water
Watermill
Rain Chains & Musical Drains
A rain chain in winter; Dresden Kunsthof Passage; Drainage planters near Pike Place Market in Seattle.
If there is a larger takeaway here perhaps it is about paths of least resistance, with regards to both the actual flow of water and design decisions. On the one hand, it is easy to blindly follow regional precedents and traditions with long histories (or grab whatever is handy at the hardware store). On the other hand, sometimes it makes sense to take a step back and decide consciously how to reveal (or conceal) a natural process.
The Beauty of the Overlooked
An Article by Maria PopovaMedusa from A Naturalist’s Rambles on the Devonshire Coast by Philip Henry Gosse, 1853.
Philip Henry Gosse’s Stunning 19th-Century Illustrations of Coastal Creatures and Reflections on the Delicate Kinship of Life
“These objects are, it is true, among the humblest of creatures that are endowed with organic life… Here we catch the first kindling of that spark, which glows into so noble a flame in the Aristotles, the Newtons, and the Miltons of our heaven-gazing race.”
Rain chains
An ObjectRain chains are a beautiful and functional alternative to traditional, closed gutter downspouts. Guiding rain water visibly down chains or cups from the roof to the ground, rain chains transform a plain gutter downspout into a pleasing water feature. From the soft tinkling of individual droplets to the soothing rush of white water, they are a treat to listen to.
Rain chains (‘kusari doi’ in Japanese) in concept are not a new idea. For hundreds of years, the Japanese have used the roof of their homes to collect water, transporting it downward with chains and finally depositing the rain water into large barrels for household water usage. Japanese temples often incorporate quite ornate and large rain chains into their design.
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.