In Links on
23 November 2009 with no comments
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A good example of artists creating a context for citizens to participate in the planning of urban space. In 2008, the Parfyme collective ran a 'laboratory' in Copenhagen harbor where people could come in and experiment with new uses for the area.
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James Bridle showed this as an example of awesomeness during his Playful '09 talk. Being a big fan of Pynchon's Gravity's Rainbow, this blew me away. 760 illustrations, one for each page in the book. Awesome indeed.
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"Fabel designs and produces participatory contexts for learning that are intended for change of attitude and behaviours. […] Fabel call these methods “wind tunnels”, environments to challenge the perception of the target group." I was impressed with the talk Molly Ränge gave at Playful '09. She showed many examples of projects done in Scandinavia that employ physical games to create a context for learning. A space I am very much interested in exploring further with Hubbub.
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Having worked on a silence level data visualization, this iPhone app that collects audio measurements from around the world and aggregates them is of some interest to me. It could be interesting to plug their data into our Processing sketch…
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1993 iPhones, 119717 throws, 48317.04 seconds of "hangtime", and counting! Possibly the best game I have seen for the iPhone yet; one that requires players to be very brave (or have spare iPhones lying around). Picked this up at Playful '09.
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"You should see what I see." Indeed! I cannot begin to imagine what goes on inside Gondry's head as he plans the whole video for the Chemical Brothers' track 'Star Guitar' out on paper. The prototype clip made with shoes, oranges and cans is a wonderful example of fast and cheap iteration that I plan on using with students the next time we talk about the role of sketching in design. (Another Design by Fire 2009 left over, from Matt Jones' talk.)
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Another snippet left over from DxF 2009. It is one thing to dream about a tree that can be suspended from a tree, but to make one is something completely else.
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This was still lying around in my notes from Design by Fire 2009. James and Cennyd showed this clip as part of their presentation on the parallels between interaction design and music. It just blew me away. Apparently there's something universally human about this pentatonic scale.
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I can relate to the tweet from Tom Coates that Russel blogs about here. It's (part of) the reason I've been having trouble getting back into blogging. I should just start throwing out fragments there again, I guess.
In Links on
19 November 2009 with no comments
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A diary kept by Jordan Mechner while he was working on the original Prince of Persia. Fascinating stuff.
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Tinker.it's Nick Weldin has wrote a book on Arduino. Having had the pleasure of being in a workshop lead by Nick I can say he's a great teacher so I'm sure this book is worth your while. It looks real nice, too.
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Chris Heathcote's opened his shop. He says: "I’m interested in how new technology changes people’s lives: mobiles, GPS, RFID, physical computing, and recently urban screens and interactive environments; and how this changes the way people interact with each other." Check him out.
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An interesting interview that discusses Robinson's latest book (about Galileo) ends with the following quote, which reminds me of William Gibson's recent stance on science fiction: "If the world is a science fiction novel then what do you read? What can the literature do for you?"
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M'colleague Ianus Keller invited an old student of his (who happened to be the lead designer on Windows 7) for a Q&A session with design for interaction students at Delft University of Technology. This report (in Dutch) is a nice account of the kinds of questions students ask, and the way Stephan Hoefnagels thinks about user experience.
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A lot of tilt shift photography goodness. Via Mathijs.
In Links on
18 November 2009 with no comments
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Another marketing driven flash mob. The polish on the Barcelona video makes me wonder how much of it's "real".
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"The Hidden Park is an iPhone adventure game created especially for young families. The application uses all the features of the iPhone to lead children into a fantasy world of trolls, fairies and tree genies – right in their local park!" One of the most imaginative uses of AR I've seen in a long time. The idea of being able to make your local park into a magical place is appealing.
In Links on
12 November 2009 with no comments
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"Slave City is an up-to-date concentration camp made out of the latest technology and with the newest management insights. The highly profitable Slave City (7 billion euro net profit per year) is provided with all necessary facilities to make sure that the inhabitants (called "participants") are as efficient as possible." Ah, the joys of modeling. An interesting example of a model that has an agenda, as opposed to the sterile examples from the model railway community.
In Links on
11 November 2009 with no comments
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Notes and slides of the talk that (for me at least) was the undisputed high point of Playful 2009. James restores the meaning of the term "awesome" to the rightful realm of the huge, the complex and ultimately, the unattainable.
In Links on
6 November 2009 with no comments
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I'm not a huge fan of Tale of Tales' work (I think the focus on artistic graphics, story and immersion are red herrings), but I commend them for providing a podium to Frank Lantz, whose ideas on the nature of games are in some ways completely opposite to theirs: "Immersive environments and real-time 3D are spectacular and revolutionary new ingredients, but I don’t see them taking over and replacing everything else. Because the everything else is also pretty spectacular: the beauty of non-linear dynamic systems, stylized social interaction, the alchemical transformation of violent impulse into articulate complexity, collaborative exploration of possibility spaces, madness and randomness dancing with logic and structure, these are the things that I love most about video games and they’re also at the heart of games in general."
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The poster James and the guys at BUROPONY have created as part of the Dutch open government data initiative is now available for download. Content and presentation are both spot on.
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Kevin's AR ghost hunting game has hit the App Store. Go check it out.
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Very interesting piece of kit.
In Links on
3 November 2009 with no comments
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I am taking a day off and watching all of these. Looks to be bloody brilliant stuf. I am jealous of the Umeans.
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An excellent writeup by Iskander of the fourth edition of This Happened – Utrecht. Interesting how he keeps finding themes while we plan none.
In Articles on
28 October 2009 tagged design, games, Hubbub, pervasive games, physical, play, public space, social, urban games with no comments
There’s some movement over at the website for my new venture. I mentioned Hubbub before: it is a design studio I am setting up for physical, social games that are played in public places. We hope to address social issues and the like using these games.
Recently…

Also, we’ll be doing something playful and running a workshop at the upcoming Game in the City conference in Amersfoort.
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