infovore + design   634

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 
3 days ago 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 
4 weeks ago 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 
12 weeks ago 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 - NYTimes.com
"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
Dentaku
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 - NYTimes.com
'“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
interblah.net - 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
Farewell to the Wii, A Great Gaming System After All
"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
"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”
"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
"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
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
"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
"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
"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
"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
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
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
"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 
may 2012 by infovore
Thomas Heatherwick: the new Da Vinci of design | Art and design | The Guardian
"...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
"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
"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 
may 2012 by infovore
BERG x Ericsson: ‘Joyful net work’ and Murmurations – Blog – BERG
"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
"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
"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
"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
"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
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
"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
"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
"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)
"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
"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.
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
"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
"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
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
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
"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
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
"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
"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 
november 2011 by infovore
New tables – Hubbub
I really like the Hubbub tables.
tables  design  offices  hubbub 
november 2011 by infovore
A Brief Rant on the Future of Interaction Design
"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
"“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
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
"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
"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 
october 2011 by infovore
The Transformers at dConstruct 2011 – Hubbub
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
"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
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