1. ⁘  ⁘  ⁘
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  3. Abo, Akinori 9
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  12. anxiety 9
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  15. Arango, Jorge 4
  16. architecture 110
  17. art 86
  18. Asimov, Isaac 5
  19. attention 17
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  24. beauty 58
  25. Behrensmeyer, Anna K. 7
  26. Bell, Larry 3
  27. Bjarnason, Baldur 5
  28. Blake, William 5
  29. blogging 21
  30. body 11
  31. Boeing, Geoff 7
  32. boredom 9
  33. Botton, Alain de 38
  34. Brand, Stewart 4
  35. Bringhurst, Robert 16
  36. Brooks, Frederick P. 22
  37. Broskoski, Charles 6
  38. brutalism 7
  39. building 16
  40. bureaucracy 12
  41. Burnham, Bo 9
  42. business 15
  43. Byron, Lord 14
  44. Cagan, Marty 6
  45. Calvino, Italo 21
  46. Camus, Albert 13
  47. care 6
  48. Carruth, Shane 15
  49. Cegłowski, Maciej 6
  50. Cervantes, Miguel de 7
  51. chance 11
  52. change 16
  53. Chiang, Ted 4
  54. Chimero, Frank 17
  55. choice 8
  56. cities 51
  57. Clark, Robin 3
  58. Cleary, Thomas 8
  59. Cleary, J.C. 8
  60. code 20
  61. collaboration 16
  62. collections 31
  63. Collison, Simon 3
  64. color 23
  65. commonplace 10
  66. communication 31
  67. community 7
  68. complexity 11
  69. connection 24
  70. constraints 25
  71. construction 9
  72. content 9
  73. Corbusier, Le 13
  74. Coyier, Chris 4
  75. craft 65
  76. creativity 58
  77. crime 9
  78. Critchlow, Tom 5
  79. critique 10
  80. Cross, Nigel 12
  81. Cross, Anita Clayburn 10
  82. css 11
  83. culture 13
  84. curiosity 11
  85. cycles 7
  86. Danielewski, Mark Z. 4
  87. darkness 28
  88. Darwin, Will 10
  89. data 8
  90. death 38
  91. Debord, Guy 6
  92. decisions 9
  93. design 131
  94. details 30
  95. Dickinson, Emily 9
  96. Dieste, Eladio 4
  97. discovery 9
  98. doors 7
  99. Dorn, Brandon 11
  100. drawing 23
  101. Drucker, Peter F. 15
  102. Duany, Andres 18
  103. Eatock, Daniel 4
  104. economics 13
  105. efficiency 7
  106. Eisenman, Peter 8
  107. Eliot, T.S. 14
  108. emotion 8
  109. ending 14
  110. engineering 11
  111. Eno, Brian 4
  112. ethics 14
  113. euphony 38
  114. Evans, Benedict 4
  115. evolution 9
  116. experience 14
  117. farming 8
  118. fashion 11
  119. features 25
  120. feedback 6
  121. flaws 10
  122. Flexner, Abraham 8
  123. food 16
  124. form 18
  125. Fowler, Martin 4
  126. Franklin, Ursula M. 30
  127. friendship 6
  128. fun 7
  129. function 31
  130. games 13
  131. gardens 26
  132. Garfield, Emily 4
  133. Garfunkel, Art 6
  134. geography 8
  135. geometry 18
  136. goals 9
  137. Gombrich, E. H. 4
  138. goodness 12
  139. Graham, Paul 37
  140. graphics 13
  141. Greene, Erick 6
  142. Hamming, Richard 45
  143. happiness 17
  144. Harford, Tim 4
  145. Harper, Thomas J. 15
  146. Hayes, Brian 28
  147. heat 7
  148. Heinrich, Bernd 7
  149. Herbert, Frank 4
  150. Heschong, Lisa 27
  151. Hesse, Herman 6
  152. history 13
  153. Hoffman, Yoel 10
  154. Hofstadter, Douglas 6
  155. home 15
  156. Hoy, Amy 4
  157. Hoyt, Ben 5
  158. html 11
  159. Hudlow, Gandalf 4
  160. humanity 16
  161. humor 6
  162. Huxley, Aldous 7
  163. hypermedia 22
  164. i 18
  165. ideas 19
  166. identity 33
  167. images 10
  168. industry 9
  169. information 42
  170. infrastructure 17
  171. innovation 14
  172. interaction 10
  173. interest 10
  174. interfaces 36
  175. intuition 8
  176. invention 10
  177. Irwin, Robert 65
  178. Isaacson, Walter 28
  179. Ishikawa, Sara 33
  180. iteration 13
  181. Ive, Jonathan 6
  182. Jackson, Steven J. 14
  183. Jacobs, Jane 54
  184. Jacobs, Alan 5
  185. Jobs, Steve 20
  186. Jones, Nick 5
  187. Kahn, Louis 4
  188. Kakuzō, Okakura 23
  189. Kaufman, Kenn 4
  190. Keith, Jeremy 6
  191. Keller, Jenny 10
  192. Kelly, Kevin 3
  193. Keqin, Yuanwu 8
  194. Ketheswaran, Pirijan 6
  195. Kingdon, Jonathan 5
  196. Kitching, Roger 7
  197. Klein, Laura 4
  198. Kleon, Austin 13
  199. Klinkenborg, Verlyn 24
  200. Klyn, Dan 20
  201. knowledge 28
  202. Kohlstedt, Kurt 11
  203. Kramer, Karen L. 10
  204. Krishna, Golden 10
  205. Kuma, Kengo 18
  206. language 20
  207. learning 29
  208. life 59
  209. light 31
  210. loneliness 12
  211. love 25
  212. Lovell, Sophie 16
  213. Lupton, Ellen 11
  214. Luu, Dan 8
  215. Lynch, Kevin 12
  216. MacIver, David R. 8
  217. MacWright, Tom 5
  218. Magnus, Margaret 12
  219. making 77
  220. management 14
  221. Manaugh, Geoff 27
  222. Markson, David 16
  223. Mars, Roman 13
  224. material 39
  225. math 16
  226. McCarter, Robert 21
  227. meaning 33
  228. media 16
  229. melancholy 51
  230. memory 28
  231. metaphor 10
  232. metrics 19
  233. microsites 49
  234. Miller, J. Abbott 10
  235. Mills, C. Wright 9
  236. minimalism 10
  237. Miyazaki, Hayao 30
  238. Mod, Craig 15
  239. modularity 6
  240. Mollison, Bill 31
  241. morality 8
  242. Murakami, Haruki 21
  243. music 16
  244. Müller, Boris 7
  245. Naka, Toshiharu 8
  246. names 11
  247. Naskrecki, Piotr 5
  248. nature 51
  249. networks 15
  250. Noessel, Christopher 7
  251. notetaking 34
  252. novelty 10
  253. objects 15
  254. order 10
  255. ornament 9
  256. Orwell, George 7
  257. Ott, Matthias 4
  258. ownership 6
  259. Pallasmaa, Juhani 41
  260. Palmer, John 8
  261. patterns 11
  262. Patton, James L. 9
  263. Pawson, John 21
  264. perception 22
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  273. place 14
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  276. poetry 13
  277. politics 9
  278. Pollan, Michael 6
  279. practice 10
  280. problems 31
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  290. Radić, Smiljan 20
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  292. Rao, Venkatesh 14
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  296. religion 11
  297. Rendle, Robin 12
  298. repair 28
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  300. Reveal, James L. 4
  301. Richards, Melanie 3
  302. Richie, Donald 10
  303. Rougeux, Nicholas 4
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  305. Rupert, Dave 4
  306. Ruskin, John 5
  307. Satyal, Parimal 9
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  310. Schaller, George B. 7
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  312. science 17
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  314. Sennett, Richard 45
  315. senses 11
  316. Seuss, Dr. 14
  317. Shakespeare, William 4
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  319. silence 9
  320. Silverstein, Murray 33
  321. Simms, Matthew 19
  322. Simon, Paul 6
  323. simplicity 14
  324. Singer, Ryan 12
  325. skill 17
  326. Sloan, Robin 5
  327. Smith, Cyril Stanley 29
  328. Smith, Justin E. H. 6
  329. Smith, Rach 4
  330. socializing 7
  331. society 23
  332. software 66
  333. solitude 12
  334. Somers, James 8
  335. Sorkin, Michael 56
  336. sound 14
  337. space 20
  338. Speck, Jeff 18
  339. speech 6
  340. spirit 10
  341. streets 10
  342. structure 13
  343. Strunk, William 15
  344. Ström, Matthew 13
  345. style 30
  346. Sun, Chuánqí 15
  347. symbols 12
  348. systems 18
  349. Sōetsu, Yanagi 34
  350. Sōseki, Natsume 8
  351. Tanaka, Tomoyuki 9
  352. Tanizaki, Jun'ichirō 15
  353. taste 10
  354. Taylor, Dorian 16
  355. teaching 21
  356. teamwork 16
  357. technology 41
  358. texture 7
  359. thinking 30
  360. Thoreau, Henry David 8
  361. time 54
  362. Tolkien, J.R.R. 6
  363. tools 32
  364. touch 8
  365. transportation 16
  366. Trombley, Nick 44
  367. truth 15
  368. Tufte, Edward 31
  369. Turrell, James 6
  370. typography 25
  371. understanding 32
  372. urbanism 68
  373. ux 100
  374. Victor, Bret 9
  375. Viollet-le-Duc, Eugène 4
  376. vision 7
  377. visualization 34
  378. Voltaire 4
  379. wabi-sabi 8
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  382. Wang, Shawn 6
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  388. whimsy 11
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  400. Yamashita, Yuhki 4
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games

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  • Hand and brain chess

    In hand and brain chess, each team has two players: a “brain” and a “hand.” At the beginning of each turn, the “brain” tells the “hand” which piece to move, and the “hand” then has to move that piece, but can move it wherever they think it should go. No other communication is allowed.

    Matthew Ström, The hand and the brain
    matthewstrom.com
    • games
    • teamwork
  • There is no app that replicates a deck of cards

    It seems that the only way to build an app that replicates the full functionality a deck of cards is to build a 3D simulation or game. Model the cards in 3D and put them on a 3D table. As long as you have controls for reaching out and picking up the cards, and moving them in space, you can do anything you can do in real life.

    Preserving the higher dimensionality makes it simpler and more intuitive, not less.

    John Palmer, Spatial Interfaces
    • games
  • Disorientation

    Warshaw: E.T. commits the ultimate video game sin: to disorient the user. And you have to understand the difference between frustration and disorientation, right? Frustration in a video game is essential. A video game must frustrate a user, but you should never disorient them.

    Peabody: Howard says that frustration ultimately creates satisfaction. It’s a huge motivator in a good game, to get better, faster, stronger. Disorientation, on the other hand...

    Roman Mars & Howard Scott Warshaw, The Worst Video Game Ever
    1. ​​To become completely lost​​
    • design
    • games
  • Learning to walk through walls

    An Article by David R. MacIver
    drmaciver.substack.com

    I have a running joke that one of the most useful things I do when coaching or consulting is to say to people “Yes, that does sound like a problem. Have you tried solving it?”

    Part of why this is a joke is that actually most of the useful work happens prior to the point - the hard part is actually articulating what is going wrong well enough that it seems like a soluble problem - but there is genuinely something useful about this, because often it feels people are looking for permission.

    Without the external prompt, solving their problem is not something they noticed that they were allowed to do.

    1. ​​A Burglar's Guide to the City​​
    • problems
    • games
  • The things that you’re meant to do

    A Quote by Josh Wardle
    slate.com

    I used to work in Silicon Valley, and I’m aware of the things that, especially with games, you’re meant to do with people’s attention. You’re trying to capture as much of people’s attention as you can. So that involves things like endless play, or sending them push notifications, or asking them for sign-up information.

    And philosophically, I enjoy doing the opposite of all those things, doing all the things that you are not meant to do, which I think has bizarrely had this effect where the game feels really human and just enjoyable. And that really resonates with where we’re at right now in the world and with COVID, and then also we’re trying to figure out, what is tech? What has tech become? I think that really resonates with people, and no ads—well, no monetization. People ask me a lot about these things, and it was like, I was literally just making a game for my partner, and I made some decisions that we would like.

    • attention
    • games
    • software
    • design
  • List of games that Buddha would not play

    A List
    en.wikipedia.org
    • …
    • Guessing at letters traced with the finger in the air or on a friend's back. (letters in the Brahmi script)
    • Guessing a friend's thoughts.
    • …
    • games
    • zen
    • morality

    Via Scott Alexander. See the full list here: Long Discourses.

  • Right-Angle Doodling Machine

    A Game by Clive Thompson
    openprocessing.org
    Screenshot of openprocessing.org on 2021-11-18 at 11.41.53 PM.png
    1. You draw one single line. It can be as long as you like.
    2. To start the line, you put your pen down.
    3. You can make right-angle turns only, either 90 degrees or -90 degrees.
    4. You cannot back up. You must always move forward.
    5. You don’t lift your pen until you’re ready to stop. When you lift the pen, the doodle is done.
    • drawing
    • code
    • games

    Read more at betterhumans.pub.

  • Follow the fun

    An Article by Dave Rupert
    daverupert.com

    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.

    1. ​​The game discovering itself​​
    2. ​​Building is never a straight line​​
    3. ​​Game feel​​
    • games
    • fun
  • Game feel

    An Article by Dave Rupert
    daverupert.com

    How do you make a game that’s fun? ...You have to focus on gameplay. In order for the final product to be fun and exciting, the core game play needs to be fun and exciting. The creator of Mario calls this 手応え (tegotae), which is often translated as “game feel”. To find this game feel, you need to build small prototypes around a single idea, play test them, and then follow the fun. Nintendo does this, indie game devs do this; this is the not-so-secret of the gaming industry.

    1. ​​Follow the fun​​
    2. ​​Follow the brush​​
    • prototypes
    • making
    • games
  • When Customer Journeys Don’t Work: Arcs, Loops, & Terrain

    An Article by Stephen P. Anderson
    stephenanderson.medium.com

    Thinking [in terms of loops and arcs] allows us to let go of a specific journey or sequence, and imagine dozens of scenarios and possible sequences in which these skills can be learned. This doesn’t mean there aren’t more fundamental skills that other skills build upon, but we can let go the tyranny of how, precisely, a person will move through a system. We’re free to zoom in and obsess on these loops, which does two things for us:

    • Approach the design of a system as the design of these as small but significant moments of learning.
    • Consider the many ways these loops might be sequenced, with the exact order being less important.
    • ux
    • systems
    • feedback
    • games
  • If we were allowed to visit

    A Poetry Collection
    ianmaclarty.itch.io
    Image from ianmaclarty.itch.io on 2020-10-26 at 8.52.05 AM.png

    If We Were Allowed To Visit is an anthology of poems by Gemma Mahadeo rendered by Ian MacLarty.

    As you move through the game's environment, the poems are rearranged into the shapes of the objects they're about, each frame becoming a new generative poem.

    1. ​​Concrete poetry​​
    • poetry
    • games
    • microsites
  • 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.

    • innovation
    • technology
    • games
  • Crashlands: Design by Chaos

    A Talk by Seth Coster
    www.youtube.com
    1. ​​The game discovering itself​​
    • games

See also:
  1. design
  2. fun
  3. poetry
  4. microsites
  5. teamwork
  6. innovation
  7. technology
  8. ux
  9. systems
  10. feedback
  11. prototypes
  12. making
  13. drawing
  14. code
  15. zen
  16. morality
  17. attention
  18. software
  19. problems
  1. Dave Rupert
  2. Roman Mars
  3. Howard Scott Warshaw
  4. Seth Coster
  5. John Palmer
  6. Matthew Ström
  7. Robin Sloan
  8. Stephen P. Anderson
  9. Clive Thompson
  10. Josh Wardle
  11. David R. MacIver