links for 2008-09-10

  • A presentation by Cabel Sasser at C4[1]. He’s the chief designer at Panic, probably the best-known independent Mac software developer. Amusing presentation (he freaks out about a button being a few pixels off in a screenshot of one of his first apps, for instance) and a rare sneak peek into their design process, which seems to happens almost exclusively in Photoshop… (Via Ianus.)

links for 2008-09-04

links for 2008-09-03

  • “WirePod is a grey power pod that begins with a wall plug and branches out into four curled arms, each ending in a three-prong socket. The pod rolls and unfurls as needed to accommodate different functional requirements.” Being a person who’s annoyed by all the wires lying around his house (I suspect I am not alone) this is a nover approach. It’s a bit telling that all product shots I’ve seen so far have noting plugged into the device itself though. That would make for an aesthetically less pleasing image, right?
  • A fascinating indie MMOG, with a focus on social colaborative play, and procedurally generated environments and characters. Via Bart.
  • “superDraw is a platform for visual expression using drawing. At the most basic level it is a simple line drawing program. The aim is to give the artist super powers by enabling them to do things impossible with pen and paper while retaining the basic idea of a drawing interface. superDraw explores the idea of storing animation within a single line. The artist has complete control of all aspects of the line and it’s visual representation.” The web version alone is lots of fun to play with.
  • Getting Scott McCloud to make a comic that explains your product? Smart move. (Although parts of this were, quite frankly, a little boring.) For me, the most notable bit was that they’ve put Quicksilver into the address bar. That’s cool.
  • Looks like I’ll be able to have an Availabot on my desk soon. Yay!
  • Another Stamen visualisation has gone live and as usual, it rocks. Some interesting changes from previous work, though: “We’ve historically shied away from doing work that’s overly predictive and analytical, preferring to focus on the lyrical and metaphorical aspects of visualization. This is the first time you can make a decision based on something we’ve built, and I’m glad we seem to have crossed that barrier without fretting too much about it.” I am particularly interested in the thinking that went into the predictive part — future data does not look that different from past data. Deliberately so?

links for 2008-09-02

  • “Kokoromi challenges you to create a game that uses red/blue stereoscopy in an innovative, experimental, and/or integral manner. Why red/blue? It’s free, it’s simple, it’s fantastically retro, it puts the focus on your gameplay rather than complicated technology, and a room full of people wearing 3D glasses is just so damn awesome.” I might just have to join in with this. (Via Hessel).
  • A wonderful project by Julian Bleecker, a machine to make dérives, more or less: “The Drift Deck (Analog Edition) is an algorithmic puzzle game used to navigate city streets. A deck of cards is used as instructions that guide you as you drift about the city. Each card contains an object or situation, followed by a simple action. […] The action is meant to be performed when the object is seen, or when you come across the described situation. […] The cards also contain writerly extras, quotes and inspired words meant to supplement your wandering about the city.”

links for 2008-08-28

links for 2008-08-27