Gamasutra: Adam Foster's Blog - Alternate Reality Game puzzle design
2 hours ago by infovore
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
2 hours ago by infovore
Martin Hollis on Monopoly | Hard Consonant
24 days ago by infovore
"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
24 days ago by infovore
Jessica Hische - Upping Your Type Game
26 days ago by infovore
A nice talk on type, with some great faces referenced in it; Brandon Grotesque is a stunner.
design
type
typography
jessicahische
talk
presentation
26 days ago by infovore
AIGA | Video: Jonathan Hoefler & Tobias Frere-Jones
5 weeks ago by infovore
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
5 weeks ago by infovore
Hello World « Blendo news
9 weeks ago by infovore
"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
9 weeks ago by infovore
Game Balance Concepts | A continued experiment in game design and teaching
march 2013 by infovore
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
march 2013 by infovore
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)
january 2013 by infovore
"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
january 2013 by infovore
"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
january 2013 by infovore
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
january 2013 by infovore
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
december 2012 by infovore
"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
december 2012 by infovore
"“[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
november 2012 by infovore
"...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
october 2012 by infovore
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
october 2012 by infovore
"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
Farewell to the Wii, A Great Gaming System After All
september 2012 by infovore
"Perhaps the best Wii idea of all, and one too little copied in other consumer electronics, was that the device itself lit up when something important had happened to it. If a friend sent you a message or if a game needed an update, the system would start emitting a blue glow from its disc drive. You didn't have to turn the Wii on to know something was ready for your attention; the device's light pattern showed it. Most inert consumer electronics do nothing like this, which is a pity. What a disappointing failure that we don't have more electronics that make themselves useful even while they are more or less turned off." Steven Totilo's farewell to the Wii is full of some lovely thought and analysis - as well as great game write-ups - but this in particular bears repeating. (It drove me mad, but, still).
wii
design
electronics
consoles
games
nintendo
steventotilo
september 2012 by infovore
On Performance « SB129
august 2012 by infovore
"One of the most important things I learnt throughout the process was that through ‘performing’ ideas – including getting members of the audience involved – it was evident whether or not the experience/idea/design would be valuable, exciting or intriguing. During the presentations, you could instantly tell if the project was a success. In some ways this combines presentation with a form of fictional user testing, they were performing to know. Here, prototyping is taken to another level, where ideas are exposed to an audience, events are ‘acted out’ and success is evaluated. Performance as a prototyping medium." I like 'performing to know'
mattward
design
performance
prototyping
exploration
august 2012 by infovore
Lego’s “moments of truth”
august 2012 by infovore
"Three design principles from Lego CEO Jorgen Vig Knudstorp: When it’s advertised does it make a child say: ‘I want this!’? Once he opens the box, does it make him go: ‘I want more of this’? One month later, does he come back to the toy and still play with it? Or does he put it on the shelf and forget about it?" Useful for things that aren't toys, too.
lego
design
interactions
play
longevity
august 2012 by infovore
Small hello to Little Printer - rodcorp
august 2012 by infovore
"Looking at the Little Printer, I feel a little bit like I do about the cats and Ada's toys - I want to pick it up and give it a cuddle. I do not feel that way about our Samsung MNL-2855ND laser printer in the office. A different thing, in a different place, used differently. I hope BERG will do a Little Eye sibling."
empathy
rod
berg
littleprinter
devices
objects
design
august 2012 by infovore
Voy — Geospire
july 2012 by infovore
Really beautiful, and a nice reminder of how robust installation design can be. Also: music by Todd Terje!
voy
interaction
design
museums
education
geology
beautiful
july 2012 by infovore
stamen design | Stamen in Icon 109
july 2012 by infovore
"I'm super happy with the resulting portrait of where the studio is now: 13 people, working in a garden in the middle of a vibrant city, a strong ethic, and maps and visualizations in active use by the public." A lovely description - it's a brilliant office to be in. Also, they totally have a piano. And: how lovely to see the maps laid out: seeing this issue, it reminds me just how beautiful many of them are, and how well they stand the test of time - Cabspotting, for instance, is increasingly iconic.
stamen
graphics
design
cartography
art
maps
july 2012 by infovore
In-screen sports graphics - Design - Domus
june 2012 by infovore
"Parametric models indicate how a change to one component of a structure causes ripples of changes through all the other connected elements, mapped across structural loads but also environmental characteristics, financial models and construction sequencing. FC Barcelona's activity is also clearly parametric in this sense. It cannot be understood through sensors tracking individuals but only through assembling the whole into one harmonious, interdependent system: the symphony and orchestra, rather than the midfield string section, or Lionel Messi as the first violinist." A brilliant article from Max; finally, he's written his long-promised article on 'realtime sports graphics' and it's really excellent: insightful about football and data visualisation alike. Top stuff.
maxgadney
visualization
design
graphics
motion
sport
football
analysis
june 2012 by infovore
Designing for and Against the Manufactured Normalcy Field | Ideas For Dozens
june 2012 by infovore
"The [Manufactured Normalcy] Field is Rao’s attempt to explain the process of technical adoption. Rao argues that when they’re presented with new technological experiences people work hard to maintain a “familiar sense of a static, continuous present”. In fact, he claims that we change our mental models and behaviors the minimum amount necessary to work productively with the results of any change." Cracking post from Greg, which pretty much resists blockquoting, so go and read it all.
normalcy
design
culture
weird
strange
normal
invention
june 2012 by infovore
A Conversation with Errolson Hugh | Hypebeast
june 2012 by infovore
"My interest in materials… is like my interest in tools. What can be made with this? What can this do that other materials cannot? Materials with special properties are cool because they can open new possibilities in manufacturing, design, or even behavior. Additionally, they’re such an amazing cultural artifact. Where and how something gets made says so much about us as people, as a species, even. In a beautiful fabric, the simplest thing can be magic."
design
clothes
materials
manufacture
tools
june 2012 by infovore
10 Timeframes | Contents Magazine
june 2012 by infovore
Paul Ford is always a joy, but this is a particular joy. To be savoured, and to let filter through you. There are lots of pithy quotations, but what sticks is what lies between the lines.
paulford
writing
speech
design
time
measurement
quantification
culture
june 2012 by infovore
The guide to implementing 2D platformers | Higher-Order Fun
june 2012 by infovore
Lovely article exploring the various ways of implementing 2D movement in platform games (though some of these tips/methods apply to all 2D games, when you think about it.)
2d
games
development
programming
design
june 2012 by infovore
Thoughts on Dear Esther | The Gameshelf
may 2012 by infovore
"So, given this [zero-button, move and look] interface, whence interactivity in Dear Esther? I say: from an understated but deadly-precise sense of attention design through spatial design.
You walk along the beach; a path goes up the bluff, another along the strand. You go one way or the other. There are no game-mechanics associated with the choice, and a plot-diagram analysis would call them "the same place" -- you can try either, back up, and go the other way. But this misses the point. Precisely because the game lacks keys, switches, stars, and 1ups, it has no implicit mandate to explore every inch of territory. Instead, you want to move forward. Backtracking is dull. Worse: given the game's sedate walking pace, it's slightly frustrating. (They left out the run button for a reason, see?) Moving into new territory is always the best-rewarded move, and therefore your choice of path is a choice. You will not (unless you thrash hard against the game's intentions) see everything in your first run-through." Cracking writing about immersive, environmental storytelling in Dear Esther, and why it's clearly a game.
jmac
games
dearesther
if
interactivefiction
exploration
immersion
design
You walk along the beach; a path goes up the bluff, another along the strand. You go one way or the other. There are no game-mechanics associated with the choice, and a plot-diagram analysis would call them "the same place" -- you can try either, back up, and go the other way. But this misses the point. Precisely because the game lacks keys, switches, stars, and 1ups, it has no implicit mandate to explore every inch of territory. Instead, you want to move forward. Backtracking is dull. Worse: given the game's sedate walking pace, it's slightly frustrating. (They left out the run button for a reason, see?) Moving into new territory is always the best-rewarded move, and therefore your choice of path is a choice. You will not (unless you thrash hard against the game's intentions) see everything in your first run-through." Cracking writing about immersive, environmental storytelling in Dear Esther, and why it's clearly a game.
may 2012 by infovore
Thomas Heatherwick: the new Da Vinci of design | Art and design | The Guardian
may 2012 by infovore
"...he still remembers his frustration at encountering "sliced-up ghettos of thought" – sculpture, architecture, fashion, embroidery, metalwork, product and furniture design all in separate departments – "which I don't believe are absolute. It's just the way we categorise things and the way we chose to educate people."" Quite excited to see the Heatherwick show.
thomasheatherwick
design
making
exhibtions
british
may 2012 by infovore
greg.org: the making of: Jasper Johns Making Silkscreens, By Katy Martin
may 2012 by infovore
"The problem with ideas ís, the idea is often simply a way to focus your interest in making a work. The work isn't necessarily, I think-a function of the work is not to express the idea.... The idea focuses your attention in a certain way that helps you to do the work."
ideas
work
making
design
jasperjohns
via:moleitau
may 2012 by infovore
Avengers - jayse
may 2012 by infovore
"This is just an image dump of marvel approved stills and screenshots of my work on the film. I'll do a proper post soon - this is a fraction of the work - But I had the distinct pleasure of working with Cantina Creative, leading the design of the glass screens for the Helicarier in the Avengers. I also led the design and animation of the all new and upgraded Mark VII Hud...
Included are some partial explanations of how the HUD diagnostic functions
Variations of it in 'all clear' mode, and a 'battle mode', after the suit has suffered damage and new windows have popped up to show depleted weapon stores and hazardous environmentals and general.
The flight menu was designed with input from an A-10 Fighter Pilot. I like to keep my stuff accurate.
I start all designs on paper so I included some ideas for the dock icons. In the final icons, the more detailed versions show system status based on the way they animate."
Lots of lovely detail in the work on all the fictional UI in the Avengers - looking forward to it being unpacked.
design
film
movies
ui
designfiction
avengers
hud
Included are some partial explanations of how the HUD diagnostic functions
Variations of it in 'all clear' mode, and a 'battle mode', after the suit has suffered damage and new windows have popped up to show depleted weapon stores and hazardous environmentals and general.
The flight menu was designed with input from an A-10 Fighter Pilot. I like to keep my stuff accurate.
I start all designs on paper so I included some ideas for the dock icons. In the final icons, the more detailed versions show system status based on the way they animate."
Lots of lovely detail in the work on all the fictional UI in the Avengers - looking forward to it being unpacked.
may 2012 by infovore
BERG x Ericsson: ‘Joyful net work’ and Murmurations – Blog – BERG
may 2012 by infovore
"Here there are feedback mechanisms that produce more affect and pleasure – for instance the feedback involved in tuning a musical instrument, sound system or a radio. Gardening also seems to be a rich area for examination – where there is frequent work, but the sensual and systemic rewards are tangible." Beautiful work, as ever: I really liked the rewards-for-effort they point out.
berg
design
networks
interaction
work
pleasure
gardening
may 2012 by infovore
Prototyping without physics - Edge Magazine
may 2012 by infovore
"It should be pointed out, however, that physics is not the only systemic toy upon which fun games can be built. Probability fields, such as those forged by the colours, numbers and suits in a deck of cards, and the stochastic patterns that emerge from mixing those cards up, are another well-known toy upon which many great games are built. In fact, there is a literal infinity of foundational systemic toys upon which meaningful games can be built, yet for the most part, the game industry focuses on building baseline game engines that simulate one single toy that is proven to only be marginally fun: physical reality."
design
games
simulation
physics
toys
systems
clinthocking
may 2012 by infovore
It’s Not Working For Me: #crit | Mark Boulton
may 2012 by infovore
"Design critique is not a place to be mean, but it’s also not the place to be kind. You’re not critiquing to make friends. Kind designers don’t say what they mean. ‘Kind’ is not about the work, and design critique exists to make us better, but mostly, it’s to make the work better." Mark Boulton talks about the value of crits. I was introduced to the vocabulary and tone of the design/art-school crit at Berg, and find it useful, though I daren't think what 18-year-old me would have made of it. Stressing that it's not personal, it's about the work, and that that is contained within a magic circle, is really difficult, and it's really important.
art
design
process
crit
criticism
education
may 2012 by infovore
Hard Copy, pt. 1 – Quinns
april 2012 by infovore
"The point is that this is lossless game design. There is no shark pit. When you buy a board game, what you take home and play is the original concept precisely as it was in the designer’s head. That’s the mecca for video games. For board games, it’s the norm."
boardgames
design
quintinsmith
writing
april 2012 by infovore
Descriptive Camera
april 2012 by infovore
"Modern digital cameras capture gobs of parsable metadata about photos such as the camera's settings, the location of the photo, the date, and time, but they don't output any information about the content of the photo. The Descriptive Camera only outputs the metadata about the content." Lovely: a camera powered by Mechanical Turk.
camera
design
information
hardware
naturallanguage
mechanicalturk
april 2012 by infovore
Eye blog » Playing with the logo. How Ken Garland + Associates had graphic fun with the Galt Toys identity
april 2012 by infovore
Gorgeous work from Ken Garland, and an exhibition of the Galt Toys work in Shoreditch. And, best of all, the exhibition lets you play with the toys. Will be going to this.
kengarland
galttoys
toys
play
design
graphicdesign
april 2012 by infovore
In Response To Bruce Sterling's "Essay On The New Aesthetic" | The Creators Project
april 2012 by infovore
"In making this list, Sterling privileges the visible objects of New Aesthetics over the invisible and algorithmic ones. New Aesthetics is not simply an aesthetic fetish of the texture of these images, but an inquiry into the objects that make them. It’s an attempt to imagine the inner lives of the native objects of the 21st century and to visualize how they imagine us." I'm never quite convinced by the Creators Project, and their introduction to this feels a bit woolly, but the interviews are all very good. This quotation, from Greg Borenstein, is excellent.
newaesthetic
computervision
machines
design
april 2012 by infovore
stamen design | Watercolor Textures
march 2012 by infovore
"The process of going back and forth from painting to the computer became a continuous cycle. Midway through as I became more and more familiar with the outcome of how the actual texture would appear on the screen when tiled, my painting process became more specific to achieve the desired texture, color, darkness, stroke, range of value that I wanted for each feature on the map." Lovely stuff from Geraldine on painting, textures, and process.
painting
texture
design
maps
process
stamen
watercolour
march 2012 by infovore
Rob Ricketts — Graphic Design & Typography
march 2012 by infovore
"A series of informative posters detailing how some of the most notable drum sequences were programmed using the Roland TR-808 Drum Machine. Each sequence has been analyzed and represented as to allow users to re-programme each sequence, key for key." Gorgeous. (If I had to pick, I'd take Voodoo Ray - which is a lovely piece of drum programming amongst many other things).
art
design
music
drummachine
808
techno
posters
march 2012 by infovore
Aiming (much) higher than Hackspaces and FabLabs… « Funding Startups (& other impossibilities)
march 2012 by infovore
"Where you see gadget, I see process. Moreover, where you see prose, I see poetry: for the UK will continue to have no manufacturing all the while it has lost its collective sense of the poetry of production. The ignominious application of production line metaphors to (the actually very creative) industrial life has helped alienate people from the process of making: whereas Lean Manufacturing instead helps to reconnect workers with the project as a whole, by seeing waste as a thing that erodes value, and that corrodes the relationship between customer and producer by making it unnecessarily fragile and contingent." There's lots to recommend in this piece. I'm not sure I agree about software, even ignoring my vested interested and perspective, but there's so much else of value in here. I think this paragraph spoke most to me, though.
manufacturing
design
engineering
uk
poetry
march 2012 by infovore
stamen design | Esquire: where the maps come from
february 2012 by infovore
"I've often felt a sense of sadness that it's only the final piece that sees the light of day; there's a lightness to the experimentation that goes into the early parts of projects, when you're not worried so much about final implementation and instead can just play. We're going to start exposing some of this process, and this post is about the thinking that went into http://migration.stamen.com/, a recent project for Esquire Magazine." Lovely post from Stamen about the early stages of invention for this project.
showeverything
stamen
design
maps
invention
february 2012 by infovore
Adventures (in code) - Alastair Coote • I had no idea how to make custom maps, so I learnt by doing. You should too.
february 2012 by infovore
Nice post about building your own maptiles in Tilemill. Something to return to when I have a location-specific maps problem to solve, perhaps.
maps
design
programming
february 2012 by infovore
Adactio: Journal—Image-y nation
february 2012 by infovore
"I remember when Ajax was getting popular, all the problems associated with frames rose from the grave: bookmarking, breaking the back button, etc. Now that we’re in a time of small-screen devices on low-bandwidth networks, we’re rediscovering a lot of the same issues we had when we were developing for 640 pixel wide screens with 28K or 56K modems." This is the thing.
web
design
doingitright
performance
jeremykeith
february 2012 by infovore
Chris Heathcote: anti-mega: sand in the vaseline
january 2012 by infovore
"Experience designers love a bit of Saarinen: “Always design a thing by considering it in its next larger context – a chair in a room, a room in a house, a house in an environment, an environment in a city plan.” That’s what’s wrong here, an RFID card is not considered within the context of a wallet, containing multiple competing RF field creating information and ID objects, and this new, electric wallet isn’t considered within the larger system of shops and the invisible RF world." Companies don't design for seams - and, as Chris points out, when they do, it's for seams between all their own products.
saarinen
rfid
experience
chrisheathcote
seams
design
january 2012 by infovore
Fingle for iPad
january 2012 by infovore
Two-player game designed to encourage awkward/fun bodily contact. Well, finger-contact. Really lovely idea: the sort of thing shared screens are designed for.
design
games
interaction
ios
sharedscreens
intimacy
january 2012 by infovore
Favorite Typefaces from 2011 « Opinionated Type
january 2012 by infovore
Interesting list; worth spending some time staring at, for sure.
design
typefaces
type
january 2012 by infovore
Pig Chase, a game for pigs and humans – Hubbub
december 2011 by infovore
"The choice for light as a medium is the result of a systematic exploration of what kinds of stimuli pigs respond to. We were aware of some evidence indicating pigs enjoy light. But when we saw how they reacted to a laser pointer, we knew we were on to something." Kars' frankly crazy game for pigs and people is in video form now, but he's deadly serious about it existing. I'm quite excited for him.
karsalfrink
hubbub
pigs
buta
play
games
interaction
design
december 2011 by infovore
Styleguide — Paul Robert Lloyd
december 2011 by infovore
Attractive styleguide for a personal site. Might resort to these one day soon.
design
css
styles
typography
december 2011 by infovore
Customer Service Romance - See Jayne
november 2011 by infovore
"I built a working prototype of a Customer Service phone bot that has personal issues she'd like to talk about and over time falls in love with the caller. She uses the tools at her disposal (discounts, upgrades, hold music, confirmation numbers) to communicate her feelings towards you as best she can." Hah!
robots
bots
phones
support
fiction
design
november 2011 by infovore
“Sometimes the stories are the science…” – Blog – BERG
november 2011 by infovore
"We are making a model of how a product is, to the degree that we can in video. We subject it to as much rigour as we can in terms of the material and technological capabilities we think can be built.
It must not be magic, or else it won’t feel real.
I guess I’m saying sufficiently-advanced technology should be distinguishable from magic." This is a lovely pulling-together of things from Matt J, and really manages to express the notions of "physics" and "rulesets" that I always enjoyed so much.
berg
design
film
rules
physics
It must not be magic, or else it won’t feel real.
I guess I’m saying sufficiently-advanced technology should be distinguishable from magic." This is a lovely pulling-together of things from Matt J, and really manages to express the notions of "physics" and "rulesets" that I always enjoyed so much.
november 2011 by infovore
New tables – Hubbub
november 2011 by infovore
I really like the Hubbub tables.
tables
design
offices
hubbub
november 2011 by infovore
A Brief Rant on the Future of Interaction Design
november 2011 by infovore
"Are we really going to accept an Interface Of The Future that is less expressive than a sandwich?" Yes, good.
design
interaction
hands
glowingrectangles
november 2011 by infovore
Paper Bits
october 2011 by infovore
"“coding” is not the only concrete skill required “to work at the crossover of creative and technology”. Especially if you want to make an actual thing that lives outside of a screen." I'll gladly concede Josh's point. This is very much worth reading; if anything, the only reason I focused on code was the original W+K focus on that, likely because that's the technology they're interested in. Good points all, though.
making
hardware
product
design
creativetechnology
joshdimauro
october 2011 by infovore
The Guardian iPad edition design evolution | Media | guardian.co.uk
october 2011 by infovore
Lovely behind-the-scenes on how the Guardian iPod app slowly evolved.
design
ipad
guardian
newspaper
layout
october 2011 by infovore
[this is aaronland] the unbearable finality of pixel space
october 2011 by infovore
"I've long held that all media transit from being "functional" to "art" when they are no longer economically viable. It is that transition which dampers the cost and the consequence of failure and makes the space necessary for people to experiment and play. Think of lithography which was born of purely utilitarian needs and sherparded the arrival of the mass-produced image only to become capital-O objects as soon as the offset press was invented." I love Aaron.
art
design
maps
aaronstraupcope
culture
october 2011 by infovore
Mark Porter » Blog Archive » New work: The Guardian iPad app
october 2011 by infovore
"Unlike the iPhone and Android apps, which are built on feeds from the website, this one actually recycles the already-formatted newspaper pages. A script analyses the InDesign files from the printed paper and uses various parameters (page number, physical area and position that a story occupies, headline size, image size etc) to assign a value to the story. The content is then automatically rebuilt according to those values in a new InDesign template for the app.
It’s not quite the “Robot Mark Porter” that Schulze and Jones imagined in the workshops, but it’s as close as we’re likely to see in my lifetime. Of course robots do not make good subs or designers, so at this stage some humans intervene to refine, improve and add character, particularly to the article pages. Then the InDesign data goes into a digital sausage machine to emerge at the other end as HTML." Niiiiice.
berg
design
layout
guardian
markporter
ipad
print
It’s not quite the “Robot Mark Porter” that Schulze and Jones imagined in the workshops, but it’s as close as we’re likely to see in my lifetime. Of course robots do not make good subs or designers, so at this stage some humans intervene to refine, improve and add character, particularly to the article pages. Then the InDesign data goes into a digital sausage machine to emerge at the other end as HTML." Niiiiice.
october 2011 by infovore
The Transformers at dConstruct 2011 – Hubbub
september 2011 by infovore
Kars' "hypertext remix" of his marvellous dConstruct talk. It was sensitive and well thought-through, and appealed to me as both a designer and game maker. Very much worth your time.
baarle
karsalfrink
dconstruct2011
cities
games
design
talks
september 2011 by infovore
Science fiction, fantasy, design and cultural invention | Design Culture Lab
august 2011 by infovore
"A lot of design is very good at stories; far less design is good at plot–and I’m convinced that we need the latter if we want design to serve, as Jack Schulze puts it, as a form of “cultural invention” instead of problem-solver." Strong stuff on design fiction, the value of urban fantasy, and considering possible realities.
annegalloway
design
designfiction
stories
plot
fantasy
august 2011 by infovore
Own Brand - FUEL Design & Publishing
august 2011 by infovore
"In 1962, when Peter Dixon joined the Sainsbury’s Design Studio, a remarkable revolution in packaging design began. The supermarket was developing its distinctive range of Own Label products, and Dixon’s designs for the line were revolutionary: simple, stripped down, creative, and completely different from what had gone before. Their striking modernity pushed the boundaries, reflecting a period full of optimism. They also helped build Sainsbury’s into a brand giant, the first real ‘super’ market of the time. This book examines and celebrates this paradigm shift that redefined packaging design, and led to the creation of some of the most original packaging ever seen." Classic, gorgeous.
packaging
british
design
food
sainsburys
august 2011 by infovore
Tabletop: Analog Game Design | ETC-Press
august 2011 by infovore
"In this volume, people of diverse backgrounds -- tabletop game designers, digital game designers, and game studies academics -- talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles."
books
games
design
boardgames
august 2011 by infovore
ZURB iPhone Omnigraffle Stencils & Sketchsheets - ZURB Playground - ZURB.com
august 2011 by infovore
"To keep up with trends, we've developed some iPhone stencils and sketchsheets that'll make the lo-fi stage of development a lot quicker." Passable iOS wireframe templates - but at least they're wireframey, rather than irritating pixel-perfect stencils that are all-too-easy to come by.
design
ios
omnigraffle
stencil
august 2011 by infovore
Creating new worlds « Bloom Blog
july 2011 by infovore
"I needed to get up to speed with doing recursive node structures so I coded up a project that would put a dot on the screen. When you tapped this dot, it would create a bunch of orbiting child-dots. These children could also be tapped, creating even more child nodes. This prototype took less than a day to create and I naively thought we would be done with the whole thing in a week, max. Silly me."
Marvellous, dense post from Robert on designing Planetary: lots of show-everything, material exploration, and plussing. What detail looks like.
design
software
bloom
planetary
detail
plussing
Marvellous, dense post from Robert on designing Planetary: lots of show-everything, material exploration, and plussing. What detail looks like.
july 2011 by infovore
[map=yes]
july 2011 by infovore
"Designers get handed a tool kit that has as many tools as a good swiss army knife, and the maps reflect these tools. Millions of people use them to make appointments across town, find restaurants, and drive home for the holidays.
But what if, instead of a swiss army knife, we used a box of crayons? Or charcoal and newsprint? Or play-doh? What would those maps look like? What could they tell us about the world?"
data
design
maps
mapping
stamen
whynotmakeitpretty
But what if, instead of a swiss army knife, we used a box of crayons? Or charcoal and newsprint? Or play-doh? What would those maps look like? What could they tell us about the world?"
july 2011 by infovore
Post by Andy Hertzfeld
july 2011 by infovore
"One thing that I learned during the launch of the original Macintosh in 1984 was that the press usually oversimplifies everything, and it can't deal with the reality that there are many people playing critical roles on significant projects. A few people always get too much credit, while most people get too little, that's just the way it has always worked. But luckily, it's 2011 and I can use the service that I helped to create to clarify things." This is Good And Proper. (Also it's good management).
management
design
credit
google
googleplus
july 2011 by infovore
Creative Review - The making of a Coca-Cola neon sign, 1954
june 2011 by infovore
How ads used to be made. Some beautiful photographs here.
design
advertising
sugarwater
history
june 2011 by infovore
Prototypes — Bring your mockups to life
may 2011 by infovore
"Prototypes for Mac turns your flat mockup images into tappable and sharable prototypes that run on iPhone or iPod touch." Nice.
design
ios
prototype
mockup
interaction
may 2011 by infovore
Portfolios are silver, LIVE design is gold. | disambiguity
may 2011 by infovore
"Let’s own the work that goes live, understand and explain why it is as it is, and work on the skills we need to make sure more good design actually makes it over the line. Otherwise, what’s the point?" Yes.
design
shipping
leisareichelt
delivery
may 2011 by infovore
DESIGNER NOTES » Blog Archive » Dragon Age Legends: Guilds Explained
april 2011 by infovore
"...a genuinely meaningful social mechanic can create its own share of problems. Facebook friends are not necessarily one’s actual friends. Players often announce their names and character details in various forums, hoping to find “fake friends” to fill out their list. Doing so creates three advantages. First, the more friends the player has, the more opportunities for his character to be borrowed and thus earn friend gold for the player. Second, high-level friends make combat far easier because of their high stats and upgraded skills. Finally, a surplus of friends allows the player to bypass the rest time restriction." How do you get around all this? Johnson explains all. It's a really lovely piece of genuinely social game design.
sorenjohnson
games
design
social
meaningful
april 2011 by infovore
Week 13: Too much is never enough | Urbanscale
april 2011 by infovore
"[Mayo is] making a dummy RFID-reader surface for us to mount on a subway turnstile, as well as a companion piece for the MetroCard vending machine. The challenge here is to avoid imposing our own designerly tastes on these artifacts; if we want them to be convincing at that all-important subliminal level, we have to try and imagine them as an extension of the MTA’s existing graphic vocabulary.
And that, in turn, means capturing a certain kind of municipal badness in the design of type and signage: inapposite font selection, clumsy kerning and so on. It’s an odd and demanding kind of discipline — especially for us, with our marked preference for the Vignelliesque."
Realism channeled through suitably ropey implementation.
design
simulation
badness
quality
culture
And that, in turn, means capturing a certain kind of municipal badness in the design of type and signage: inapposite font selection, clumsy kerning and so on. It’s an odd and demanding kind of discipline — especially for us, with our marked preference for the Vignelliesque."
Realism channeled through suitably ropey implementation.
april 2011 by infovore
GIRP
march 2011 by infovore
This is beyond brilliant. Not because it's More Hard Fun From The Maker Of QWOP, but because it's actually easier than QWOP, and it tickles exactly the same part of my brain that bouldering itself tickled, and it makes brilliant use of finger-gymnastics and the keyboard, and it's marvellous, really. I just want to go home and play it all night.
climbing
controls
game
design
bouldering
GIRP
march 2011 by infovore
#wikileakspaper | booktwo.org
march 2011 by infovore
"Jennifer Brook, who makes artists’ books and iPad apps, speaking earlier this year: “Craftspeople are technologists, and technologists are craftspeople; the only difference is the velocity of the material they choose to work.” Humbly, I would add a further qualification, a further dimension. Celerity, or “proper velocity”, is velocity which takes the effects of relativity into account: the observer is travelling too; we are all travelling in time. The material has its own celerity." Oh, gosh, that's marvellous. Both parts.
stml
jamesbridle
celerity
velocity
materials
design
march 2011 by infovore
In Bloom « Bloom Blog
february 2011 by infovore
"The ways in which people interact with computation are changing swiftly as we move into more casual relationships with our digital services on tablets, big screens, and across social networks. We believe we have some compelling answers about how digital experiences will evolve into these new contexts. Please, follow along with us and explore these playful, dynamic instruments of discovery together." These guys are going to be worth keeping a very beady eye on; what a team.
bloom
visualisation
information
data
design
friends
february 2011 by infovore
Ben Bashford - Notebook of Things - Emoticomp
january 2011 by infovore
"Unless the behaviours and personalities of these things that compute are designed well enough the things that are not so good about them or unavoidable have the potential to come across as flaws in the object’s character, break the suspension of disbelief and do more harm than good. Running out of batteries, needing a part to be replaced or the system crashing could be seen as getting sick, dying - or worse - the whole thing could be so ridiculous and annoying that it gets thrown out on its ear before long." Lots of cracking stuff in this: designing personas, making personalities that aren't annoying, persona-design as role-playing or improv.
ubicomp
personas
acting
improv
design
benbashford
january 2011 by infovore
URL Design — Warpspire
december 2010 by infovore
This is a really good checklist for what modern URL design looks like.
web
design
navigation
url
uri
usability
addressing
december 2010 by infovore
Slides and notes for ‘Limits of the Imaginable’ – a lecture on the future of applied game design
november 2010 by infovore
Kars on games, cities, and biology. Lovely. And: he's exploring game-design for *pigs*, which makes me impossibly excited.
games
design
cities
biology
karsalfrink
november 2010 by infovore
Game Prototypes
october 2010 by infovore
Jonathan Blow's game prototypes; some interesting stuff here, especially in the READMEs.
game
design
experimental
prototypes
jonathanblow
october 2010 by infovore
The Most Popular Phone in the World
october 2010 by infovore
"This is what the next generation of the mega-selling phone will look like. They'll be rough facsimiles of the high-end smartphones forged for well-heeled buyers, stripped of fat and excess—an embodiment of compromise. They'll be 90% of the phone for 20% of the price, with FM radios instead of digital music stores, and flashlights instead of LED flashes. This is how the other half will smartphone, if you want to be so generous as to call the developing world's users a half. We're not even close." Yes.
technology
mobile
design
phones
hardware
october 2010 by infovore
The Future Is A Blank Canvas Pinned To A Brick Wall « Matthew Sheret.com
october 2010 by infovore
"We access that history with tools that were, almost entirely, the props of science fiction my parents might have encountered – if they read it. My phone is my sonic screwdriver, the internet my TARDIS; these are the tools with which I unlock and manipulate time."
future
sf
design
writing
mattsheret
history
october 2010 by infovore
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