Memory
From the head of Jove
Ise Shrines, Nagoya, 685–Present
Amassing the archive
What were you trying to protect?
Retained as a quality
The significance of love's burden
Mental infrastructure
Memory prompts
To serve as a reminder
The bloodless ghosts of memory
Can you even call it memory?
In our bodies
Memory & Fantasy
I can't remember
Refuges
The odor of raisins
To fill in the gaps
Homes at Night
The brag document
An Article by Julia EvansIt’s frustrating to have done something really important and later realize that you didn’t get rewarded for it just because the people making the decision didn’t understand or remember what you did.
The tactic is pretty simple! Instead of trying to remember everything you did with your brain, maintain a “brag document” that lists everything so you can refer to it when you get to performance review season!
The primacy of interpretation over sensation
A Fragment by Mark LibermanOur memory of exact word sequences usually fades more quickly than our memory of (contextually interpreted) meanings.
More broadly, the exact auditory sensations normally fade very quickly; the corresponding word sequences fade a bit more slowly; and the interpreted meanings last longest.
These generalizations can be overcome to some extent if the sound or the text has especially memorable characteristics. (And the question of what "memorable" means in this context is interesting.)
On Memory Palaces & Visual Computation
An Essay by Taulant SulkoI now use Are.na as a Memory Palace, separating my channels into rooms. For example, I have a channel that I call the Computation Room. It’s pretty generic and includes any type of block that relates to computation.
If I notice a pattern in the computation room I create a more specific channel in that room. I think of that more specific topic as an object within the room.
Then there are the adjacent topics that I often find even more exciting to focus on. For those, I choose a name that corresponds with the nature of a room and also its size. For example I have a channel called the Visual Computing Observatory. In my head I am imagining an actual observatory where I am looking and observing and studying a given topic.
The Method of Loci
An ArticleFrom the time we learn to walk, we start building up spatial memories—recollections of the layouts of physical spaces and their relationships to the objects in them. These memories tend to form fast and stick around for a long time.
The method of loci hijacks our innate aptitude for remembering physical spaces, using it to help us remember other kinds of information with greater ease.
Derrière les fagots
A DefinitionA fagot is a bundle of branches tied with a string. They used to be kept in a corner of a barn or shed, and people used to hide things (wine, valuables, etc) behind them often for a long time, and forget about them. It is a way of saying that [a thing] is very good, but has been forgotten for a long time and recently re-discovered.
Nototo
An ApplicationThe visual workspace for notes. Humans have incredible visual-spatial memory. Leverage that with Nototo.
Art is memory's mise-en-scène
A QuoteRe-learning to learn
An Article by Erica Heinz- Pause at the end of each chapter and try to recall it (Recall)
- Highlight relevant passages for later comparative reading
- Analyze the book once I’m finished
- Explain it to unfamiliar audiences (The Feynman technique)
- Review topics I care about at regular intervals (Space repetition)
Walking through doorways causes forgetting
A Research PaperEntering or exiting through a doorway serves as an ‘event boundary’ in the mind, which separates episodes of activity and files them away. Recalling the decision or activity that was made in a different room is difficult because it has been compartmentalized.
That the mind may not be taxed
A Quote by Thomas FarnabyIn order that the mind may not be taxed, moreover, by the manifold and confused reading of so many such things, and in order to prevent the escape of something valuable that we have read, heard, or discovered through the process of thinking itself, it will be found very useful to entrust to notebooks...those things which seem noteworthy and striking.
Design Thinking
Ducks and decorated sheds
A duck is a building whose confirmation is a complete symbol or icon. A decorated shed is a building to which symbols, often commonplace signs, have been attached.
Clinging to ideas
Another aspect of design thinking that was evident in the foregoing case studies is the tenacity with which designers will cling to major design ideas and themes in the face of what at times might seem insurmountable odds. Often the concept the designer has in mind can only come to fruition if a large number of apparently countervailing conditions can be surmounted.
Even when severe problems are encountered, a considerable effort is made to make the initial idea work, rather than to stand back and adopt a fresh point of departure.
A concept of style
It is a concept based not on the classification of various physical features of architecture and urban design but on the problem-solving process itself. We have seen that the final outcome of a design process is strongly determined by at least three aspects of that process:
- the subject matter of the organizing principles which are adopted,
- the manner in which these principles are interpreted and reinterpreted in the context of the problem at hand, and
- the sequent of applying such organizing principles.
Consistency in style among the output of designers can thus be understood as a habitual way of doing things, of solving problems.
Form and figure
Form applies to “a configuration with natural meaning or none at all,” whereas figure applies to “a configuration whose meaning is given by culture."
Design skirmishes
it is apparent that the unfolding of the design process assumed a distinctly episodic structure, which we might characterize as a series of related skirmishes with various aspects of the problem at hand.
As the scope of the problem became more determined and finite for the designer, the episodic character of the process seems to have become less pronounced. During this period a systematic working out of issues and conditions took hold within the framework that had been established. This phenomenon is not at all surprising when we consider the fundamental difference between moments of problem solving when matters are poorly defined and those with clarity and sufficiency of structure.
Within the episodic structure of the process, the problem, as perceived by the designer, tends to fluctuate from being rather nebulous to being more specific and well-defined. Furthermore, moments of "blinding" followed by periods of backtracking take place, where blinding refers to conditions in which obvious connections between various considerations of importance go unrecognized by a designer.
Such plans were deemed efficient
The terrain of cities was subdivided along the lines of distinct and discrete patterns of use, with very little opportunity for mixing (separation and concentration of functions). After all, the home environment should be just that…while places of work should be aggregated and serviced with their appropriate supporting functions.
Such plans were deemed efficient.
Constrained by the medium
The inevitable reciprocation that occurs between the act of drawing and the thinking associated with it. The hand moves, the mind becomes engaged, and vice versa. We might ask: How much does the medium of expression actually constrain a design process?
A medium has a way of constraining our choices, and this influence may not involve conscious choice at all. The planner, in the end, sees and understands only those things for which they can provide expression.
Autonomous constraints
Autonomous or independent constraints do not derive from the problem as given and understood…there was nothing in the problem statement, or brief, that required any reference be made to it. This constraint, introduced by the designers, usefully transcended the givens of the problem situation.
Unless the entire problem at hand can be solved using strictly problem-oriented constraints, we have to step outside the known problem context in order to continue problem solving activity.
The strange familiar and the familiar strange
The problem solver, when confronted with a new and yet unsolved problem, overlays the structure of the unsolved problem with an apparently similar problem with which he or she is experienced.
Making the strange familiar and the familiar strange are also principally based on the use of analogy.