infovore + design   677

‘Unboxing’ at Behavior Design Amsterdam #16 - Leapfroglog
This is very good stuff from Kars: from the challenges of designing with machine learning through to Value Sensitive Design and the complexity of good work.
karsalfrink  design  machinelearning  ml  ethics  values 
september 2018 by infovore
What do the people do? – hello.
"This essay is a loose collection of principles for physical interaction." This is good, from Tom Igoe.
design  interaction  art  essay  guidelines  direction 
september 2018 by infovore
Experience Design & Material Exploration by Jack Schulze & Timo Arnall
"Making entertainment media is a bit like telling a joke; you really can’t tell whether it’s going be funny until you’ve told it." A really good synthesis of many years of work and process from Jack and Timo. Reading this I remember how I'm somewhat shaped by this thinking.
design  interaction  interview  jackschulze  timoarnall  playdeo 
june 2018 by infovore
Inform: Past, Present, Future
"I mention Knuth because, of all the Old Masters of computer science, he is the one most interested in the relationship between computer programs and texts. Could we even suggest that a program is a text? It is, after all, a written expression of creativity. Certainly, when running, a computer game can be an artistic experience in the same way that a film, or a play can. But my concern here is not whether the program is art when it runs. I’m talking about whether its source code is a text. We could go down a bit of a rabbit-hole here about playful literary theories. Umberto Eco once reviewed a new Italian banknote as a work of art, describing it as a numbered, limited edition of engravings. But let’s concede that a functional document like a shopping list or a spreadsheet of student names is not a literary text. On the other hand, a recipe by a literary cook like Elizabeth David might be art, even though it also has function. Perhaps the relevant question is: can we experience a program as a text? Can we, in the fullest sense of the word, read it?

A cynical answer might be that if program source codes are texts, why can’t you buy them in a bookshop?" Graham Nelson on a potted history of Inform, and then its future. The second half may be less interesting to you, but the first half is a fantastic piece of writing on literate programming, source-code-as-art, and the nature of languages. I loved this.
design  infocom  inform  if  grahamnelson  programming  donaldknuth  literateprogramming 
june 2018 by infovore
Meng Qi – Sound + Process
Great interview with Meng Qi, with lots of lovely stuff on being both a musician and an instrument bulider. I need to return to this.
mengqi  music  instruments  design  engineering  interaction 
april 2018 by infovore
Favorite game designs from 2017 – Raph's Website
A good list of design notes from Raph and a few things to get around to playing.
games  design  raphkoster  writing  list  2017 
march 2018 by infovore
Let's Learn About Waveforms
A superb interactive explainer. I've long believed the best way to understand this stuff - how sound works - is by seeing and hearing it simultaneously. This page does just that. Brilliant.
music  interaction  design  sound  audio  explainer 
february 2018 by infovore
Richard Sapper's dark, alternate universe of tech design - Curbed
"What I find appealing about a Sapper-influenced future is the sense that we wouldn’t have to be so careful not to break, to spill, to let sentiment intrude or go over our daily calories. That future can be made of almost anything, can stack neatly and doesn’t require custom furniture to fit its curves. We might not need to waste energy on stairs, elevators, and ziplines to get us to our clifftops like James Bond villains. We wouldn’t have to figure out how to open a closed pod without tactile or visual cues. We would not be living up to our future, it would be working for us." From the Thinkpad outward - notes on Richard Sapper, and the kind of industrial design I can get behind.
richardsapper  design  productdesign  industrialdesign  thinkpad 
february 2018 by infovore
CEM3340 VCO (Voltage Controlled Oscillator) designs | Electric Druid
Tom Wiltshire on various classic oscillator designs based around the Curtis 3340.
electronics  music  vco  schematics  design 
august 2017 by infovore
Week notes — 29/17 – James Carruthers – Medium
James is keeping weeknotes on designing a product based around an EFM32 microcontroller - I enjoyed this first installment; it's nice to see how other people think about projects.
electronics  friends  design  product  microcontroller 
july 2017 by infovore
Design with web fonts in the browser - Typecast
Hadn't encountered this - interesting tool for sketching/prototyping type selections.
design  typography  fonts  web 
june 2017 by infovore
Modularity in plugin design - Valhalla DSP
The kind of thinking that makes you appreciate a company's work: clarity of design, whilst understanding themselves as part of an ecosystem (as opposed to: wanting to be your everything). I really like Valhalla's products.
dsp  audio  plugins  design  architecture  valhalladsp 
june 2017 by infovore
1968 Demo Interactive - Doug Engelbart Institute
Broken down, chapter-ified version of the Mother of All Demos (made by Bret Victor and Christina Englebart). And now easily pointed at.
dougenglebart  motherofalldemos  interactiondesign  design  technology  interaction 
may 2017 by infovore
In The Shadow of the Holodeck – Charles J Pratt – Medium
This is really good. I had some beginning-threads of thought at the time of the Bogost article that I just couldn't frame, and in the meantime, CJP has run with similar threads, a good dose of history, and come to some sharp conclusions, and basically reminded me what I actually think. So I'm just going to point at this to say "yes, I think this, and this is better expressed than I could ever have put it". Strong stuff.
games  narrative  charlesjpratt  ianbogost  writing  story  plot  interaction  design 
may 2017 by infovore
The Tune Zoo & Other Stories – Extraordinary Facility
Excellent stuff - as always - from Matt B; I'm somewhat envious of his focus and the quality of his output. Nodded along heartily throughout.
music  design  mattbrown  interaction  play 
may 2017 by infovore
My Mains: Ryu ❤ – Medium
"If reinterpreting Ryu is a character design test, remaking Tatsu is like a designer’s Kobayashi Maru — you’re going to fail it no matter what, but the way you fail might teach you something." I enjoyed all of Patrick's post in this series, but this quote really leapt out at me.
ryu  fightinggames  games  design  streetfighter 
march 2017 by infovore
29 Bullets
[this is good]. I particularly liked "one damn thing after another", because yes, that's how I tend to think about these things, wrestling an essay into something that makes sense as a told narrative.
software  powerpoint  culture  art  design  russelldavies 
november 2016 by infovore
Ian Bogost: Play Anything |
"The lesson games have for design is not really a lesson about games at all. It’s a lesson about play. Play isn’t leisure or distraction or the opposite of work. Nor is it doing whatever you want. Play is the work of working something, of figuring out what it does and determining how to operate it. Like a woodworker works wood. By accepting the constraints of an object like a guitar (or like Tetris), the player can proceed to determine what new acts are possible with that object. The pleasure of play—the thing we call fun—is actually just the discovery of that novel action." Not just this quotation, but all of this article, really. So good. Immaterials, again.
ianbogost  games  design  play  interaction  materials  immaterials 
october 2016 by infovore
Notes on No Man’s Sky | Brendan Keogh
This chimed with me, and I enjoyed it - it nails much of why I enjoy the game, why I haven't really enjoyed other survival/crafting games, and I particularly nodded along with its more nuanced take on NMS as a post-colonial artefact.
design  games  nomanssky  writing  brendankeogh 
august 2016 by infovore
rotational » The Mechanic - Alex Wiltshire
Alex's column on game mechanics is one of my favourite new RPS features - they're all cracking, and a good example of understanding games by going to the source, rather than guessing - and also highlighting the fact that games are made by *people*, not just conjured out of thin air. Really good stuff.
writing  criticism  design  games  mechanics  alexwiltshire 
july 2016 by infovore
OMATA: A Modern Mechanical Design Approach | Stinner Frameworks
It's great to see Omata leaking into the world, and I enjoyed this for the early sketches, the playful renderings, and the box of prototypes, as much as the interview.
omata  cycling  object  devices  connectedobjects  things  design  interaction 
april 2016 by infovore
Inside High-Rise – Creative Review
Wonderful - graphic design from an unreal 197X. Eurostile agogo!
highrise  graphicdesign  setdressing  props  design  illustration  type 
march 2016 by infovore
resistance in the materials « Bethany Nowviskie
Bookmarked mainly for its unpicking of that William Morris quote at the top - where it comes from, what he meant, and what he was talking about.
williammorris  making  materials  design  craft  hands  typewriters 
november 2015 by infovore
Autodesk Graphic - Mac Illustration and Graphic Design
Much more Illustrator-like than Sketch is, in many ways, and affordable. Certainly leaps ahead of Inkscape in not being rubbish. Going to use this for lasercutting/frontpanel work, I think.
graphics  vector  svg  osx  mac  design  software 
november 2015 by infovore
The Realities of Installing iBeacon to Scale - BKM TECH
Really good article on the realities of installing iBeacons, and, secondarily, the way you develop your own internal processes just to solve workflow. I liked the trolly; I felt for the BKM very much as I read this.
design  location  ibeacons  installation  galleries  museums  oof 
november 2015 by infovore
Gamasutra: Deanna Van Buren's Blog - Architecture in Video Games: Designing for Impact
Wonderful article from an architect who worked on "The Witness" about the role of architecture practice in game design, and all the rough edges architects see within game worlds. Good on spatial design principles, too.
architecture  design  games  thewitness  space  buildings 
october 2015 by infovore
timhunkin/initiation to museum design
"Every gallery project needs an Andy" - and other insights from Tim Hunkin on installation design, following his work on 'The Secret Life of the Home' at the Science Museum. All rings very true for me, and glad to see it's not just me that finds this sort of stuff challenging. Also: very interesting on museum culture.
design  timhunkin  installations  exhibitions  engineering  sciencemuseum 
october 2015 by infovore
Radiator Blog: Not a manifesto; on game development as cultural work
"That's how weird games are -- we make things while barely even knowing what they are. Your goal is to be really good at thinking about your own game, and to do that, you have to put in the work of thinking. Remember that there are many ways of thinking about your game, and writing is just one mode." This is all very good, but this particularly.
games  design  understanding  systems  robertyang 
october 2015 by infovore
Vintage Maps: Trace the Meandering Mississippi
Just beautiful; I really should download the full set.
america  cartography  design  rivers  maps 
august 2015 by infovore
Laura Potter — Hand & Brain — Medium
"Having to learn how to make something ‘the long way’ helps you to understand how to manipulate materials at a fundamental level. It means that you can become fluent. The ability to articulate your thoughts through and with matter, rather than just make it into a shape you have thought of, means that you are more likely to find innovative or creative ways to exploit both materials and machinery. This is true whether you are talking about traditional craft techniques or more contemporary (digital) ways of making: I don’t think you can avoid the notion that time and effort are the only way to get good at something. Using digital technology as a way to shortcut the temporal aspects of craftsmanship is effectively relegating these sources of immense creative potential to the category of ‘labour saving devices’. I am really looking forward to a time where we can fully appreciate the potential for modern digital craftsmanship, by which I mean the skilful manipulation of digital systems as ‘matter’, rather than as express facilitators of shiny objectness." yes-yes-yes-yes.
laurapotter  design  craft  manufacture 
july 2015 by infovore
“Play is the serious business of children” Jean Piaget – Viewport Magazine
Modernist toy exhibition in London; Ken Garland et al. I must go sometime soon.
toys  play  design  modernism  kengarland 
june 2015 by infovore
Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
Oh god this is like catnip. I am going to pore over this in a bit. The gifs are fantastic.
camera  2d  games  design  mechanics  analysis 
may 2015 by infovore
A Complete Guide to Flexbox | CSS-Tricks
This makes lots of things clearer, even if the layout is a bit... eccentric.
css  flexbox  design  frontend  webdevelopment 
april 2015 by infovore
Game Design Advance › Against Design
"But, I also think that in our efforts to define and legitimize our practice as a professional discipline we sometimes forget the history we inherit, the legacy of games made by communities of players, games made by amateurs, by dilettantes, by mathematicians, mothers, scientists, gym teachers, shepherds, inventors, philosophers, eccentrics and cranks.

And in honor of this tradition I would like to suggest other verbs for us to describe where games come from, alternatives to the overconfident precision of the word “design”. Words like invent, discover, compose, write, find, grow, perform, build, support, identify, copy, re-assemble, excavate and preserve." So much good thinking in this post from Frank Lantz
games  design  interaction  play  franklantz 
april 2015 by infovore
Daily Spoon - stiankorntvedruud
"The last months I’ve crafted a spoon every day. I aim to reach the goal of 365 spoons later this year." Beautiful. Particularly good when you hold down spacebar and whiz through them all.
design  carving  wood 
march 2015 by infovore
No Dickheads! A Guide To Building Happy, Healthy, And Creative Teams. — Medium
This isn't just 'good', 'nice read'; this is pretty vital. It all rings very true and reminds me of the best bits of the best places I worked. It's important for anywhere I work in future.
design  teams  work  studioculture  workingtogether 
march 2015 by infovore
Syllabus | MAS S66: Indistinguishable From… Magic as Interface, Technology, and Tradition
"Magic as Interface, Technology, and Tradition" - Greg and Dan's course sounds great.
design  technology  magic  magicwithak 
february 2015 by infovore
Designing For Problem Solvers - Zach Gage, Nov 2014
This is a great talk by Zach Gage, from PRACTICE (I believe) on how to both design difficulty into games, but more importantly, how to help people become better at problem-solving, and the very specific relationship between shapes of problem, learning style, and difficulty. Great reading for game designers, but also recommended for any interaction designers, really.
zachgage  difficult  gamesy  design  learning  problemsolving 
november 2014 by infovore
Brand New: New Logo and Identity for Porto by White Studio
Charming branding from Porto - just a lovely use of a system, but also one with wit and charm aplenty.
design  logo  graphics  systems  branding  cities  portugal  porto 
november 2014 by infovore
Destiny’s Raid Is Interesting Because It Is A Game | this cage is worms
"When Smith describes the raids as “linear,” which allows the developers to “build on your knowledgebase,” he’s really describing something profound in the context of Destiny: the Vault of Glass is a game, where Destiny overall is merely a series of loops." Oh, that's a good way of putting it. (This is a strong article about one of the most interesting parts of Destiny - its first Raid. The Kirk Hamilton interview linked off it is excellent, too.)
destiny  games  design  vaultofglass  loops  notloops 
october 2014 by infovore
Joe Moran's blog: The grip of the paper clip
"‘If all that survives of our fatally flawed civilization is the humble paper clip, archaeologists from some galaxy far, far away may give us more credit than we deserve,’ the design critic Owen Edwards argues in his book Elegant Solutions." An excerpt from a Joe Moran essay on the paperclip.
design  joemoran  objects  paperclip 
september 2014 by infovore
Recipes: starting & prototyping a new project
This is good - although it's _another_ reminder that my notebooks are not as legible as they once were.
design  planning  software  gds 
july 2014 by infovore
Make Weird Stuff in Unity Tutorial
Using Sketchup as your modeller, and a few other neat things. Bookmarked for reference.
development  games  design  game  unity  tutorial  sketchup 
april 2014 by infovore
THREES - A tiny puzzle that grows on you.
"It took awhile to climb this mountain, 14 months actually. So to “show our work”, we’re posting around 45,000 words that mark the trail we took. It’s not every text, skype call or even every email in our big 500+ email thread. But it’s the important stuff, and a lot of it was important to getting Threes out in the world." I'd pay for this as a book, to be honest. Really excellent stuff.
threes  design  process  games 
march 2014 by infovore
Learning From Legos -
"When my brother and I wanted a new toy, we cannibalized whatever we’d made before, which had been made of all the things we’d ever made before that. So of all those years of guns and starships, I have only that Wrightian feeling for form in the fingertips — and the sound, somewhere between rustling and clinking, of a thousand plastic pieces tumbling from an overturned bucket into a disorderly pile, rippling away from a seeking hand." As Paul M pointed out, that sound is very, very visceral for many of us. This is a lovely article about what Lego does to the head.
lego  design  making  writing 
march 2014 by infovore
The Lego Movie (2014) — Art of the Title
Great interview on the end titles for the Lego Movie, which, unlike the rest of the film, were actual stop motion. From designing in Lego Digital Design, through digital previz, and into manufacture, lots of details shared and cunning insight; motion controller stereoscopic stop motion isn't easy, you know. Very much symptomatic of all the detail throughout the film.
design  motiongraphics  animation  stopmotion  lego  legomovie 
february 2014 by infovore
A Free-to-Play World, our brief for IED students at the RCA – Hubbub
"...we though it would be it would be interesting to ask the students to deconstruct a logic prevalent in the games industry (F2P) and to then apply that logic to a real-world system (in this case, a London transport) service." I loved this when Kars first told me about the brief, and I love seeing it again now.
transit  transport  freetoplay  games  design  rca  f2p 
january 2014 by infovore
If This Toaster Could Talk - Alexis Lloyd - The Atlantic
"These three frameworks -- objects as portals, objects as subjects, and objects as oracles -- propose distinct (yet related) structures for thinking about how connected objects might begin to contain their own narratives, seek their own history, develop their own perspectives, and become storytellers in a multitude of ways." Nice article about the various perspectives on Connected Objects (which namechecks Hello Lamp Post).
iot  conncetedobjects  design  technology  urbancomputing 
november 2013 by infovore
Bye Dopplr | Magical Nihilism
"I learned a hell of a lot designing and building Dopplr. I still stand by a lot of the principles that we as a team tried to follow." So did we all, Matt; it's still a model in the background of my head for things I work on.
dopplr  design  products  web  falco 
november 2013 by infovore
PAN » Blog Archive » Post boxes – a very public object
Ben on postboxes as boundary objects - with a nice map from Hello Lamp Post, indicating how the boxes were talked to, and suitable name-checks to The Crying of Lot 49.
postboxes  games  play  design  cities  waste  trystero 
october 2013 by infovore
‘The Matt Ward Manoeuvre’ Part 2: Techniques and tips… exercises in drawing | SB129
"...drawing, even at a representational level, is the construction of ideas. Therefore the conscious manipulation of ideas through the act of drawing becomes highly fruitful for a designer." More from Matt on drawing, and particular approaches aimed at unlocking drawing-as-thinking. Excellent as ever. I continue to vaguely try drawing in all workshops and for myself, and am still amazed by the number of people who, in design workshops, illustrate what they mean with sentences. For reference: I am a truly appalling draughtsman who was the despair of many an art teacher.
mattward  drawing  thinking  design 
october 2013 by infovore
stamen design | Two Talks in Austin
Both of these are great, and express some of what I've been trying to say in recent talks far better than I've expressed myself.
stamen  georgeoates  design  datavisualisation  materials  exploration  process 
october 2013 by infovore
Yuri Suzuki and Mark McKeague have a new design/invention firm. I like that they emphatically describe themselves as making "machines" (along with products and experiences). (Found because of Ototo).
design  studio  work  making  sound  music  yurisuzuki  markmckeague 
october 2013 by infovore
russell davies: activities not audiences
"If we forget the needs bit then we're just talking about users, which easily elides into audiences, which everyone takes to mean target audiences - which is a whole different kettle of ball games." Yeah, sometimes I forget about that when we - the wider we - talk about users.
russelldavies  users  userneeds  design  gds  process 
october 2013 by infovore
BOX DEMO - .work | GMUNK
"While collaborating with the geniuses at Bot & Dolly in beautiful San Francisco, Munkowitz was tasked to Design Direct a truly unique piece called BOX.. The piece was originally supposed to function as a Technology Demo, but Munkowitz and the team quickly realized it's visual potential and transformed it into a Design and Performance Piece… The resulting short film is a one-of-a-kind visual and technological achievement due to the very special combination of talent and gear behind the doors of the B&D facility..." Projection mapping and motion control all at once; very clever, sure. But it's the art direction of the whole performance (and the camera's dollybot is very much part of that) that really grabbed me - especially 'Escape'.
projectionmapping  animation  motioncontrol  motiongraphics  design  gmunk 
september 2013 by infovore
Red Burns, ‘Godmother of Silicon Alley,’ Dies at 88 -
'“To me, the computer is just another tool,” Ms. Burns once said. “It’s like a pen'. You have to have a pen, and to know penmanship, but neither will write the book for you."' A lovely obituary, but also, what a quotation - a nice corollary to the ones I usually wheel out about literacy.
redburns  itp  design  technology  literacy  nyu 
august 2013 by infovore - monitoring-our-cat-with-twine
"Connecting the Twine to a WiFi network is elegant and features a lovely twist: you flip the Twine on its “back”, like a turtle, and it makes its own WiFi network available. Connect to this from your computer, and you can then give the Twine the necessary credentials to log on to your home network, and once you’re done, flip it back onto its “belly” again and it will be ready to use. I really loved this simple, physical interaction." Oh, that's lovely.
twine  design  interactions 
august 2013 by infovore
East London Kinetics // We encourage your escapism.
"East London Kinetics manipulate digital and physical materials to create richly interactive experiences. We use technology to invite excitement, drama and spectacle into the world. We are designers, technologists and storytellers. We encourage your escapism." Good name, good logo, good people.
elk  design  physical  friends  eastlondonkinetics 
august 2013 by infovore
A few words on Doug Engelbart
"The least important question you can ask about Engelbart is, "What did he build?" By asking that question, you put yourself in a position to admire him, to stand in awe of his achievements, to worship him as a hero. But worship isn't useful to anyone. Not you, not him.

The most important question you can ask about Engelbart is, "What world was he trying to create?" By asking that question, you put yourself in a position to create that world yourself."
bretvictor  design  dougenglebart  technology  thefuture  interaction 
july 2013 by infovore
How to Make a Vesper: Design « Vesper
A great post on the detailed design of an iOS app; I particularly like the focus on animatics, and also on rearranging the screen rather than always swiping to a new one; it's a thing I've sketched before.
design  ios  interaction  animation 
june 2013 by infovore
Gamasutra: Adam Foster's Blog - Alternate Reality Game puzzle design
This is super-good - not just on ARGs, which aren't necessarily flavour of the month, but on designing difficult puzzles for a large number of people to solve, and how not to be surprised by how fast groups are at solving things when they have the network. Gating the experience with slow tasks - MD5 brute-forcing, for instance, is one nice idea; I also really like Adam's points about making sure players know precisely what is in-universe and what isn't, so there's never a question of whether something is right or not; just like a good cryptic crossword.
games  args  design  puzzles 
june 2013 by infovore
Martin Hollis on Monopoly | Hard Consonant
"My challenge to you is as follows. Design a game which is appealing to play, which will go on to be a huge commercial success and yet illustrates through its systems the abject and total horror, the inhumanity, the alienation, the banality, the evil, and the hell-on-earth of a socio-political practise taken to extreme. The game must be named honestly. It must be easy to learn. It must be a game for all the family." As expected, this is great, but of course it is, because Martin is great. More to the point: it's shrewd and useful. (And: excellent nous from Cara to pick up this piece from someone who clearly could become a major games journalism talent. Please keep commissioning this "Martin Hollis")
boardgames  design  games  martinhollis  systems  capitalism  monopoly 
may 2013 by infovore
Jessica Hische - Upping Your Type Game
A nice talk on type, with some great faces referenced in it; Brandon Grotesque is a stunner.
design  type  typography  jessicahische  talk  presentation 
may 2013 by infovore
AIGA | Video: Jonathan Hoefler & Tobias Frere-Jones
Some amazing quotations in this interview with Hoefler and Frere-Jones; highlights include "most of our projects take about a decade" and "how do you embody Steve McQueen in a typeface?"
design  type  typography  process 
may 2013 by infovore
Hello World « Blendo news
"Someone smarter than me once described game development as jumping out of an airplane with nothing but a needle and a silkworm." Brendon makes good games, and this is a good post. But I really liked this quotation.
games  development  design  creativity 
april 2013 by infovore
Game Balance Concepts | A continued experiment in game design and teaching
Ian Schreiber's ten week course notes. Lots to get stuck into here.
game  design  blog  course  balance  systems 
march 2013 by infovore
No to NoUI – Timo Arnall
I won't do Timo a disservice by quoting one fragment of this essay; it's one of those lovely pieces of writing where not a word is wasted, where it all builds an argument, and you should just read the whole thing. Lots of topics I've been touching on in recent years, in part because of my time at Berg, and the designers who are my friends and peers. This is what needs to be beaten into the world, a little; the way to beat it in is to build it in, through our work and products. I should work on that more.
design  timoarnall  writing  ui  materials  readability  evidence 
march 2013 by infovore
"what you need isn't graphic design it's whatever else. Or maybe nothing." (Noisy Decent Graphics)
"The thing that annoys me most about most graphic designers is their inability to think outside of their own sphere of reference. The client, or customer, user, human, whatever, will have many things on their mind, graphic design is only one of them. A problem that requires graphic design to solve it will seldom ONLY require graphic design to solve it. It's just one weapon in the amoury. As Ken says, what you need may be less graphic design, or maybe even no graphic design at all. Something else. Or as Michael says, "you know, real life."" All of that.
design  graphicdesign  kengarland  michaelbierut 
january 2013 by infovore
Rules for making games | Not The Internet
"If you have some control over it, and it affects the player's experience, you should either design it, or think very hard about why you're not going to." This also applies to things that are Not Games, too.
games  v21  rules  georgebuckenham  design 
january 2013 by infovore
the educated gentleperson’s fighting game primer | insert credit
A really nice look at how to play fighting games, starting with the urtext - Super Turbo - and the ur-character - Ryu - and breaking apart the entire game as a reaction to Ryu's skillset. It's a variation on what I blather about when I blather about the design of fighting games, which I do a lot.
games  beatemups  patrickredding  superturbo  systems  design 
january 2013 by infovore
Multi-Touch iPhone Gestures by Gabriele Meldaikyte
Physical artefacts that respond as expected to touchscreen gestures.
multitouch  interaction  design  objects 
january 2013 by infovore
The “Oh, Shit…” and the birth of BBC News Online « Magical Nihilism
"I think recognising this – when there is a path from a crisis that involves risk but rewards you hugely – with something you wouldn’t have imagined, is at the very heart of design. It’s certainly an incredible feeling when it works, when the judo-flip flows just so, and you end up somewhere brilliant." Yeah. I really, really need to trust that more when I feel it.
mattjones  design  followyourgut 
december 2012 by infovore
Loren Brichter: Designs on the future of iOS apps — Apple News, Tips and Reviews
"“[Ive] has good taste.” He paused. “But more important than good taste, he has the ability to” — he points to the MacBook Air in front of me — “he’s true to the materials, to the medium he’s working in. One of my complaints about design of iOS is it’s doing things that aren’t true to the hardware.”"
apple  design  jonathanive  materials 
december 2012 by infovore
Dredd Reckoning: Mega-City Undercover
"...given a choice of ur-texts to inspire the scenius of creative technologists, I’ll take the Dan Dare and 2000 AD of Silicon Roundabout over the Atlas Fucking Shrugged of Silicon Valley any day of the week."
debchachra  design  comics  judgedredd 
november 2012 by infovore
AskTog: Magic and Software Design
This is marvellous: Tog on magic and software, and what one can teach the other. The stuff about perceived time periods, and also on distraction, is particularly great. It's not just about the functionality: it's about how you present it; showmanship all the way down. (And: I like the reminder about the kinds of honesty that are important, in order that dissimulation still works0.
tog  design  magic  interaction  experience  software 
october 2012 by infovore
Voy — Means of production
"Popular media plays an important part in how technology is understood and how it is expected to be. Which, I would argue, also could mean that these understandings can be challenged through stirring popular imagination. And using media and communication as a tool." Einar's talk from Playful was a real favourite, and I'm glad he's put the whole thing online now. Completely worth a read.
einarmartinussen  technology  design  socialism  vocabulary 
october 2012 by infovore
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