Fuck the exposition," he says gleefully, as we go back into the bar. "Just *be*. The exposition can come later." He describes a theory of television narrative. "If I can make you curious enough, there's this thing called Google. If you're curious about the New Orleans Indians, or 'second-line' musicians--you can look it up." The Internet, he suggests, can provide its own creative freedom, releasing writers from having to overexplain, allowing history to light the charaqcters from within."
davidsimon  thewire  writing  internet  search  narrative  freedom 
april 2010 by robertogreco
ARCADE: Literature, the Humanities, and the World
"What if literature and other arts could be experienced as open worlds where actions are not required from us, but our minds can experience conflicts, dilemma, ethical quandaries without necessarily falling back on the default solution of trying to find where the author sides? What if literature opened up new or insufficiently present realms of perceptions, or offered the rather precious ability to feel the rhythm of someone else’s life from within?" [via: http://notgames.tumblr.com/post/464158881/what-if-literature-and-other-arts-could-be]
literature  art  narrative  humanities  arts  empathy  perception  cécilealduy 
april 2010 by robertogreco
Keynote: Bruce Sterling (us) on Atemporality | transmediale
"If progress is to go beyond the banal indulgences that give rise to a never-ending array of car shell designs then we need to analyse our present time with regard to its aesthetics and its media. The second conference session is being introduced with Bruce Sterling's Keynote on Atemporality." [transcript here: http://www.wired.com/beyond_the_beyond/2010/02/atemporality-for-the-creative-artist/]
atemporality  brucesterling  future  history  culture  art  technology  design  philosophy  time  creativity  theory  research  2010  media  community  sciencefiction  scifi  roleplaying  favelachic  informationvisualization  williamgibson  humanities  databases  literature  collaboration  multitemporal  analog  digital  gothichightech  futuritynow  collectiveintelligence  networks  networkculture  postmodernism  failedstates  collapse  narrative  resilience  decay  failure 
february 2010 by robertogreco
Worldchanging: Bright Green: Jane McGonigal on Gaming for Good
"Games wield enormous power in our culture. They’re controlling the attention and getting the most energy and passion out of many, many people."
games  gaming  videogames  janemcgonigal  iftf  digitalmedia  socialnetworks  arg  interview  narrative  learning  economics  organization  meaning  play  futures  development  politics 
february 2010 by robertogreco
In The Games Of Madness: How Gameplay and Narrative kill Meaning in "Games" [via: http://tale-of-tales.com/blog/2010/01/18/frictional-how-gameplay-and-narrative-kill-meaning/]
"While gameplay at the core of game making, it comes with a lot of baggage & makes certain meanings harder to realize in the medium...most striking issue is the entire failure mechanism that is used in just about any game. You try a certain task, you fail & then have to repeat it. As described in other posts, this can be especially damaging in horror games, where repeating scenes seriously lessens the experience. This mechanism also imposes limits on the player’s rate of progress & effectively tells the player: “Either you complete this or you will not proceed!”. Other baggage include the notion that gameplay must be fun & the need to constantly pose challenges. What I mean with the last point is that players assume that a game will always keep them occupied w/ some kind of obstacle to overcome. This leads to very little interactive content that is added for its intrinsic sake alone. Instead a game’s interactive content almost always have some connection to the goals of the gameplay."
gameplay  gamedesign  games  gaming  narrative  structure  gametheory  thinking  design  storytelling 
january 2010 by robertogreco
Telling stories about stories « Snarkmarket
"Increas­ingly, I’m con­vinced that no media is suc­cess­ful or even com­plete until it’s been trans­formed or extended. I know this is not super-controversial—it’s sort of the Cre­ative Com­mons party line—but it turns out things don’t trans­form them­selves! A lot of media gets CC-licensed and then just sits there.
robinsloan  annabelscheme  platforms  creativecommons  remixing  fanfiction  storytelling  media  henryjenkins  cocreation  participatoryculture  participatory  snarkmarket  newmedia  starwars  harrypotter  narrative  engagement 
december 2009 by robertogreco
Fantastic Journal: "This Means Something!"
"The film is obsessed with issues of representation and non-verbal communication. The famous five-note score that the scientists use to communicate with the aliens, for example, effectively replaces speech...Roy can't communicate his obsession through conventional language & is forced into non-verbal communication. He has to make what he is thinking in order to express it. And he's not alone in his obsession. Another character - Gillian Guiler - is also obsessed with Devil's Tower. She draws it over and over again...In making a plea for tolerance the film also seems to implicitly reject language, as if our primary means of communication were somehow ultimately a handicap to understanding. Language seems to dissolve during the film, becoming ever more useless until it dissipates into the abstract lights and sounds used by the scientists to communicate to the aliens. It is, in many ways, an anti-logocentric film, a celebration of the non-verbal and the techno-haptic."

[via: http://magicalnihilism.com/2009/11/25/he-has-to-make-what-he-is-thinking-in-order-to-express-it/ ]
nonverbalcommunication  design  science  visualization  communication  via:blackbeltjones  criticism  sculpture  process  sciencefiction  scifi  fiction  narrative  making  craft  expression  film  closeencountersofthethirdkind  drawing  music  human 
november 2009 by robertogreco
Why Great Teachers Are Story Tellers at The Core Knowledge Blog [Still not really convinced by Dan Willingham, but this certainly does apply to traditional teaching]
"Just about every teacher at some point tries to trick their students into learning something by making it “relevant” to students’ interests. You might be surprised to learn that I don’t think much of this technique. I love cognitive psychology, so you might think, “Well, to get Willingham to pay attention to this math problem, we’ll wrap it up in a cognitive psychology example.” But Willingham is quite capable of being bored by cognitive psychology, as has been proved repeatedly at professional conferences I’ve attended. Trying to make problems “relevant” can also feel forced and artificial, and students see right through the ruse. So if content isn’t the way to engage students, how about your teaching style? Students often refer to good teachers as those who “make the stuff interesting.” It’s not that the teacher relates the material to students’ interests-rather, the teacher has a way of interacting with students that they find engaging."
teaching  schools  engagement  danwillingham  content  storytelling  narrative  lectures 
november 2009 by robertogreco
russell davies: true stories told live
"Gladwell suggests people w/ the best stories are those whose jobs involve lots of sitting around w/ their colleagues; cricketers, for instance, or pilots. I'd suggest it's not just the sitting around, it's sitting around while half paying attention to something else (the match, automatic pilot). This leaves enough room for proper story-telling, for holding court, not interrupted by sniping, conversation or one-up-person-ship...I'm still not sure that story is that important to stories. You know, all that beginning, middle, end stuff, narrative arc...Games people go on about it all the time, ad people are convinced they're masters of story miniatures. I think, very often, story is just something to hang all the important bits on. & not in a significant, meaningful way, like a backbone or scaffold...more of a coat-hanger. The actual stuff that connects isn't about plot or narrative; it's texture, observations, images, jokes, juxtapositions, felicitous phrases & little moments of aha."
communication  storytelling  stories  malcolmgladwell  russelldavies  narrative  listening  attention  entertainment  games  gamedesign  delivery 
november 2009 by robertogreco
The internet is killing storytelling | Ben Macintyre - Times Online [via: http://www.experientia.com/blog/the-internet-is-killing-storytelling/]
“The internet, while it communicates so much information so very effectively, does not really “do” narrative. The blog is a soap box, not a story. Facebook is a place for tell-tales perhaps, but not for telling tales. The long-form narrative still does sit easily on the screen, although the e-reader is slowly edging into the mainstream. [...]
technology  culture  storytelling  narrative  twitter  attention  facebook  socialmedia  literacy  language  literature  reading  media  writing  journalism  web  internet 
november 2009 by robertogreco
Robin writes a book (and you get a copy) » Going full-time with a sack full of gold coins — Kickstarter
"tip articulated by writing coach Don Fry...Roy [Peter Clark] says it like this: "Place gold coins along the path. Don't load all your best stuff high in the story. Space special effects throughout the story, encouraging readers to find them and be delighted by them."...look at Harry Potter books...J.K. Rowling is, like, world's leading manufacturer of gold coins. Every one of her pages has some weird detail, some delightful aside about a fire-breathing candy bar or a painting that talks. They're not central to the narrative, but they provide pops & flashes of novelty that keep you reading. They're addictive, like potato chips...I'm a big believer in their power...think they might do more to keep people reading than the narrative itself. At the very least, gold coins are an equal partner...do [they] all have to be words? Could some of them be images, photos, scraps from this fictional world? I think of the sketch of Mr. Tyndall in Mr. Penumbra; it seems like it worked really well."
writing  goldcoins  attention  jkrowling  harrypotter  robinsloan  howto  tips  narrative 
october 2009 by robertogreco
Confessions of an Aca/Fan: Archives: Transmedia Tacos? You Bet!
"Kogi is a small example of the new spectatorship that creative artists can maneuver to empower a deeper synergy between production and consumption (or future prosumption) as chefs and diners, food critics and passive consumers can all benefit from the increased connectivity and emotional resonance afforded through transmedia productions. What is going on is the sharing of privileged knowledge and information conveyed as a narrative construction.
twitter  marketing  advertising  storytelling  socialmedia  narrative  transmedia  henryjenkins  kogi  experience  convergence  music  losangeles  casestudy  local 
october 2009 by robertogreco
GRAPH A STORY WITH MR. VONNEGUT
"Kurt Vonnegut’s master’s thesis in anthropology was rejected by the University of Chicago. “It was rejected because it was so simple and looked like too much fun,” Vonnegut writes. “One must not be too playful.” This excerpt from PALM SUNDAY, is the gist of his argument:"
vonnegut  writing  narrative  story  charts  fiction  books  graphs  storytelling 
october 2009 by robertogreco
Mix-A-Lot's posse route tracked in Google Maps | Crave - CNET
For most people, Sir-Mix-A-Lot is synonymous with his hit "Baby Got Back." But for his real fans, or fans of early hip-hop in general, the greatest song Mix ever did was "My Posse's On Broadway," an homage to my home neighborhood in Seattle. It's a detailed step-by-step trek with Mix and his posse as they hit up local landmarks like Dick's Burgers and generally have a good time.
seattle  washingtonstate  hiphop  music  musicvideo  video  geography  googlemaps  narrative  broadway  sir-mix-a-lot  via:javierarbona 
october 2009 by robertogreco
BLDGBLOG: On Publishing Student Work
"It is sadly the case that year-end school catalogs like these are the only times that many of these students' work will ever be published, and so it would be nice – if not emotionally important – even to see short, 50-word descriptions of each project.
architecture  education  publishing  narrative  bldgblog  geoffmanaugh  tcsnmy 
august 2009 by robertogreco
Significant Objects | …and how they got that way
"A talented, creative writer invents a story about an object. Invested with new significance by this fiction, the object should — according to our hypothesis — acquire not merely subjective but objective value. How to test our theory? Via eBay!"
writing  narrative  storytelling  ebay  objects  design  art  significantobjects  significance  meaning  literature  projects  tcsnmy  classideas  srg 
july 2009 by robertogreco
Click Nothing: Live and Let Die
"meaning does not come from playing a game... it comes from playing WITH a game. It is the manipulation not only of the actors in the game that is meaningful, but the manipulation of the game itself. This discussion is not about how to make a game more meaningful. It is about how games mean."
via:preoccupations  games  meaning  gaming  play  manipulation  videogames  narrative  stories  storytelling 
july 2009 by robertogreco
Manhood for Amateurs: The Wilderness of Childhood - The New York Review of Books
"Childhood is a branch of cartography... Most great stories of adventure ... come furnished with a map... traveler soon learns that the only way to come to know a city ... is to visit it alone, preferably on foot, ... become as lost as one possibly can. ... our children have become cult objects to us, too precious to be risked. At the same time they have become fetishes, the objects of an unhealthy and diseased fixation. And once something is fetishized, capitalism steps in and finds a way to sell it. What is the impact of the closing down of the Wilderness on the development of children's imaginations? ... Should I send my children out to play? ... Even if I do send them out, will there be anyone to play with? Art is a form of exploration, of sailing off into the unknown alone, heading for those unmarked places on the map. If children are not permitted—not taught—to be adventurers and explorers as children, what will become of the world of adventure, of stories, of literature itself?"
children  childhood  parenting  society  freedom  fear  safety  maps  mapping  michaelchabon  literature  cartography  creativity  narrative  education  learning  exploration  unschooling  deschooling  travel  risk  survival  independence  adventure  stories  storytelling  danger  mattgroening  writing  culture  books  youth  kids 
june 2009 by robertogreco
BLDGBLOG: Bloomsday
"That is, should you want to describe a man's walk around the city in as detailed and realistic a way as possible, capturing every minor event and instant, then you would have to include the circumstances of that walk in their often bewildering totality: every fragmentary thought process, directionless flight of fancy, and irrelevant detail noticed along the way, via a million and one dead-ends. Things remembered and then forgotten. Deja vu.

That daydream you had early today? That was, Ulysses suggests, part of the infrastructure of the city you live in.

The city here becomes a kind of experiential labyrinth: it is something you walk through, certainly, but it is also something that rears up mythically to consume the thoughts of everyone residing within it."

AND

"Inspired by Bloomsday, then, it seems well-timed to ask not only how our cities can best be mapped – and if narrative is, in fact, the ideal cartographic strategy – but what other physical possibilities exist for narrative expression. Put another way: what if James Joyce had been raised in an era of cheap 3D printers?
After all, given the possibilities outlined above, we might even someday be justified in concluding that Dublin itself is a written text, and that Ulysses is simply its most famous translation."
bldgblog  jamesjoyce  ulysses  flaneur  urbanism  psychogeography  architecture  design  cities  dublin  literature  information  geography  cartography  maps  mapping  fabrication  fabbing  books  experience  narrative 
june 2009 by robertogreco
Rossignol » Thrilling Wonder Stories
"The rocketship wonder of earlier decades is gone, and our children write dystopias by default: a fascinating, terrifying realisation. He seemed rather earthy and upbeat, and talked of how problems mean invention, and creativity, but I couldn’t help think about a generation of kids for whom there is no bright imagined future: only Bladerunner, eco-death, the Drowned World, apocalypse. MacLeod talked about the problems for idealistic sci-fi now, and I wonder if there was something about the hip nihilism of modern fantasy, combined with relentless terror-cancer newsmedia shit, that really will stop future generations bothering to climb out of their doomed shrug." ... "The whole thing was stamped, perhaps imperceptibly to everyone else, with a motto I come back to - paraphrasing Richard Rorty - which is: “anything can be redescribed”. Sometimes, a new description is all you need."
design  archigram  architecture  fiction  simulation  speculation  jgballard  pessimism  sciencefiction  scifi  optimism  narrative  representation  writing  futurism  future  tcsnmy  dystopia  utopia  jimrossignol  wonder  children 
may 2009 by robertogreco
Near Future Laboratory » Design Fiction: A Short Essay on Design, Science, Fact and Fiction
"When you trace the knots that link science, fact and fiction you see the fascinating crosstalk between and amongst ideas and their materialization. In the tracing you see the simultaneous knowledge-making activities, speculating and pondering and realizing that things are made only by force of the imagination. In the midst of the tangle, one begins to see that fact and fiction are productively indistinguishable.
julianbleecker  design  futurology  future  science  teaching  retrofuture  research  ubicomp  fiction  interdisciplinary  multidisciplinary  designfiction  imagination  narrative 
march 2009 by robertogreco
BBC NEWS | Technology | Bruce Sterling - Prophet and loss
"he is worried that his novel-writing days may soon be at an end. "I am not sure I am going to be allowed to do it. American publishing is in distress. The book stores are going, the big centralised publishers are very heavily indebted and they are small sections of the centralised American media apparatus that have lost social credibility." He adds: "People don't pay attention to novels. The socially important parts of American communication are not taking part in novels. You can write them but they are not changing public discourse. "You can also say that everybody in society has moved up a notch and everybody just wants the executive summary.""
via:preoccupations  brucesterling  sciencefiction  writing  future  books  novels  literature  literacy  change  attention  technology  culture  internet  narrative 
march 2009 by robertogreco
What do we expect from our games? | Technology | guardian.co.uk
"Which got me thinking about what it is that we want from a game, and how it's different to what we want from a story. Superficially, games have a lot in common with other screen-based media: movies and TV shows. They have the same glossy production values, the same multiple franchises, the same all-action blockbusters. But games aren't movies; the interactivity that makes it possible for me to email a character in Routes and receive an in-game response pulls against traditional storytelling. I write both novels and games, and the crucial difference is this: in a novel I'm telling a story to the reader, but in a game I'm allowing the player to construct the story with me. There's a constant tension between allowing players to feel they can do what they want, and guiding them through a satisfying-feeling experience."
games  videogames  gaming  gamedesign  narrative  storytelling  interactivity  immersive  programming  engagement  play 
march 2009 by robertogreco
In Defense of Architecture (Fiction) | varnelis.net
"Instead of being Utopian or imaginative, might it be possible for architecture to shape our experiences in such ways as to approximate the effects of films or fiction? Or better yet, video games? Please don't take this to mean that architects need to copy Doom or Quake (they've tried that already). But rather, could architecture fiction be something that re-shapes our subjectivity?" ... "if architects are such experts at shaping space, who is to say they always need to work with the building trades? The Eameses made furniture and films. If they were around today, I think they'd be out in the city, finding ways to shape the environment through existing forms of locative media." ... "Instead of writing novels on a cell phone, why shouldn't we be reading the city on our cell phones?"
kazysvarnelis  architecture  history  writing  theory  narrative  us  starchitects  archigram  builtenvironment  eames  cities  literature 
march 2009 by robertogreco
Code: Flickr Developer Blog » Things I’m Standing Next To
"Nearby starts with a geotagged photo and then queries for other geotagged photos within a one kilometer radius. You can order the results by time and distance and interestingness but the important part is that they are photos, well, nearby to the photo you are looking at. Nearby is a deliberately fuzzy concept. Nearby in St. Peter’s Square in Rome might mean the person directly in front of you. Nearby in the streets of a small town might be the beautiful garden behind the fence and around the corner. Nearby encourages people to poke around and discover their surroundings, as though they were on foot and everything was just a short walk away."
flickr  location  longnow  geocoding  geotagging  dopplr  place  design  history  photography  narrative  bighere  maps  mapping  api  nearby  social  geo  geohash 
february 2009 by robertogreco
Confessions of an Aca/Fan: Mapping Maps
"My definition of a map has once again broadened significantly in recent years...in Colombo, Sri Lanka...two blocks from the site of a bombing of a school that killed several children. It was a pretty street in a 'good' part of town and had every sign of being a safe place. A guard directed traffic. The air was fragrant with the smell of jasmine. Parents walked children dressed in crisp white uniforms home from school. Nothing about the place suggested violence. I looked at the location on a (local) map and still found no sign that this might have happened. I find myself thinking once again about narrative and about the multiplicity of attachments and meaning that people around the world form to places through living in, remembering, and imagining them. How might the resident of Colombo map this experience into all of the other meanings of place and identity? A map might not hold all of the answers but it remains a powerful tool to remember stories that might otherwise be forgotten."
maps  mapping  nationalgeographic  geography  geolocation  identity  place  narrative 
january 2009 by robertogreco
Routes Game
"Your genes hold some pretty hardcore information; about your size and shape, alcohol tolerance, risk of major disease, maybe even your intelligence. But is that all there is to it? Is your destiny mapped out in your genes? Play Routes over the next 8 weeks and find out. Dig deep enough and who knows what secrets you might uncover...?"
education  games  arg  gaming  genetics  play  narrative  channel4  routes 
january 2009 by robertogreco
Snarkmarket: Stumbling Away from the Story - "In general, we’re finding that the way people use the web is less narrative and more random than we ever expected. It’s probabilistic."
"Sometimes I think events today more closely resemble a giant wall of sticky notes. Draw lines, make clusters, add more facts as you find them; do your best to hold it all in your head. But it doesn’t all add up. There are contradictions. But hey, that’s the world — and maybe we need better tools to understand it that way. We argue: Stories are those tools. It’s stories that allows us to understand these things at all...Our brains are wired for narrative. But I don’t buy it. Our brains are constantly changing, and I think the internet is a bellwether: We are not using the web in a narrative way. We’re using it in some weird, new way that we don’t have good words for yet. It’s all juxtaposition and feeds and filters, searching and stumbling and sharing. And importantly, it’s starting to make sense. It’s not gut-churning chaos out here, unmoored from the safe haven of story. It’s actually getting kinda comfortable." [Now at: http://snarkmarket.com/2009/2479 sans my comment]
via:migurski  comments  society  culture  internet  thinking  psychology  brain  narrative  storytelling  evolution  web  chaostoorder  reasoning  writing  google  news  history  future  change  journalism  snarkmarket 
january 2009 by robertogreco
STORYTRON - Interactive Storytelling
"Do you love stories? Do they excite you, fascinate you, exhilarate you? Have you ever wanted to try to jump right into a story and speak to the people in it? Have you thought about playing the protagonist, letting your feelings and imagination steer the story in new, creative directions?" via: http://pmog.com/missions/a_sampler_platter_of_interactive_fiction
srg  interactive  interactivefiction  videogames  storytelling  narrative  writing  games  literature  interactiveliterature  fiction  commandline  text  gaming  if 
january 2009 by robertogreco
Interactive fiction - Wikipedia
"Interactive fiction, often abbreviated IF, describes software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives and as computer games. In common usage, the word refers to text adventures, a type of adventure game with text-based input and output. The term is sometimes used to encompass the entirety of the medium, but is also sometimes used to distinguish games produced by the interactive fiction community from those created by games companies. It can also be used to distinguish the more modern style of such works, focusing on narrative and not necessarily falling into the adventure game genre at all, from the more traditional focus on puzzles. More expansive definitions of interactive fiction may refer to all adventure games, including wholly graphical adventures such as Myst."
srg  interactive  interactivefiction  videogames  storytelling  narrative  writing  games  literature  interactiveliterature  fiction  commandline  text  gaming  if 
january 2009 by robertogreco
In Construction. Recipes from Scarcity, Ubiquity and Excess - we make money not art
"No proper building. Not even an architecture project that would give a hint of what its future headquarters would be like. That didn't prevent El Bòlit, a brand new Contemp Art Center, from opening its borrowed doors a few weeks ago in Girona...The Bòlit was a game popular among children in Catalonia until the middle of the XXth century. "It's a metaphor for a dynamic center, one that is constantly moving and is pushed forward by people"... opening exhibition...proves that, if the center is still waiting for a proper building, it certainly doesn't lack a strong personality, a dauntless attitude and a very promising exhibition programme...In Construction. Recipes from Scarcity, Ubiquity and Excess...Beyond construction of building, creation of a contemp art centre involves first & foremost construction of a discourse, relationships & dialogue...why first exhibition at new centre focuses on processes that explore new methodologies to articulate narratives w/ context as starting point."
wmmna  girona  spain  elbòlit  art  artcenter  glvo  architecture  space  identity  narrative  exhibitions  temporary  cities  museums  barcelona 
november 2008 by robertogreco
Here’s what happens when you look for truth: Life Without Buildings Interviews Charlie Kaufman : Life Without Buildings
"I had this thought at the time that the only reason that this exists is because somebody lived in a culture at that time where you could work on something for 25 years and it was acceptable, you know? It was like, this is your work. He wasn’t trying to be famous, he wasn’t trying to put a lot of stuff into the world, and he was comfortable with the idea although I’m sure it was partly because he was a monk. It was just “this is what i’m going to do.” And we don’t really have anything like that now in the world. It feels like…it feels like we’re lacking because we have this model of work which is almost like industrial production where you have to keep doing new things. You’re only as good as the last thing you did and you have to come out with new work. A lot of it is by what our culture suggests is important but you also need to make a living so you need to keep working."
culture  architecture  movies  design  film  nyc  space  via:blackbeltjones  charliekaufman  glvo  cv  slow  work  time  learning  pace  synecdoche  writing  narrative  storytelling  howwework 
november 2008 by robertogreco
Mobile Digital Storytelling at mTrends - mobile media lifestyle trends - m-trends.org
"I learned a lot of new stuff how digital storytelling is currently used in online marketing campaigns and I tried to project how the cell phone can be used in future digital cross-media marketing. Check my (slightly adapted) slides of my presentation here below."
mobile  phones  storytelling  narrative  stories  participation 
october 2008 by robertogreco
La caja tonta es más lista · ELPAÍS.com
"La ficción televisiva vive su época dorada. 'Los Soprano', 'Perdidos', 'Mad Men'... Las series de calidad muestran la mejor narrativa que se hace en el mundo. Ésta es la historia de cómo un electrodoméstico denostado cautivó al mejor talento creativo."
television  tv  fiction  literature  entertainment  trends  narrative  storytelling  thesopranos  madmen  house  thewire  film 
october 2008 by robertogreco
Thoughts for an eleventh September: Alvin Toffler, Hirohito, Sarah Palin « Adam Greenfield’s Speedbird
"The gobsmacking foolishness of our national discourse, the things which now seem to signify, the very person selected to act out these psychodramas on the national stage - these are all far surer signs that the future is deeply, and I mean pants-shittingly, terrifying to many Americans. They’ve read the tea leaves, all right, they’re not in the slightest bit stupid, and they know how things are shaping up. They’ve had their eponymous Century, and it ended seven years ago today; this one’s Injun Country by comparison, no pun intended. So I can only surmise that the question of who to elect looks a whole lot clearer if you’ve once sown the wind and are waiting for the whirlwind to arrive. Sadly, heartbreakingly, “hope” isn’t in it. It takes a people that still believes in the possible, and their place in it, to vote for that."
alvintoffler  adamgreenfield  politics  history  us  futurism  technology  futureshock  economics  sarahpalin  narrative  culture  society  world  future  barackobama  johnmccain  elections  2008 
september 2008 by robertogreco
(the teeming void): Array Aesthetics (Olympic Edition)
"The Water Cube and the Birds Nest don't simply display China's modernity, they claim a jump into a digital, sustainable, mega-scaled future. The computational aesthetics of multiplicity that mark these structures are, again like the opening ceremony, a powerful cultural narrative: coherence, strength and beauty made of countless tiny pieces. Like the flickering grid of the drummers, the ordered diversity of these structures is important too, in that it's not total uniformity, a simple (modernist) grid. In fact these buildings contain a kind of post-industrial grid, where the uniformity or regularity is not literal or material, but procedural or computational - the computer's ability to resolve complex distributions of force is what enables the "organic" multiplicity here."
design  technology  society  culture  architecture  cities  china  olympics  beijing  2008  led  patterns  multiplicity  narrative  grids  postindustrial  leapfrogging 
august 2008 by robertogreco
MTV Multiplayer » “A Higher Standard” — Game Designer Jonathan Blow Challenges Super Mario’s Gold Coins, “Unethical” MMO Design And Everything Else You May Hold Dear About Video Games
"if people get things out of games different from other media ... those things obviously can't be pure escapism"; "the way people act & think 50 years from now will in significant part be determined by the games we create now"; "happiness comes at a cost"
via:preoccupations  games  braid  gaming  culture  videogames  gamedesign  gamechanging  society  escapism  narrative  play  challenge  creativity  storytelling  design  fiction  film  books  industry  gamedev  reward 
july 2008 by robertogreco
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