Many peoples of North Africa migrate within their buildings in both daily and seasonal patterns to take advantage of the various microclimates the buildings create.
The real world of technology denies the existence and the reality of nature. For instance, there is little sense of season as one walks through a North American or western European supermarket.
Just as there is a little sense of season, there is little sense of climate. Everything possible is done to equalize the ambiance – to construct and environment that is warm in the winter, cool in the summer.
I am fascinated by the Farmer’s Almanac, and the “Planting by the Moon” guide in particular, which has advice such as: “Root crops that can be planted now will yield well.” “Good days for killing weeds.” “Good days for transplanting.” “Barren days. Do no planting.”
I think it’d be funny to make up an almanac for writers and artists, one that emphasized the never-ending, repetitive work of the craft.
Another 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.