robertogreco + bencerveny   22

Planetary: collecting and preserving code as a living object | Smithsonian Cooper-Hewitt, National Design Museum in New York
"Museums like ours are used to collecting exemplary achievements made manifest in physical form; or at least things whose decay we believe we can combat and slow. To that end we employ highly trained conservators who have learned their craft often over decades of training, to preserve what would often be forgotten and more quickly turn to dust.

But preserving large, complex and interdependent systems whose component pieces are often simply flirting with each other rather than holding hands is uncharted territory. Trying to preserve large, complex and interdependent systems whose only manifestation is conceptual – interaction design say or service design – is harder still.

We hope to use this acquisition as a vehicle to actively explore and ask the question of how we meaningfully preserve the experience of using the software.

As part of that exercise Tom Carden has agreed, for a time, to oversee and be the final arbiter of any bug fixes and updates and (hopefully) newer versions of the code that will allow the software—the interactivity—to live on beyond the iPad. Tom won’t do this forever, but by agreeing to participate for a time it will allow us to better understand how museums might preserve not only the form of the things in their collections, but their creator’s intent.

The distinction between preservation and access is increasingly blurred. This is especially true for digital objects.

We liken this situation to that of a specimen in a zoo. In fact, given that the Smithsonian also runs the National Zoo, consider Planetary as akin to a panda. Planetary and other software like it are living objects. Their acquisition by the museum, does not and should not seal them in carbonite like Han Solo. Instead, their acquisition simply transfers them to a new home environment where they can be cared for out of the wild, and where their continued genetic preservation requires an active breeding program and community engagement and interest. Open sourcing the code is akin to a panda breeding program. If there is enough interest then we believe that Planetary's DNA will live on in other skin on other platforms. Of course we will preserve the original, but it will be 'experienced' through its offspring.

As a research institution we are also interested in reaching new understandings of the ways designers use code that can be gleaned from the code itself.

As we are acquiring a source code from the version control system that it was managed in (also GitHub), we have been able to preserve all the documentation of bugs, feature additions, and code changes throughout Planetary's life. This offers many new interpretive opportunities and reveals many of the decisions made by the designers in creating the application.

To be safe, we have also printed out a full copy of the source code on archival paper in the 1960s machine-readable OCR-A font - meaning that should the online version of the code ever be lost or corrupted we have a 'master' copy deep inside the vault."
technology  history  archival  archives  2013  smithsonian  cooper-hewitt  tomcarden  bencerveny  aaronstraupcope  sebchan  via:tealtan 
august 2013 by robertogreco
Funomena is an independent game studio located in downtown San Francisco, California. The company was founded in January of 2013 by Robin Hunicke and Martin Middleton – two passionate game developers who believe that games can have a positive impact on the world.
funomena  games  gaming  gamedesign  robinhunicke  keitatakahashi  sanfrancisco  martinmiddleton  vikramsubramanian  chelseahowe  charliehuguenard  bencerveny  austinwintory  kelleesantiago  videogames 
july 2013 by robertogreco
Drift Deck
"Welcome to Drift Deck, a different sort of city guide. Think of it as a set of playing cards that help you playfully find your own, untouristy way through city streets. It's a set of simple cues, clues, actions, and provocations to see your way about the city, looking at it from a different angle. It will make you an active part of your own romp around.

Drift Deck will help you capture and share your discoveries. You'll be able to share your journey through the maps you make and the photos you take. Share your Drifts with others around the world! Be active, not passive. Enjoy."
situationist  driftdeck  exploration  derive  dérive  julianbleecker  dawnlozzi  jonbell  davidspencer  brucesterling  bencerveny  kevinslavin  katiesalen  janemcgonigal  ianbogost  janepinckard  urban  urbanism  ios  iphone  applications  cities  perspective  noticing  engagement  observation  interaction  serendipity  maps  mapping  photography  psychogeography  context  context-awareness  undesign  design  arttechnology  landscape  landscapeasinterface  play  games  from delicious
april 2011 by robertogreco
Random Etc. - Ah right, the blog.
"Stamen has proven there's at least one solid & sustainable business model for beautiful, interactive, dynamic mapping & data visualization. But a successful design service that like has a frenetic pace of work & high turnover of projects which I eventually found frustrating. Despite ongoing & successful efforts to build code libraries I came to feel constrained by clean-room/from-scratch implications of work-for-hire contracts.

That isn't a deeply serious criticism of Stamen. They continue to deliver amazing work & art & I don't believe their working style is flawed. This change is more about what I've learned about my own working style, my curiosity to explore different ways of working, & perhaps shiny world-changing opportunities of Bay Area. So w/ our start-up we plan to seek out & try other business models (licensing, advertising & more) that will allow us to tackle long term projects & give us space to build up our own tools & apply them across many different domains."
tomcarden  bencerveny  stamen  stamendesign  creativity  businessmodels  work-for-hire  licensing  self-knowledge  advertising  work  howwework  design  from delicious
november 2010 by robertogreco
"Pop-cultural instruments for data expression and exploration.
We're building new ways to see and communicate."
bencerveny  startup  visualization  tomcarden  towatch  communication  expression  roberthodgin  jespersparreandersen  from delicious
november 2010 by robertogreco
Gray Area Foundation – Culture Debate’s Review of City Centered
"The City Centered Festival of Locative Media & Urban Community brought together a broad range of practices from artists, researchers, urban planners, community organisers, educators & computer programmers...
gaffta  stamen  bencerveny  sanfrancisco  preemptivemedia  brookesinger  senseablecities  cities  mit  urbancomputing  ubicomp  planning  urban  urbanism  mobile  phones  data  rfid  gps  locativemedia  location  maps  mapping  emmawhittakercitycenteredfestival 
august 2010 by robertogreco
Every user a developer, part II, or: Momcomp « Adam Greenfield's Speedbird
"The things which I’ve painted as trivial here are admittedly anything but. But they are, I sincerely believe, how we’re going to handle — have to handle — the human interface to this so-called Internet of Things we keep talking about. Each of the networked resources in the world, whether location or service or object or human being, is going to have to be characterized in a consistent, natural, interoperable way, and we’re going to have to offer folks equally high-level environments for process composition using these resources. We’re going to have to devise architectures and frameworks that let ordinary people everywhere interact with all the networked power that is everywhere around them, and do so in a way that doesn’t add to their existing burden of hassle and care.

Momcomp, in other words. It’s an idea whose time I believe has come."
programming  future  internetofthings  development  design  adaptive  ux  ui  tools  momcomp  usability  android  everyware  adamgreenfield  participation  google  appinventor  interaction  invention  literacy  computing  content  mobile  making  technology  alankay  hypercard  jefraskin  bencerveny  junrekimoto  tednelson  dougengelbart  spimes  iot 
july 2010 by robertogreco
Every user a developer: A brief history, with hopeful branches « Adam Greenfield's Speedbird
"the corpus of people able to develop functionality, to “program” for a given system, has been dwindling as a percentage of interactive technology’s total userbase…Alan Kay’s definition of full technical literacy, remember, was the ability to both read & write in a given medium — to create, as well as consume. And by these lights, we’ve been moving further & further away from literacy & the empowerment it so reliably entrains for a very long time now. … we need to articulate a way of thinking about interactive functionality & its development that is appropriate to an era in which virtually everyone on the planet spends some portion of their day using networked devices; to a context in which such devices & interfaces are utterly pervasive in the world, & the average person is confronted with a multiplicity of same in the course of a day; and to the cloud architecture that undergirds that context. Given these constraints, neither applications nor “apps” are quite going to cut it"
android  everyware  adamgreenfield  participation  google  appinventor  interaction  invention  literacy  computing  content  design  development  programming  mobile  making  technology  alankay  hypercard  jefraskin  bencerveny  junrekimoto  tednelson  dougengelbart 
july 2010 by robertogreco
Pasta&Vinegar » Ben Cerveny at Urban Labs
"idea of an operating systems for the built environment various layers of the urban stack are differentially accessible to citizen input: *sensor networks: not so much *dynamic infrastructural services *collaborative modeling: everybody is expressing their aspiration for the city, this is captured in a software model that represents a parallel state: the “cloud city”, a set of information that is dynamic, active & aggregated…spirit of the city…all of human information & the history of the city lives in a dataset...real-time model of urban scale space: reflects politics of situation, model does not reflect entire reality. What type of model do we want to represent the city? Ben claims that we don’t want one, we want a thousands! like web-services… there are going ways to bring models on space. The other side of the model is who is in the model, who takes advantage of the model: social networks are the inhabitants, which leads to massively multi-participant models… like an offline game."
design  cities  urban  vurb  computing  crowdsourcing  ubicomp  data  ubiquitous  games  gaming  cloud  bencerveny  information 
october 2009 by robertogreco
"VURB is a European framework for policy and design research concerning urban computational systems. The VURB foundation, based in Amsterdam, provides direction and resources to a portfolio of projects investigating how our cultures might come to use networked digital resources to change the way we understand, build, and inhabit cities.
bencerveny  design  technology  culture  future  ubicomp  urban  urbanism  networks  futurism  computing  urbancomputing  interaction  data  vurb 
september 2009 by robertogreco
Designtalks - Videos - Ben Cerveny - Play at creativity
"[1] exploring boundaries... [2] tweaking the knobs... [3] call and response [games]... [4] drawing boxes...main difference between play and a game is that you apply a metric to a game...[in a game] you quantize the results of add a goal [to play creating a game]... [5] improvisation... experimentation... distilling patterns... play = understanding possibilities [exploring boundaries], game allows you to come to a systemic conclusion about goals... [6] forming the party... [7] finding the patterns... [8] incentive for interaction [project Natal]... [9] literacy in system models... [10] collaborative creativity... [legos at SXSW]"
bencerveny  play  creativity  collaboration  video  games  videogames  cognition  literacy  design  interaction  flickr  stamendesign  gne  metadata  visualization  rules  arg  observation  patterns  patternrecognition  experimentation  via:preoccupations  psychology  wow  set  natal  microsoft  simcity  systems  flow  modeling  conversation 
july 2009 by robertogreco
cityofsound: Postopolis! LA, day two / Los Angeles
"By the time we’re back in Downtown, the traffic is building up and Broadway is a chaotic, honking mess of slow-moving steel. By this time, though, the city has won me over. Its constant contradictions - the very contradiction of it being here in the first place - have little negative effect now, only continually beguiling. Despite everything, this city continues to grow. As the Carey McWilliams poem from 1946 says:
losangeles  cities  us  urbanism  cars  density  reynerbanham  danhill  cityofsound  bencerveny 
april 2009 by robertogreco
The New 'Situation': Frameworks for Spatial Mediation: ETech 2009
"What does the platform look like that allows digital architects to layer interaction models from massively multiplayer gaming and wii-like gestural performance onto urban-scale environments? We are building software, initially for an amusement park in Dubai, that integrates the datastreams from thousands of modular sensor nodes into a high-resolution realtime spatial model of people and objects."
mmo  bencerveny  kevinslavin  areacode  stamendesign  location-based  sensors  wii  gaming  games  performance  datastreams  modeling  objects  etech  2009 
january 2009 by robertogreco
Near Future Laboratory » Drift Deck (Analog Edition)
"The Drift Deck (Analog Edition) is an algorithmic puzzle game used to navigate city streets. A deck of cards is used as instructions that guide you as you drift about the city. Each card contains an object or situation, followed by a simple action. For example, a situation might be — you see a fire hydrant, or you come across a pigeon lady. The action is meant to be performed when the object is seen, or when you come across the described situation. For example — take a photograph, or make the next right turn. The cards also contain writerly extras, quotes and inspired words meant to supplement your wandering about the city."
psychogeography  situationist  urbanism  travel  urban  arg  architecture  art  design  dérive  games  gaming  tcsnmy  classideas  julianbleecker  brucesterling  ianbogost  janemcgonigal  dawnlozzi  bencerveny  katiesalen  robbellm  driftdeck  derive 
november 2008 by robertogreco
Pasta&Vinegar » Design Engaged 2008
"Cerveny’...“Flocking through utopias”...showed how event such as Design Engaged can be seen as “team sport, self-organized school, collaboratively browsed” which allows to explore the space, like a cultural exchange. This “social club” would then have following characteristics: 1. discontinuity: it turns things are falling apart, critical moment… at the same time, other people (quants) works on developing model (viz, metaphor) for the future. 2. optimism: there is no shiva in the west; when things fall apart in the west, this is bad however if things don’t fall apart, that’s death; if a system is not changing, it’s over complexity, emergence happens in growth/decay cycles so we have to embrace decay 3. possibility surfers, playing with models/possibilities, step out into the meta, look where value is going 4. use ultimate social object: utopia: how to build community around utopias, grand projects 5. what we do is a game of system models with prototypes from alternative universes"
bencerveny  unconferences  designengaged  utopia  optimism  gamechanging  systems  design  future  education  schools  lcproject  unschooling  deschooling  change  socialobjects  selforganization  collaboration  social  space  possibility  failure  discontinuity  messiness  exchange 
october 2008 by robertogreco
Playblog: 'Play' that thing!
"The idea of conversation among bloggers is asynchronous. If only they had a multiparticipant realtime venue where they could each design their own instruments [in all sorts of media pointing at any cultural references] and then all play them together....
conversation  play  2003  bencerveny  blogging  gamechanging  systems  collaboration  collaborative 
july 2008 by robertogreco
Transcendent Interactions: Collaborative Contexts and Relationship-based Computing - "Application-based --> Document-based --> Relationaship-based Computing"
"tools for playful interaction that are contexts to dip into. Quick & fluid mechanisms for reframing communication as improvisational play." "Fluid contexts for interactiona are where rich social systems arise."
ludicorp  gne  bencerveny  stewartbutterfield  ericcostello  networks  philosophy  play  presentation  relationships  gamechanging  collaboration  design  flow  games  via:preoccupations  classideas  schooldesign  gamedesign  architecture  2004 
july 2008 by robertogreco
Pasta&Vinegar » Blog Archive » Ben Cerveny's talk at PicNic 2007: "Gaming the system"
"Ben concluded that much of our future lies in literacy about dynamic systems such as the one designed in games: “play is about fluidity, work is about crystallization“, “play as the negative space of work that allows work to continue“."
games  play  work  marginalia  fringe  design  gaming  politics  systems  trends  bencerveny 
october 2007 by robertogreco
Pasta&Vinegar » Blog Archive » Quotes from Pic Nic 2007
“Play is about fluidity, work is about crystallization - Play as the negative space of work that allows work to continue” - Ben Cerveny.
play  work  bencerveny 
september 2007 by robertogreco

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