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“I Felt Like a Student Again”: Jonathan Anderson on Designing Queer’s Sensual (and Sensational) Costumes
“I Felt Like a Student Again”: Jonathan Anderson on Designing Queer’s Sensual (and Sensational) Costumes
Now that I have more of an understanding of filmmaking and an understanding of costume within film, it’s helped me build a team around it—and I would like to continue doing it, because for me, it’s a great escape from my job. It helps me balance out a bit, and being creative without the commerce element feels like a very different exercise—it’s about characterization, and there’s no preciousness around it representing just one vision.
That’s what I love about very good cinema: Those textures you find in the 1950s or ’60s with the clothing—it’s never just a flat surface. You have Lee, played by Daniel, at the beginning wearing this shirt that’s optic white…. [There’s] this idea of it being pristine, like cocaine. By the end of it, after his heroin trip and everything else getting darker and darker, it becomes dirtier…. I like following those threads. With costume, you can do things like that which are more subtle, whereas sometimes with fashion, it has to be loud for people to grab on. In film, you have to lure the audience in and let them know who the character is in a way that unfolds. It’s not about the bang of fashion where it’s a 15-minute show that has to sell you this one idea.
What I find amazing about these pieces is that, as you said, they could be plucked out of a store today, and I did quite like having those things in the film—because sometimes we feel like we’re inventing everything now, but then you realize there were people in the past who were even further ahead than we are.
As the creative director of a fashion house—or two fashion houses—you’re always the decision-maker and the person everyone is turning to to weigh in on everything and have the final say. Working as the costume designer, did it feel pleasant to relinquish that total control for a little while? Yes, I enjoy it. It’s quite nice sometimes to be submissive in life. [Laughs.] I quite like not being in that driving seat all the time, because it makes you think differently when you’re back in the driving seat. I think it’s really helped me with my journey within fashion. It’s nice to restart—it keeps your feet on the ground. I think, in fashion, it’s very easy to levitate off the ground. It helped me to rechallenge myself, and to have those moments in Rome where I really felt like a student again, saying, “I don’t know how this works—but how do I make it work?”
I think with Loewe, for example, it might have affected the way I really reduced the menswear down in the recent show. It became a form of textural classicism—very precise. And I think Allerton may have inspired this idea of building a perfection that is almost like an armor, but then ultimately, you see that there are holes in it—in the trouser, in the sweater. It all looks very together at first, but then you realize it’s not.
I think it’s really important for me to keep doing my day job, because it sharpens my knife outside of it. And I think they can dovetail into one another.
We were actually introduced by Karla Otto. It was one of those meetings where I felt like I had known Luca all my life. We were meant to just have a coffee, but then we chatted all afternoon. I just feel like we are searching for the same things but in different fields, so it’s really nice to be able to collaborate in this way—which requires a huge amount of trust in each other—but pushing each other too. And there are not many people, I think, who understand clothing as deeply as Luca does.
I think Allerton may have inspired this idea of building a perfection that is almost like an armor, but then ultimately, you see that there are holes in it—in the trouser, in the sweater. It all looks very together at first, but then you realize it’s not.
there were plenty of memorable moments for Jonathan Anderson—but few were quite as awe-inspiring as his first day of filming, walking through the back lot of Rome’s legendary Cinecittà Studios. “One of my favorite films is Sunset Boulevard, and it reminded me of the scene when Norma goes to the studios, and there’s just cinema happening,” Anderson says over Zoom from Los Angeles, where Queer had premiered the night before, with genuine wide-eyed wonderment. “You enter into one of those dark spaces and find a stage lit as a 1950s Mexican street. Then you’re in the middle of the jungle. If you were to ask a child what cinema is, it would be this.”
·vogue.com·
“I Felt Like a Student Again”: Jonathan Anderson on Designing Queer’s Sensual (and Sensational) Costumes
The Man Who Couldn’t Stop Going to College
The Man Who Couldn’t Stop Going to College
A proposition: No one more fully embodies the nature of elite American higher education today, in all its contradictions, than a man who has spent so much time being molded by it, following its incentives and internalizing its values. But what are those values, exactly? Of course, there are the oft-cited, traditional virtues of spending several years set apart from the rest of the world, reading and thinking. You know: the chance to expand your mind, challenge your preconceptions and cultivate a passion for learning. In this vision, eager minds are called to great institutions to reach their intellectual potential, and we know these institutions can perform this function simply because they are called Harvard and Yale.
The ultimate value of college for many is the credential, guaranteeing a starting spot many rungs up the ladder of worldly success: Nothing you learn at an elite university is as important as the line on your C.V. that you’ve paid hundreds of thousands of dollars to type. And if you were feeling cynical, you could argue that the time you spend applying to college will affect the rest of your life more than anything in particular that happens while you’re there.
For young strivers of the American upper middle class, credentials and a can-do attitude are no longer sufficient for entry into the top tiers of the U.S. News and World Report college rankings. These accomplishments must be arranged into stories so compelling that they stand out from the many other compelling stories of the teenagers clamoring for admission.
Bolger devoted the meetings to teaching self-narrativization, particularly as it relates to the all-important essay component of the application. He encouraged the high-achieving Anjali to be vulnerable. “Someone who is 100 percent confident with no hesitations isn’t as compelling,” he said. “This is why there are more movies made about Batman than Superman.” With Vivian, he tried to connect her desire to become a dentist to a deeper narrative thread.
To spend any time around Bolger is to feel that you have been enrolled in a bespoke, man-shaped university, one capable of astonishing interdisciplinary leaps, and it basically all hangs together — the way that any mix of freshman electives at a top university might complement one another, might rhyme, produce its own sort of harmony. It is unclear what, exactly, is at the center. But there are gravitational forces at work nonetheless.
Bolger’s experiment has made him a wildly compelling father to a daughter who, it must be said, is exceptional. She is fluent in two languages, she is nice, she is funny, and last summer she performed Fritz Kreisler’s thorny violin piece “Sicilienne and Rigaudon” at Carnegie Hall with grace, élan and even wit. At the very least, Benjamina has on her hands the material for one of the all-time great college-admissions essays.
·nytimes.com·
The Man Who Couldn’t Stop Going to College
The Rise Of The Generalist (How To Thrive With Multiple Interests) - Dan Koe
The Rise Of The Generalist (How To Thrive With Multiple Interests) - Dan Koe
  1. We are in a second renaissance where the creator economy is growing exponentially and people are turning to creators to learn skills necessary to thrive in a fast-changing digital environment.
  2. Specialists who focus on a single interest or skill are at a disadvantage compared to generalists who are diverse and interesting.
  3. The internet favors generalists because social media exposes creators to diverse audiences who are there to be entertained, not just to learn or buy.
  4. Failure stacking, or pursuing goals and gaining experience even through failures, makes generalists irreplaceable by allowing them to acquire a diverse set of skills.
  5. The most profitable niche for a creator is their unique combination of opinions, beliefs, knowledge, and life experience packaged into impactful content.
  6. To earn a living as a generalist, one must become an entrepreneur and build a general audience around helping them achieve a big goal.
  7. Creators should experiment with writing about all their interests and let the audience decide what resonates, framing everything through the lens of the big goal.
  8. To make interests compelling to others, creators must illustrate the "why" and importance of ideas, as people weren't born with interests but persuaded into them.
  9. Creators should establish authority in topics that resonate by creating digital assets like free products to avoid repeating themselves and give room to experiment with new ideas.
  10. Generalists should build a portfolio of income sources by launching free and paid products around their best ideas every 3-6 months until they have a satisfying brand and business.
·thedankoe.com·
The Rise Of The Generalist (How To Thrive With Multiple Interests) - Dan Koe
On Openings Essays, Conferences Talks, and Jam Jars
On Openings Essays, Conferences Talks, and Jam Jars
how to write better openings and introductions / intros in non-fiction writing
The beginning is almost never the most compelling or important part. It's just the bit you thought of first, based on your subjective chronology.
Signposting what you're going to write about is good, but starting with an exhaustive list of definitions is extremely boring.
Invoking paleolithic people is an overplayed way to convince us your topic is cosmically important.
Openings need tension – paradoxes, unanswered questions, and unresolved action
Good openings propose problems, pose questions, drop you into an unfinished story, or point at fundamental tensions within a topic. Ideally within the first paragraph or two.
"Good writing starts strong. Not with a cliché ("Since the dawn of time"), not with a banality ("Recently, scholars have been increasingly concerned with the questions of..."), but with a contentful observation that provokes curiosity."A Sense of StyleStephen Pinker
Creating tension in non-fiction work is trickier because your story is (hopefully) constrained by reality. You are not at liberty to invent suspicious murders, salacious extramarital affairs, or newly-discovered-magical-powers to create tension and mystery. You have to deal with the plain, unexotic facts of the world.
Your job becomes much harder if you pick topics with no tension, problems, or puzzles within them. To paraphrase Williams, it is more of a failure to pose an uninteresting problem, than to poorly articulate an interesting one
Your interest in the topic is your best directional clue for finding the tension or interesting paradox. Your urge to write about the thing hopefully comes from a place of curiosity. You have unanswered questions about it. It feels important or consequential for unexplained reasons. You think you've seen things in it other people haven't. Pay attention to that interest.
Problems are a destabilising condition that has a cost for a community of readers that needs a solution. Destabilising condition is just a fancy word for “change” here – a change in the status quo. Put another way, a problem is an expected turn of events, that has undesireable consequences, for an audience who will care about it, that we want to explore solutions to.
Williams is speaking to a community of academic writers in his book. They're trying to present scientific and research problems in plain, objective language, which isn't necessarily what we want to do with narrative writing like blogging or personal essays. We have a little more liberty to put interesting padding around the change, consequences, and solution, such as telling an opening anecdote, or drawing readers in with characters, rich details, and sensory descriptions.
Williams suggests we try to state our problem and then ask a series of so what?'s to get at the underlying problem
For your writing to be worth reading, you need to be exploring something of consequence for someone
When McPhee writes, after first immersing himself in his raw material (field notes, interview transcripts, official documents) for weeks, he then draws a structure for the work. The structure lays out the major themes and scenes he'll work through, in the order that will make them most compelling and coherent.
Developing a structure requires navigating the tension between chronology and theme. Chronology is what we default to, but themes that repeatedly appear want to pull themselves together into a single place. The themes that really matter should be in your opening. Even if the moment that best defines them happens right before the end of the timeline.
·maggieappleton.com·
On Openings Essays, Conferences Talks, and Jam Jars
Synthography – An Invitation to Reconsider the Rapidly Changing Toolkit of Digital Image Creation as a New Genre Beyond Photography
Synthography – An Invitation to Reconsider the Rapidly Changing Toolkit of Digital Image Creation as a New Genre Beyond Photography
With the comprehensive application of Artificial Intelligence into the creation and post production of images, it seems questionable if the resulting visualisations can still be considered ‘photographs’ in a classical sense – drawing with light. Automation has been part of the popular strain of photography since its inception, but even the amateurs with only basic knowledge of the craft could understand themselves as author of their images. We state a legitimation crisis for the current usage of the term. This paper is an invitation to consider Synthography as a term for a new genre for image production based on AI, observing the current occurrence and implementation in consumer cameras and post-production.
·link.springer.com·
Synthography – An Invitation to Reconsider the Rapidly Changing Toolkit of Digital Image Creation as a New Genre Beyond Photography
The Case of The Traveling Text Message — Michele Tepper
The Case of The Traveling Text Message — Michele Tepper
John Watson looks down at his screen, and we see the message he’s reading on our screen as well. Now, we’re used to seeing extradiegetic text appear on screen with the characters: titles like “Three Years Earlier” or “Lisbon” serve to orient us in a scene. Those titles even can help set the tone of the narrative - think of the snarky humor of the character introduction chyrons on Burn Notice. But this is different: this is capturing the viewer’s screen as part of the narrative itself [1] It’s a remarkably elegant solution from director Paul McGuigan. And it works because we, the viewing audience, have been trained to understand it by the last several years of service-driven, multi-platform, multi-screen applications.
The connection between Sherlock’s intellect and a computer’s becomes more explicit in one of my favorite scenes, later in the episode. Sherlock is called to the scene of the murder from which the episode takes its title.[3] We watch him process the clues from the scene and as he takes them in, that same titling style appears, now employed in a more conventional-seeming expositional mode
But then the shot reverses, and it’s not quite so conventional after all. The titling isn’t just what Sherlock is understanding, it’s what he’s seeing. In the same way that text-message titling can take over our screens because whatever we’re watching TV on is just another screen in a multiplatform computing system, this scene tells us that Sherlock views the whole world through the head-up display of his own genius.
·micheletepper.com·
The Case of The Traveling Text Message — Michele Tepper
Making Our Hearts Sing - Discussion on Hacker News
Making Our Hearts Sing - Discussion on Hacker News
A lot of people see software as a list of features, hardware as a list of specs. But when you think about how much time we spend with these things, maybe they just aren’t that utilitarian. We think of buildings not just as volumes of conditioned air — but also as something architected, as something that can have a profound effect on how you feel, something that can have value in itself (historical buildings and such).
·news.ycombinator.com·
Making Our Hearts Sing - Discussion on Hacker News
Thoughts on the software industry - linus.coffee
Thoughts on the software industry - linus.coffee
software gives you its own set of abstractions and basic vocabulary with which to understand every experience. It sort of smells like mathematics in some ways. But software’s way of looking at the world is more about abstractions modeling underlying complexities in systems; signal vs. noise; scale and orders of magnitude; and information — how much there is, what we can do it with, how we can learn from it and model it. Software’s interpretation of reality is particularly important because software drives the world now, and the people who write the software that runs it see the world through this kind of “software’s worldview” — scaling laws, information theory, abstractions and complexity. I think over time I’ve come to believe that understanding this worldview is more interesting than learning to wield programming tools.
·linus.coffee·
Thoughts on the software industry - linus.coffee
Transcript: Ezra Klein Interviews C. Thi Nguyen
Transcript: Ezra Klein Interviews C. Thi Nguyen
point systems often don’t measure what we want to measure. They artificially simplify or distort our values. Our goals are messy. They’re strange and complex and multifaceted, but then they are collapsed down to scoring systems. And the thing that can happen here is we lose sight of what we wanted and we begin to want what the point system wants
We are being changed by point systems and structures that we’re not taught to see, that often have incentives and logics that are hidden from us
when you quantify in an institution— and I want to stress here, this is not about quantification in any circumstance, right— this is about quantification in bureaucracies and institutions— what you do is you kind of take really context-sensitive nuanced information that requires a lot of background to understand and then you carve out all of the subtle nuance and all the weird little information that needs a lot of shared context to understand.
So in order to make that information travel well, I need to create this neat little informational packet where I strip off all of the weird context-sensitive stuff and just create something simple. In this case, I rank each student inside a pre-established spectrum— F to A. And that information, right, is totally comprehensible to anyone. It aggregates easily. Everyone collects it in the same way. It’s been standardized. It mounts up.So if you have large-scale bureaucracies that need to be organized and function coherently, then you need these kind of simple, nuance-free packets of information. And I think that’s one of the reasons we’ve seen this constant rise of simplified metrical analysis.
He says, large-scale states can only see the kinds of information they can process. And the kinds of information they can process are things like this— standardized, quantified information.So he thinks that only the parts of the world that are legible to the state, that are put in the terms a state can understand, that’s the only kind of thing the state can process, act on, and see. And so the state wants to transform the world into the kinds of things it can work on. The state can’t see my individual feedback about my students, about you know, what they need for their emotional arc. It can see the letter grade average of the university.
This is scary. The drive toward quantitativeness gives states an incentive to flatten life and remove hard-to-quantify context and nuance from domains. This also makes me think about [[Kill Math]], which proposes that the conceptual limits of math come from its long history, whose tools “extend and limit our ability to conceive the world.”
If our taste and our values and our interests are varying and wide, and plural and rich, the state can’t see that. The state can’t get a handle on my bizarre taste in the tabletop role-playing games.
one thing I like about analytics is that outside of the context of simply argue about the flaws of analytics, not having them allows you to bullshit yourself a lot. Allows you to bullshit yourself about whether or not people are reading you, what you’re really doing here, are you serving an audience. But then having them allows you to stop seeing anything they can’t measure.
Fitbit can capture steps but it can’t capture your joy and ecstasy and physical emotion. If I exercise and I don’t use any objective measures, then I could just be fooling myself. But if I become obsessed with objective measures, then I’m not going to exercise for any of the things that fall outside those objective measures, like the aesthetic joy of movement.
you can track anything. But at some point, the tracking becomes the point.
People who write about games as an art form, as something special, really get super excited by two kinds of games. One are games like Romero’s game “Train,” because it’s so obviously meaningful and ethically potent. And they get really excited about games that tell stories in ways that are familiar to us from movies and novels.
I’m actually a little worried that this kind of focus loses for us something that’s really special about games. It pushes us towards the kind of games that are familiar to us. Those of us that care about art and have read about the theory of fiction or the— that kind of thing we can recognize. Things like the beauty of a really good puzzle game, or the beauty of rock climbing, or the beauty of chess— those are more alien and that’s the thing that I want to understand.
every art form is a crystallization of some common sense experience. That the visual arts are the crystallization of seeing. That music is a crystallization of hearing. And you argue that games are the crystallization of doing.
when you’re playing a game, you’re trying to get some end state. Like if you’re running a marathon, you’re trying to get to a particular point in space. But we don’t actually care about being at that point in space in and of itself, or we would take the easy way. We would take a lift, take an Uber, take a shortcut.
what makes games special is not just that they create a world or an environment, but that the game designer tells you what abilities you have and what obstacles you’ll face, but most importantly, what goals you’ll have. So the punchline in the book is that games are the art form that works in the medium of agency itself.
What the game designer is doing is creating an alternate self for you, an alternate agent, describing the skeleton of that agent, saying here are the abilities you have, here’s what you’re going to care about.
In the same way that I think we understand some of the art forms as making our senses more acute and our perception of the world more sensitive, games can do that for the way we see the goals and means we adopt in the course of a day.
The thing that was in philosophy that was so delightful and pleasurable quickly and now I have to struggle for four years to get another interesting epiphany. “Baba Is You” is just like epiphany after epiphany after epiphany. You play it for 20 minutes. You solve a level. You had another epiphany. It takes that pleasure and it extracts it and concentrates it.
In the world, our goals and our abilities and the world— a lot of the times they don’t align. You do what you want. And to get what you want, you have to do something incredibly boring and repetitive. Or you face problems that are way beyond you.But in games, because the game designer manipulates what you want to do and the abilities and the obstacles, the game designer can create harmonious action. They can create these possibilities where you’re— what you need to do— the obstacles you face and your abilities just match perfectly. So this is the weird sense in which I feel like games are like an existential balm for the horror of life. A lot of life is you don’t fit. You have to do things. And it sucks and it’s horrible and it’s boring.And in games, for once in your life, you know exactly what you’re doing and you know exactly that you can do it. And then you have just the right amount of ability to do it. It’s a feeling of concentrated, crystallized action. For me, solving puzzles, or balancing over in a rock climb, or seeing a trap ahead in chess, this is ecstasy. And it’s an ecstasy I get once in a while in my non-game life. But game designers have sculpted these little action universes so that we can step into them and just have this ecstasy over and over again.
they are taking what reality is, which is we are constantly opting into these different systems with incentives, and structures, and our skills, and they have to match the means to get to a goal, and distilling that down to a small core.
I think the most important thing about games is the way they manipulate our agency. The way we enter into this alternate self. And that’s I think where you can see the greatest power of games and their greatest danger. The greatest power of games is that you can explore this landscape of different agencies. The greatest danger of games is that you can get sucked into this experience of just craving and wanting to be in a clear, crisp and gentle universe where you know exactly what to do and exactly how well it’s measured.
So when you play chess, you get really sucked into this kind of agency where you are thinking ahead and calculating linearly. When you play diplomacy, you get sucked into this agency where you’re constantly thinking about how you can lie to people and misrepresent yourself. And when you play rock climbing, you get sucked into an agency where all your powers are about balance and fine precision and motion.
the body of games is a kind of library of agencies. The real promise of games, if you take them seriously, is that by playing a ton of them, you can traverse all the different possibilities of agency
The
The biggest danger that I’m worried about for games is if you spend your life playing games, you’ll expect that value systems will be crisp, clear, well-defined, and quantified. And then you leave games, you’ll start looking around for— I don’t know— things to do, or institutions to be a part of, or jobs to do where the outcomes are clear, crystallized, quantified, and shared between people. I’m worried about getting stuck in the world of maximizing your clicks or Wall Street finance just because you have an expectation that what it is to act in the world is to act for clear externally well-defined points.
What might be true is if you spend all your time in point-scoring environments, you will become used to life being about scoring points. And you will begin to adopt that approach and begin to adopt those values without even realizing it. You’ll become habituated. The game will change you. That is a second principle I want to put out here— that games change us.
“Twitter shapes our goals for discourse by making conversation something like a game. Twitter scores our conversation. And it does so not in terms of our own particular and rich purposes for communication, but in terms of its own preloaded, painfully-thin metrics— likes, retweets, and follower counts. And if we take up Twitter’s invitation and internalize those evaluations, we’ll be thinning out and simplifying our own goals for communication.”
This is what I see happening with SEO-spammy feeling twitter threats that seem overly concerned with maximizing engagement and promotion. Or tweet threads that are giving advice on how to make tweet threads.
you can care about all kinds of things going on on Twitter. You can care about having fun. You can care about connecting with a few people. You can care about getting knowledge. You can care about getting understanding. You can care about connecting.But those things aren’t measured by Twitter. What Twitter measures is who clicked like, who clicked retweet, who clicked follow. And what you might think is, oh, because people click like, then that’s just a good proxy for all these other values. They’re only going click like if you actually successfully communicated something. But clicking like is a really narrow information capture.
So I think if you look at what a lot of people in politics and media think they’re doing on Twitter, they are writing things that on their face are meant to be persuasive. A gloss on a news article. A tweet about democracy, or single payer health care, or how Joe Biden is bad, or whatever it might be. But that tweet is then attached to a scoring system that has nothing to do with whether or not you are persuasive to the people you need to convince. It’s whether or not that tweet is applauded by the people who already like you.
These little worlds where every mechanism is something you can internalize, and you can make a plan that encompasses every single mechanism the game has and it all fits.
When you read people who are excited about a conspiracy theory— like the flat earth conspiracy theory— one of the things they say over and over again is they felt so disempowered before the conspiracy theory. And once they became a flat-earther, or something like this, they felt empowered. And the reason, I think, is the conspiracy theories fit inside your head. They’re the right size for you just like games are the right size for you to take some kind of action.
If you believe in a conspiracy theory, now you have total intellectual agency. You don’t have to trust other people. You don’t have to do this awkward weird thing of trusting somebody and trusting who they trust and then trusting all the million things— people they trust. You can think everything through yourself and then come to a conclusion using this engine that’s so powerful that lets you explain anything.
Games are exciting when they test us and they put us right at the limit of our abilities. And then we push through and then we can make it. The games are beautiful when our whole practical self fits the challenge.
So if you expect someone to make a game out of intellectual life, you shouldn’t expect them to make something so complicated that you have to do this horrible trusting thing. And you shouldn’t expect them to make it easy. You should expect them to make it so challenging that it really fully engages people. But it’s just the right size, so if they fight hard, they can actually find explanation for everything.
This is a good framework for any kind of art or theme making, including in films. It’s a similar satisfaction when I watch a film and find that I can pattern or system match in a way that makes the whole movie make perfect sense.
one of the difficult things about being alive during, as you put it, the great endarkenment, is we are all choosing which explanations to believe, built to some degree on structures of social trust, not a first person verification. We can’t verify a lot of what we believe we know about the world.
how do you develop a sensitivity— not a cynicism and maybe not even always a skepticism, but just first a sensitivity to being able to see all the different game-like scored, simplifying systems that you’ve adopted and all of the values they are pushing you towards? How do you develop game mindfulness?
I’m trying to develop the same kind of instinct in belief systems. Someone hands you a belief system and you’re like, oh, this feels so good. That’s— and then you have to pause and be like, wait, is this designed just to make me feel good? So the short answer is I’m now suspicious of pleasure, which I hate.
thinking about games shows me two possibilities that are like two flip sides of the same coin. And the richness of games is when temporary hyper-focus on a goal opens up all this rich, sculpted, interesting activity, all these amazing movements, or decisions, or calculations that are just lovely. That’s the promise of games.AdvertisementContinue reading the main storyAnd the danger of games and the game-like attitude is when we hyper-focus on that goal and we forget about all the other stuff that could happen along the way. And we just narrowly see the goal. And like, games for me are good when you engage in a duality of experience of them. You spend some time buried and trying to win, but you realize that winning isn’t the point. And then you step back and you see, oh my god, the process of doing it was so rich and so lovely.And games are toxic for me when we just get hyper-narrowed on the point system and we never think about the larger outcome of the point system. We never think about what our life is like or what the activity is like under that point system. We never think about what follows from it. The big worry with the impact of highly gamified external systems is it encourages us not to step into a game and step back from it and think about the richness of the activity and whether it was worth it. What I’m worried about is those cases when the point system blocks out everything else from your universe and you don’t see any of the other stuff.
·nytimes.com·
Transcript: Ezra Klein Interviews C. Thi Nguyen
How Panic got into video games with Campo Santo
How Panic got into video games with Campo Santo
So when ex-Telltale Games designer and writer Sean Vanaman announced last month that the first game from Campo Santo, his new video game development studio, was "being both backed by and made in collaboration with the stupendous, stupidly-successful Mac utility software-cum-design studio slash app/t-shirt/engineering company Panic Inc. from Portland, Oregon," it wasn't expected, but it wasn't exactly surprising, either. It was, instead, the logical conclusion of years-long friendships and suddenly aligning desires.
"There's a weird confluence of things that have crisscrossed," he said. "One is that we're lucky in that Panic is the kind of company that has never been defined by a limited mission statement, or 'We're the network tool guys' or anything like that. I mean, we made a really popular mp3 player. Then we kind of fell into network tools and utilities, but we've always done goofy stuff like our icon changer and these shirts and all that other stuff. "I kind of love that we can build stuff, and the best reaction that we can get when we do a curveball like this is, 'That's totally weird, but also that totally makes sense for Panic.'"
"To me," Sasser said, "when you have actually good people who are more interested in making awesome things than obsessing over the business side of things or trying to squeeze every ounce of everything from everybody, then that stuff just goes easy. It's just fun. The feeling that you're left with is just excitement.
·polygon.com·
How Panic got into video games with Campo Santo
Foundational skills
Foundational skills
Not all design work is done in code, prototyping tools, or sketches. Likewise, not all engineering work is done in code or technical diagrams. Natural language, text, and conversations should be some of your primary mediums for creative work.
one of the most important sub-skills for writing and conversation as a design medium is learning how to create great analogies. Douglas Hofstadter thinks that analogies are actually the core of cognition, which I buy.
the web has some amazing advantages for launching new projects, which include (but aren’t limited to): Super fast distribution and updates Cross platform Huge tooling ecosystems Enormous, worldwide community If you’re into games, awesome! If you’re into mobile or native development, that’s cool too. There are lots of platform-specific toolkits and environments to make those. There’s also a lot of effort in creating cross platform tools and community-driven projects for both domains (like Unity and Flutter). They all have their advantages, but to me, nothing beats the portability and speed of launching new websites and using web tech to get ideas out the door.
using web tech for 80-90% of my projects has a lot of skill transfer effects. Since I’m using similar tools for lots of different projects, I can still refine my core skillset no matter what I’m making. If I’m making a drawing tool concept, a game, or a text editor— I’ll can still probably build all three with React. Of course there are specific libraries or APIs I might need to learn to make each kind of project, but there’s enough in common between all the projects that I can focus on the new content instead of yakshaving and deliberating over unnecessary details.
There are also market pressures that imply focusing on web will have long term payoff, like the rise of wasm, new browsers, and collaborative apps becoming the norm.
·tyler.cafe·
Foundational skills
Build Personal Moats
Build Personal Moats
If you were magically given 10,000 hours to be amazing at something, what would it be? The more clarity you have on this response, the better off you’ll be.
Scott Adams popularized the idea of finding the intersection of 2-3 things you’re best at even if you’re not best at any of them individually. He wasn’t neither the best cartoonist nor the best writer nor the best entrepreneur, but he was the best combination. It could be a combination of expertise, relationships, sensibilities, and skills that you’ve accumulated over the years. If you’re just starting out, ideally it picks up where your childhood left off. Now, I spent my childhood trying to make the NBA. So if like me, you misallocated your childhood in the skills department, you have to be more creative. Later on, I realized I could apply the self-discipline and systems thinking I deployed when trying to be good at basketball into other fields, and found some that better fit my natural abilities.
If you’re a generalist, you want to be the best at the intersection of a few different skills, even if it’s a few disparate things. The challenge is it's easy to lie to yourself & say that you're a generalist when in reality you've tried a bunch of things and you've flaked out when things got hard and then tried something else.
Some people who you think are generalists have also specialized. Malcolm Gladwell for example writes about lots of topics, but he's mastered the art of translating academic work for a mass audience. Tyler Cowen self-defines himself as specializing as a generalist, but he spent a couple decades going deep on economics.
·eriktorenberg.substack.com·
Build Personal Moats
callings
callings
by Molly Mielke
What is our purpose on this planet? Do we have a responsibility to one another? Who even are we?Answering those questions alone is asking a lot of a person. The easier option is to choose from the platter of social-strata-acceptable possibilities we’re presented with for education, occupation, geographical location, personality, etc, and call it a day.
if you spend all your time constantly sketching (probably quickly outdated) pictures of your thinking on the bigger questions we’ve all been tasked with answering, you neglect the actual doing that would reveal answers with richer hues
incredible opportunities are unlocked by constructing a digitally consumable caricature of yourself that makes you legible to literally anyone in the world. It’s probably the most far-ranging bat signal possible to find people who think and feel similarly to you.
There’s simply so much friction in the process of turning belief into action online — meaning that most of the time all you actually get from internet attention is internalized impossible-to-attain expectations for yourself and an extremely confused ego.
If you care about personally choosing the shape, scale, and direction of your impact on the world, you might find that playing off-the-shelf games turns out to be a remarkably risky bet. There’s just no money/time-back guarantee that any of the off-the-shelf options will continue to fit you as your desires evolve. And maybe that’s ok — but continually reinventing yourself is a tiring and time-consuming task that too often leads you away from the real “calling”-finding-and-defining work.
In my book, big things are only worth committing to if the answer to the question “would you do this thing even if no one was watching?” is an immediate and unequivocal yes
·mindmud.substack.com·
callings
Magic Ink - Information Software and the Graphical Interface
Magic Ink - Information Software and the Graphical Interface
A good industrial designer understands the capabilities and limitations of the human body in manipulating physical objects, and of the human mind in comprehending mechanical models. A camera designer, for example, shapes her product to fit the human hand. She places buttons such that they can be manipulated with index fingers while the camera rests on the thumbs, and weights the buttons so they can be easily pressed in this position, but won’t trigger on accident. Just as importantly, she designs an understandable mapping from physical features to functions—pressing a button snaps a picture, pulling a lever advances the film, opening a door reveals the film, opening another door reveals the battery.
When the software designer defines the interactive aspects of her program, when she places these pseudo-mechanical affordances and describes their behavior, she is doing a virtual form of industrial design. Whether she realizes it or not. #The software designer can thus approach her art as a fusion of graphic design and industrial design. Now, let’s consider how a user approaches software, and more importantly, why.
·worrydream.com·
Magic Ink - Information Software and the Graphical Interface
Taste for Makers
Taste for Makers
I was talking recently to a friend who teaches at MIT. His field is hot now and every year he is inundated by applications from would-be graduate students. "A lot of them seem smart," he said. "What I can't tell is whether they have any kind of taste."
Mathematicians call good work "beautiful," and so, either now or in the past, have scientists, engineers, musicians, architects, designers, writers, and painters. Is it just a coincidence that they used the same word, or is there some overlap in what they meant? If there is an overlap, can we use one field's discoveries about beauty to help us in another?
·paulgraham.com·
Taste for Makers
r/compsci - What is typically taught in Human Computer Interaction?
r/compsci - What is typically taught in Human Computer Interaction?
Graduate HCI classes are far better because there is so much depth to the field. Basically, through a combination of understanding human psychology, knowing the right questions to ask, and understanding how to properly model how people will use a system you can make software that flows naturally. That last point, sometimes referred to as Cognitive Engineering, is extremely important.
·reddit.com·
r/compsci - What is typically taught in Human Computer Interaction?
About Maggie Appleton
About Maggie Appleton
I sit at the intersection of design, anthropology, and programming. These three are at the core of everything I make. Combining them into a coherent career is a weird and ongoing challenge.Titles and disciplines are fickle and fleeting. But my work fits under the umbrellas of UX design, visual interface design, and DX (developer experience). With some cultural analysis, writing, and visual illustration sprinkled on top.
·maggieappleton.com·
About Maggie Appleton
The World's Most Satisfying Checkbox - (Not Boring) Software
The World's Most Satisfying Checkbox - (Not Boring) Software
The industrial designers talked about contours that felt gratifying in the hand and actions that provided a fidget-like comfort such as flipping the lid of a Zippo lighter or the satisfying click of a pen.
In video games, the button you press to make a character jump is often a simple binary input (pressed or not), and yet the output combines a very finely-tuned choreography of interactions, animations, sounds, particles, and camera shake to create a rich composition of sensations. The same jump button can feel like a dainty hop or a powerful leap. “Game feel” (a.k.a. “juice”) is the “aesthetic sensation of control” (Steve Swink, Game Feel) you have when playing a game.
The difference comes down to choice—which is to say, Design (with a capital “D”). Game feel is what makes some games feel gratifying to play (a character gliding down a sand dune) and others feel frustrating (sticky jumping, sliding). These decisions become a signature part of a game’s aesthetic feel and gameplay.
The Browser Company has written that software can optimize for emotional needs rather than just functional needs. Jason Yuan has promoted the idea of “fidgetability” where, similar to a key fob or lighter, digital actions can be designed to feel satisfying. Rahul Vohra has talked about making interfaces that are first fun as a toy—enjoyable to use without any greater aim.
The 2D portion is a particle simulation that “feeds” the growing sphere made with Lottie. It’s inspired by the charging animation common in games before your character delivers a big blow. Every action needs a windup. A big action—in order to feel big—needs a big wind up.
This is the big moment—it has to feel gratifying. We again combine 2D and 3D elements. The sphere and checkmark pop in and a massive starburst fills the screen like an enemy hit in Hollow Knight.
Our digital products are trapped behind a hard pane of glass. We use the term “touch”, but we never really touch them. To truly Feel a digital experience and have an app reach through that glass, requires the Designer to employ many redundant techniques. Video games figured this out decades ago. What the screen takes away, you have to add back in: animation, sound, and haptics.
·andy.works·
The World's Most Satisfying Checkbox - (Not Boring) Software
21 / My Jobs
21 / My Jobs
I’m in meetings completely credulous, believing whatever anyone says, even though Lucy from Peanuts taught me that that’s a mistake. I don’t have an intuitive sense for where money is. I spend hours on laborious projects that will make me just enough money to buy me four burritos, and fail to follow up on opportunities that would pay my rent for months. I have almost 80,000 followers on Twitter, and have made maybe only $1000 off the platform, most of which has been in the form of meal kits I’ve had to beg companies to send me after they used my Tweets without compensation on their Instagram page.
My job is actually one billion smaller jobs in a trench coat, many of which I’m actually not preternaturally gifted at or even experienced in.
·chunkbardey.substack.com·
21 / My Jobs
Hugging the X-Axis - David Perell
Hugging the X-Axis - David Perell
For a cultural explanation, I look at the rise of liberalism. In Why Liberalism Failed, Patrick Deneen argues that the project of liberalism seeks to detach us from the constraints that once tied us down — family, culture, place, identity, tradition. As liberalism grew more popular, the circumstances of kin and place became more malleable. Thus, today’s Westerners are increasingly free to shape their identity. I don’t think liberalism is inherently a bad thing, but like anything else, it has its tradeoffs. Freed from the ties of kin and place, people aren’t bound by the traditional virtues of honor and loyalty, which are two of the defining pillars of a commitment-heavy culture.
For a technological explanation, I look at our culture of abundance. The “so muchness” of modern life has given us commitment anxiety. It’s a version of the Paradox of Choice, which argues that people can reduce anxiety by eliminating choice.
Instead of thinking about building intergenerational family wealth, people are thinking about their own desires and their own freedom. People are more likely to grind for their own success instead of their family name.
professor Mihir A. Desai defines optionality as “the state of enjoying possibilities without being on the hook to do anything.” With enough optionality, you can always change what you’re doing in order to pursue something better. Desai critiques students for seeing optionality as an end in itself. Instead of trying to work towards a meaningful goal they can commit to, they try to accumulate options in order to delay making a firm commitment. The result is that we’re under-committed as a society (with the curious exception of tattoos, which are everywhere now).
The challenge is that the greatest rewards generally go to people who are tied down in certain ways.
Once I committed to running Write of Passage for the long term, my FOMO disappeared and I felt calmer.
I’ve learned that the commitments you make in the present are made possible by the experiments you’ve tried in the past.
·perell.com·
Hugging the X-Axis - David Perell