The things that you’re meant to do A Quote by Josh Wardle slate.com I used to work in Silicon Valley, and I’m aware of the things that, especially with games, you’re meant to do with people’s attention. You’re trying to capture as much of people’s attention as you can. So that involves things like endless play, or sending them push notifications, or asking them for sign-up information. And philosophically, I enjoy doing the opposite of all those things, doing all the things that you are not meant to do, which I think has bizarrely had this effect where the game feels really human and just enjoyable. And that really resonates with where we’re at right now in the world and with COVID, and then also we’re trying to figure out, what is tech? What has tech become? I think that really resonates with people, and no ads—well, no monetization. People ask me a lot about these things, and it was like, I was literally just making a game for my partner, and I made some decisions that we would like. attentiongamessoftwaredesign
112. Entrance Transition Problem: Buildings, and especially houses, with a graceful transition between the street and the inside, are more tranquil than those which open directly off the street. Solution: Make a transition space between the street and the front door. Bring the path which connects street and entrance through this transition space, and mark it with a change of light, a change of sound, a change of direction, a change of surface, a change of level, perhaps by gateways which make a change of enclosure, and above all with a change of view. Christopher Alexander, Murray Silverstein & Sara Ishikawa, A Pattern Language Walking through doorways causes forgetting53. Main GatewaysAt the Green MosqueThe wind's pulling us inOne who has trodden this garden pathA more spiritual place transitionsdoors