Can you see what it is yet?

I was very fond of Rolf’s Cartoon Club when I was younger.

For those not familiar with it – national treasure Rolf Harris hosted a show of cartoon clips, tied together with his instruction on how to draw you favourite cartoon characters and tricks of the cartoonist and animator’s trade.

Through encouraging the young to copy, trace and build upon the works of others, he encouraged a generation to draw and illustrate their own characters and stories.

Latterly, Rolf presented the much-pilloried “Rolf on Art” where he painted pictures in the styles of the great masters to explain painting to the masses. Again, building on works of others, from the past – to explain and excite.

So, can you see what this is yet?

Yes – it’s a thought I had a while back (I think I might have mentioned it to some over pints): Rolf should become figure-head/president/ambassador for the Creative Archive / Creative Commons UK.

He could extend the reach of the concept of the commons to the mainstream, and continue what he started with our generation back at the Cartoon Club in the 80’s.

Perhaps the Beeb could even turn it into a show.

“Rolf on Remixing” anyone?

Happy new year.

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Stilts and grids

Two pieces from yesterday’s Guardian evocative of the post-North-Atlantic Conveyor context of future design.

First, Jonathan Glancey on Alison Brooks’ ‘Salt House’:

“The origami-like geometry of the Salt House’s roofs and walls fold and unfold through the interior, creating a surprising, beautifully lit flow of domestic space as if this was some kind of enclosed seaside landscape to explore, play and relax in rather than the disjointed maze of a conventional new home. The important thing about the Salt House, from a technical point of view, is that it is designed to withstand the floods that will surely come this way, and with some force.

The house stands on stilts, not that you would notice them. Decking spreads out across the site, hiding the fact that the house has been raised up so that surge tides will pass beneath it. The ingenuity of the plan; the commonsense approach to the fact that south-east England is increasingly prone to flooding; the spirited yet subtle energy of its design – all this make the Salt House one of the best new out-of-town houses in Britain today.”

Second, Ruaridh Nicoll’s recollections of growing-up offgrid in Scotland, and the rhythms of life generated by their family generator:

“Until the pylons came, the beast in the shed would dictate the rhythms of our existence. The expense meant that the machine would be turned off when it wasn’t needed, giving my father an extraordinary power over our lives. In Sutherland, in winter, the sun sets at 3.30pm. It was two miles to the nearest house. The darkness was absolute once the generator was off.

The pylons arrived in the mid-1980s and the generator turned from master to slave, a luxury to be used smugly during power cuts… The wilderness itself was pushed back, to reside weakly in the lead pipes and the failure of a television signal to penetrate the deep glen.”

This has been a post in the style of Dan Hill

Future Platforms for play

I’ve got a big old post almost done on the project, but Tom has procrastinated slightly less and beaten me to it – writing about a prototype that Future Platforms built for me early in the year.

“We all like to play; whether we’re trainspotters, online gamers, old or young, we all take pleasure from playfulness. It can be solo activity, a social exercise, investigative, educational or just plain fun. In a mobile context, play is usually associated with simple downloadable arcade games – but this needn’t be the whole story.

So we built a mobile toy for Nokia, called Twitchr.”

Don’t know if Tom is going to talk about it tomorrow at MoMoLondon, as I think his talk will be concentrating on Flirtomatic. If you’re going to MoMoLo – see you there I hope.

» Tom Hume.org: Selling New Mobile Phone Features

LazyWeb: tag to print spooler

If you are anything like me, (a) how are you finding it? and (b) you probably have a lot of entries in del.icio.us tagged “toread” or “to_read” etc. etc. which you have not got round to actually, y’know, reading.

Yesterday I made the effort to actually print out some of the things I had tagged to read, and – read them!

What I’d like, LazyWeb, therefore – is a site/script/widget/thing that would

  • grab the URLs of what I have tagged “to_read” (or an arbitrary tag, of course)
  • goes and gets the text found at those URLs (this doesn’t have to be pretty)
  • then smooshes them together into a file I can then print or save for later printing.

How about it?

Almost guaranteed fame on lifehacker/43folders would be yours, as well as my undying gratitude.

UPDATE:

Matt Biddulph contributes this:

OK, you need lynx installed to get a nice dump of html to text file.
For a mac, http://www.osxgnu.org/software/pkgdetail.html?
project_id=226&cat_id=211
might have what you need.

Paste this in a terminal window on any mac or unix machine:

for a in `curl http://del.icio.us/rss/blackbeltjones/toread | grep
'<link>' | cut -d\> -f 2 | cut -d\ toread.txt

and it’ll make reading.txt with a html2text concatenation of all your
toread links.

Excellent – will try this on the weekend and report back…

Cheers,
Matt.

Deathmatch in the stacks

Ah to be in NYC…

DEATHMATCH IN THE STACKS
Celebrating the launch of The Game Design Reader: A Rules of Play Anthology
Edited by Katie Salen and Eric Zimmerman, published by MIT Press

An evening of impassioned discussion and playful debate with game critics,
game creators, and game players about the past, present, and future of games

Friday, December 9th, 7pm-9pm
Tishman Auditorium, 66 West 12th Street, NYC
Free Admission

DEATHMATCH IN THE STACKS marks the launch of The Game Design Reader, a groundbreaking collection of essays that spans 50 years of game design and game studies. Eight contributing authors to the book, including many of the most influential figures working in the field of videogames and play scholarship today, will share short selections from their essays and engage in spirited exchange with game players, game designers, and game critics. Also featuring a panel discussion on game design with the creators of Half-Life, Paranoia, and Adventure for the Atari 2600.

DEATHMATCH players include Katie Salen and Eric Zimmerman in discussion with:

Ken Birdwell, game designer
Greg Costikyan, game designer and writer
Gary Alan Fine, game sociologist
Linda Hughes, playground folklorist
Henry Jenkins, videogame scholar
Warren Robinett, game designer and programmer
Richard Rouse III, game designer and writer
Brian Sutton-Smith, play scholar and theorist
Stephen Sniderman, game and puzzle designer

Plus: appearances by New York City game players and luminaries
Ze Frank (designer), Tami Meyers (LARPer) Karen Sideman (designer),
and McKenzie Wark (theorist)

KATIE SALEN and ERIC ZIMMERMAN are game designers, theorists, writers, advocates, and educators. Katie is the Director of Graduate Studies in Design and Technology at Parsons School of Design. Eric is the co-founder of the experimental game development company gameLab. DEATHMATCH IN THE STACKS follows in the tradition of STORMING THE PLAYGROUND, a raucous and thought-provoking event in 2004 that marked the launch of their critically acclaimed book, Rules of Play: Game Design Fundamentals.

DEATHMATCH IN THE STACKS is sponsored by gameLab, the Design and Technology Program at the New School University, and Games for Change

Unfortunately it looks like the sort of thing that will be too much fun for anyone there to take any notes…

Design Engaged 2005

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Buddy Henge 🙂, originally uploaded by pachanga.

I spent the weekend with 30-or-so engaged designers of things, thoughts and theories in Berlin.

Design Engaged is a small retreat-which-isn’t-really (an Attack?) staged by Andrew “Hey” Otwell two years running now. last year was the first, in Amsterdam.

The premise is that everyone presents, performs or produces something – that there isn’t really a static audience for anything, and he introduces just enough structure for something to emerge from it.

As last year, it was fantastic, frustrating, engaging and tiring – and has dumped me like a Tamarama roller: battered, but exhilarated and re-enthused.

This year was slightly bigger I think than last year – at around 33 participants; and, our group at Nokia underwrote some of the set-up costs of the excellent venue – Spreeblick.

I didn’t present anything, as Andrew had given me an assignment already: design a game for the particpants to play through the 3 days. I’ll write about that in a separate post.

My favourite moments would take to long to filter from the whole thing, but here’s a few:

  • meeting the inspiring visualisation crimefighting duo that is Eric and Mike from Stamen
  • walking through Alexanderplatz, then storming the Bond-villain-lair aquarium of the SAS Raddison with excellent company
  • Mike K’s sterling efforts in coordinating insightful and interesting local guides for us, especially ours who didnt mind my tacky desire to go and see giant Bond-villain-lair aquariums
  • Ben’s take on Aldo Van Eyck
  • Nurri Kim’s poetic Tokyo Blues project
  • general sparring with Greenfield, Butterfield, Ward, Poisson, Chang and Schulze
  • Ti.mo’s “Graphic Language of Touch” project, and his flying fingers-style of Final Cut Pro fighting
  • “Pizza Fagin”
  • Heathcote getting all the triple word scores
  • what it felt like being the first creature with an eye – and bumping into the second
  • Malcolm McCullough and Christiane Woodley holding everyones (constant, partial) attention expertly without powerpoint
  • Gastromancer
  • the Poisson distribution
  • managing to shake hands at last with Kevin Slavin, but not managing to actually talk with him
  • Fabio Sergio’s thunderingly-thought-provoking question: “what is the material of interaction design”
  • Ulla-Maria saying “Not now”
  • Regine’s retina-scarring clothing
  • really great retina-scarring buffet food and lunches
  • really great pizza (fagin!) after huge steins of beer
  • the visual energy of Berlin
  • and, of course spending a wonderful rare weekend away with Foe.

The very best bit in terms of renergising and renewing my enthusiasm for what I do, was, as last year – the group ‘charrette’-style design exercise.

Last year, there was a bit of frustration for me at least at the start of this, as people argued over what the problem or breif should be – this year – in the spirit of Andrew’s general goals for the gathering – there was just enough structure for something to emerge, and just enough brief to have some real fun with.

We were asked ‘what is your favourite place?’ and how we would respond to what we’d seen in Berlin in terms of creating devices, designs, services or experiences that might resonate with that question in peoples minds.

Our group (Fabio, David Irwin, Ti.mo, Michelle Chang, Adam and myself) went for a walk and started talking about our favourite places in general, our favourite places on the walking tour we had done as a group, and ‘placemaking’ as a human behaviour in general.

Quickly on our return, we moved from debate and theorising to making things. Many things, which we presented back to the group under the banner of ‘Your new favourite places’.

One of my responses is pictured above, and was performed or ‘bodystormed’ by Fabio: the Gemurtlith.

We gathered words for ‘cosy’ or comfortable places in many of the languages we had represented: Dutch, Norwegian, and German, where it is ‘Gemütlich’.

As frequent readers will know, I am fond of a pun – so quickly this became The GemütLith – small ritual stones that make cosy places whereever you may be.

Jack Schulze had presented earlier in the event a prototype of a USB-connected puppet that physically represented buddylist presence/status information.

Combining this influence with the primtive figures / coptic jars from Anthony Gormley’s “Field” gave me the BuddyHenge – a ritually placed circle of GemütLiths that brings my friends to me wherever I am.

In his performance, fabio upped the shaman-technopagan content, by sprinkling a demarkating circle of arphid-smartdust around him, prior to laying down his nanotarp (a active mediasurfaced tarpaulin inspired by Nurri’s work and brought to life onscreen by Ti.Mo’s 20 minutes-flat guerilla video compositing) and arranging his GemütLiths just so…

Enormous fun. It’s left me not just looking forward to Design Engaged 2006, but also looking forward to being a designer in 2006 in general…

Y’know – for kids!

Mike Sugarbaker writes:

“The split between “casual” and “hardcore” gaming leaves a huge gulf in between: people like me. Okay, maybe not huge compared to the market for casual games, but I’m part of a grossly underserved market at least as large as the hardcore PC gaming crowd. When I play casual games, I find myself wanting more substance, meatier gameplay, but when I play a PC game, I, typically don’t end up playing it for long because it’s simply too complex, too stressful or too hard.”

Amen.

I find myself playing a lot of ‘pick-up’ games, more so on portables (DS and Gameboy Micro mainly, as there are no good PSP games for playing on the move – having said that – the notable exception is ‘Everybody’s Golf’ which I’m playing to death) – and games that seem to be made or marketed for younger players: Katamari, Zelda the WindWaker, Alien Homonid.

They seem to have more novelty (often especially with reference to the semantics and mechanics of the game), their are easier to get into, while often becoming engrossing, and you can dip in and out of them easily.

More please.

DUX05 (Partial) Notes: day two

Again – without warranty, very incomplete notes from DUX 2005.

dux day two

————–
“out in the world”
exepriences beyond the desktop

robert fabricant: frog
——-
emotion and culture are the big issues in design for the next 10 yrs
subject is deep relaxation

entrepreneur who had an idea for a new way of managing stress
no concrete ideas – but he did have a name ‘stresseraser’
multi-d team from frog design came together to discover what it would be

what is behind stress:
(piece in HBR this mopnth)

vagus nerve: primary pacifiying nerve in the body
heart rate varialibity

handheld devices: a leading contributor to stress and mobility

big challenge to connect user research to insight and design

talked to people who did yog and meditation
and their ‘mentors’ – teachers etc

principles: touch / routine / ritual
tech responses: feedback / rhythm / reward

on market / people have fallen in love with it…

——
Shelley Evanson: The Sense Chair
people and robots at CMU
compelling robot products for aging communities

developed and prioritised 22 concepts from user research with elders

(shows video of sense chair – lots of disbelief, shaking of heads and giggles from audience about machine that assists people. Extreme lack of empathy with the old and infirm? or with robots? The uncanny. WOuld this response be different if we were in Japan?)

——
SICS / Anna Stahl : EMoto
Emmotional communication in mobile

enhance texts with animations, colour, graphics
colour theory, animation principles

——
Designing an arabic user experience

the talk doesn’t seem to illustrating any deep difference – perhaps cos there isn’t? or is it that I preconceived that there would be some baffling ‘otherness’ about doing it?

——
ritual of coffee making in s. india
the ritual and affordances of the vessels are interconnected – embedded in the utensils

movements involved echo the shapes of the tools = U n

aethestics of the movements in the ritual important

sudden yearning for personal identity in growing countries

cultural languages and movement grammars

——
designing for the chinese migrant worker
neema moraveji: MSR Asia

largest migration in human history: 120m people from villages to cities…

– levels of literacy: not binary – multiple layers of literacy: none/some/local/dialect/more/full/mandarin/pinyin/english
– privacy: community not individuals: not a sin to read someone elses mail
– sync: calling ahead to schedule another call on a shared phone
– no unique ID (official)
– kids trump cost: family and offspring important
– shared displays: shared newspaper reading – pinned out on noticeboards

stylus input
used to spelling by writing in the air with a finger

lists better than maps when it came to identifying home towns

——

Syncromate: supporting digital intimacy
Uni of Melbourne

phatic interactions
stregthen social bonds – create ooportunity
often a neglected part of communications
what goal could tech play?

DUX05 (Partial) Notes: day one

Without warranty, and certainly not a complete record – but here are raw notes from Day One of the DUX 2005 conference:

Dux day one

user steered content

coloursmart app / home depot usa

mr blandings builds his dream home
90% of all paint sales are whites/neutrals

experience model of redecorating/painting process
‘mindsets’ for personas

—-

buying loose diamonds at amazon.com
“i really don’t want to screw this up” = person’s primary thought through this task

cut/colour/clarity/carat-weight = parameters

no way to tell the size/scale

people are scared of getting ripped off, and the system shold be designed to build confidence

(screenshot of really nice ajaxy-slider app)

learn – refine – learn = loop

300% increase in sales.

——–
Avenue A/Razf

developed a social network for the designers internally
rapid turn-around of questions answered by the community via rss feeds of queries being posted.

playing on the inherent curiosity of groups about their particpants.

showcase of your own cool stuff- create identity

——
the paradox of the library
messy libraries vs neat ones…
abe crystal / chapel hill

library as a symbol vs library as working place

messy informally organised personal collections are some times more often used than more organised collections

information ecologies

——

AFTERNOON

——

fred dust / ideo

smart spaces

“it’s not technology unless you’re crawling around on the floor”

started out as a frustrated architect

talk about the difficutly of the word user

design for parlimentary syztem of finland?

empathy as a tool

we need to love our users, not just understand them.

designing for behaviours rather than target markets – psychographics not demographics

storyteller / functionalist / camper

campers are people who NEVER really move in…

design for activities / behaviours and you get more than your target

—-
rhona tannenbaum

obsessed with information + people

new products for the NYT – generated from observation of the readers

using eyetracking to establish how people read
arts and leisure section

worked on alexa for brewster kahle

visualisation of large amounts of data for alexa: the collective intelligence of the internet

working on the open library project, that launched last week

understand how others are reading the text

own project: storymixer

also working with plum.com?

—-