Identity & Self
The gutting of our human subjecthood
Focal awareness
The principle of arrangement
Nodal points
Only so much of the mind
Author and architect
Terroir
I am the space where I am
A dialogue between homogeneity and exception
I am I, and wish I wasn’t
My name
It is still a house
Independent fragments of existence
Rearranged
A city in the distance
Process vs. product
Coolness will rise
These loose notes
It flows out and fills
Take your names with you
On the edge of something else
Defining activities
More than just a machine that runs along
We change them and are changed
Pensées
Homes at Night
Idiolect
A DefinitionIdiolect is an individual's unique use of language, including speech. This unique usage encompasses vocabulary, grammar, and pronunciation.
An idiolect is the variety of language unique to an individual. This differs from a dialect, a common set of linguistic characteristics shared among a group of people.
When I was 22
A Quote by Nicholas Ashe BatemanWhat's really challenging for me working on something on an idea level for close to 8 years, it's really hard to not look at yourself. The decision-making process includes a conversation with myself: sometimes I'm going to side with 2015 version of Nick, sometimes the 2017 Nick isn't the right guy for this, etc... So much of the process of making the movie has changed the movie. I really just tried to make the movie I wanted to make when I was 22. When I serviced that, it worked really well.
Rethinking Twitter Verification
An Article by Terence EdenThe main problem, I think, is that no one knows what "Verified" means.
If I were in charge (which I'm not) there would be various types of ticks.
🤖 is a bot
🆔 proved their legal identity
🏭 is run by a brand
⚖ is run by a government department
👮 Official law enforcement
😎 CelebrityAnd so on.
The saddest designer
An Essay by Chia AmisolaI am tired of the premise that creation means productivity––especially in the laborious sense...Creation has become mangled with labor in a world that demands man to monetize all of their hobbies and pursuits. In return, it seems empty, almost sad, really––to be the designer spending weekends again on the screen.
To tell you what I like to do in the weekends, I like to do the sad thing...The ‘good’ people tell you to detach your life from your workspace, but this summer, I think I’ve just realized how much I adore what I have the luxury of working on everyday.
In the weekend, I make. I make not because it’s the only thing I have ever known, but because it’s the most certain way forward.
Which Books You Truly Love
An Essay by Salman RushdieI believe that the books and stories we fall in love with make us who we are, or, not to claim too much, the beloved tale becomes a part of the way in which we understand things and make judgments and choices in our daily lives. A book may cease to speak to us as we grow older, and our feeling for it will fade. Or we may suddenly, as our lives shape and hopefully increase our understanding, be able to appreciate a book we dismissed earlier; we may suddenly be able to hear its music, to be enraptured by its song.
This used to be our playground
An Essay by Simon CollisonThere was a time when owning digital space seemed thrilling, and our personal sites motivated us to express ourselves. There are signs of a resurgence, but too few wish to make their digital house a home.
Recognizing Constraints
Super Nintendo games were the flavor of the decade when I was younger, and there’s no better example of building incredible things within comparably meager constraints. Developers on SNES titles were limited to, among other things:
- 16-bit color.
- 8 channel stereo output.
- Cartridges with storage capacities measured in megabits, not megabytes.
- Limited 3D rendering capabilities on select titles which embedded a special chip in the cartridge.
Despite these constraints, game developers cranked out incredible and memorable titles that will endure beyond our lifetimes. Yet, the constraints SNES developers faced were static. You had a single platform with a single set of capabilities. If you could stay within those capabilities and maximize their potential, your game could be played—and adored—by anyone with an SNES console.
PC games, on the other hand, had to be developed within a more flexible set of constraints. I remember one of my first PC games had its range of system requirements displayed on the side of the box:
- Have at least a 386 processor—but Pentium is preferred.
- Ad Lib or PC speaker supported—but Sound Blaster is best.
- Show up to the party with at least 4 megabytes of RAM—but more is better.