fun
Follow the fun
An Article by Dave RupertAnother great dissertation from Mark Brown of Game Maker’s Toolkit: The Games that Designed Themselves. It’s the radical idea that designers should ignore their preconceived notions and look to the game itself to find out where the development should lead. How does something design itself? Well… the answer is: Prototypes.
A lot of great indie game masterpieces are the result of experimentation and early gameplay demos that changed the course of game’s development. As Brown points out, there’s a whole history of groundbreaking games that were developed “almost by accident” where bugs and glitches were turned into features.
Exit pages
An Idea by Brad EnslenToday I made an Exit page. So many people end their visit by hitting the Back button on their browser. The exit page is a last attempt to get them to explore the Blog Directory to find an entertaining blog. Or failing that to try a search on a search engine they may have never tried before.
The Whimsical Web
A Website by Max BöckA curated list of sites with an extra bit of fun.
APL386 Unicode
A Font by Adám BrudzewskyAPL font based on Adrian Smith's APL385 font with a fun, whimsical look, inspired by Comic Sans Serif.
APL (named after the book A Programming Language) is a programming language developed in the 1960s by Kenneth E. Iverson. Its central datatype is the multidimensional array. It uses a large range of special graphic symbols to represent most functions and operators, leading to very concise code. It has been an important influence on the development of concept modeling, spreadsheets, functional programming, and computer math packages. It has also inspired several other programming languages.
The Taft Test
A Tool by Maciej CegłowskiDoes your page design improve when you replace every image with William Howard Taft?
Party in a shared google doc
An Article by Marie FoulstonIn the absence of the cultural spaces my work usually occupies, I’ve found myself chasing the social rituals they evoke and the reverence they embody through abstract digital recreations and pastiche. In these spaces, familiar feelings and experiences reverberate and mix with new ones.
They are events that all at once feel both practical and absurd.
In a time of such flux and uncertainty, maybe that is as good a place as any to be.
How to Think About Notes
Thinking in terms of outputs
In our use of digital and analogue filing tools, we classify information through folders. An article about railway construction gets filed under ‘infrastructure’ or ‘transport’. In Evernote we tag it with ‘rail’ or ‘construction’. This is thinking like a librarian and not like a writer. We are classifying the information as an input. The reason you take notes as a writer is to produce content. It makes sense, then, to take notes in line with this goal.
Traditional filing like this tends to fail when you attempt to write your content. You are stuck trying to figure out which categories will be relevant for your proposal, paper or blog post. Interesting writing often comes from connecting separate fields through a common idea. By revealing the common denominator. By unifying two seemingly-contradictory ideas. How can you possibly achieve this if you’re looking in the same category for your information? The categories simply do not fulfil the function required by the writer.
The notes you take and indeed, the way you process information, should be with a specific project or idea in mind. You must classify information in terms of its outputs. When you take notes on a book, think about how this could apply to a specific idea you had or how it argues against a paper you read last week. The premise is that you should be organising by context and always trying to connect the dots between the content you're consuming.