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.
Nobody gives a hoot about groupthink
Two relatively common ‘fashions’ today are real-time collaboration and shared data repositories of one kind or another.
Both increase productivity in the naive sense. We work more; everybody is more active; the group feels more cohesive.
The downside is that they also both tend to reduce the quality of the work and increase busywork.
On that of the highest authority
The consequences of this design should be obvious. The group’s opinion will converge on that of the highest authority present.
As soon as an authority of any kind makes their opinion known, the group will shift in that direction. Even the most rational will tweak their responses after that. After all, who wants to risk going up against an authority? Interns will hesitate to comment. All objections will be a little bit more qualified or toned down.
Generally speaking, if you are writing a document and want to get the most out of a group’s feedback, each contributor should be able to form their opinions independently and give their responses without fear of social or community repercussions.
Personal Information Management (PIM)
Organising information so that it’s easy for a group of people to find the documents they need is very hard.
The alternative is to solve it the same way we did with email: shared data, individual organisation.
You don’t need to know how your colleagues organise their email. You only need to know that they get it and respond. The same applies to most work documents. In Personal Information Management (PIM) this is often called “the user-subjective approach”.