Names vs. The Nothing This is the first site along the tour. In here we have a void. I remember the building that used to stand here, it was painted blue. Passing through it, you can imagine how us, as ghosts – should the building be standing here – would have to actually be invisible to pass through these walls and now it’s the reverse. The building is the ghost and we’re passing through these walls. Graham Coreil-Allen & Roman Mars, 99% Invisible 99percentinvisible.org New Public SitesLocal Code: 3,659 Proposals About Data, Design & The Nature of Cities emptinessnamescities
99% Invisible A Podcast by Roman Mars & Kurt Kohlstedt 99percentinvisible.org The Worst Video Game EverSome Other Sign that People Do Not Totally Regret LifeThe Help-Yourself CityLawn OrderNames vs. The Nothing+7 More designunderstanding
The 99% Invisible City A Book by Roman Mars & Kurt Kohlstedt 99percentinvisible.org urbanismcitiesdesignarchitecturedetails
The Worst Video Game Ever A Podcast from 99% Invisible by Roman Mars & Howard Scott Warshaw 99percentinvisible.org Disorientation
Withered or seasoned? An Article by Robin Sloan www.robinsloan.com The Nintendo way of adapting technology is not to look for the state of the art but to utilize mature technology that can be mass-produced cheaply. This is the reason a Nintendo console never has the fastest chips or the beefiest specs of its generation; instead, its remixes components in an interesting and generative way. Think of the Gameboy’s monochrome screen, the Wii’s motion controller, the Switch’s smartphone form. [Gunpei Yokoi] is talking about reliability and predictability, in performance and supply alike. He wants the components to be boring, so their application can be daring. innovationtechnologygames