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