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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
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
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
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.
A personal moat is a set of unique and accumulating competitive advantages in the context of your career. Like company moats, your personal moat should be a competitive advantage specific to you that's not only durable, but compounds over time.
·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
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
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
Folk (Browser) Interfaces
Folk (Browser) Interfaces
For the layman to build their own Folk Interfaces, jigs to wield the media they care about, we must offer simple primitives. A designer in Blender thinks in terms of lighting, camera movements, and materials. An editor in Premiere, in sequences, transitions, titles, and colors. Critically, this is different from automating existing patterns, e.g. making it easy to create a website, simulate the visuals of film photography, or 3D-scan one's room. Instead, it's about building a playground in which those novel computational artifacts can be tinkered with and composed, via a grammar native to their own domain, to produce the fruits of the users' own vision. The goal of the computational tool-maker then is not to teach the layman about recursion, abstraction, or composition, but to provide meaningful primitives (i.e. a system) with which the user can do real work. End-user programming is a red herring: We need to focus on materiality, what some disparage as mere "side effects." The goal is to enable others to feel the agency and power that comes when the world ceases to be immutable.
This feels strongly related to another quote about software as ideology / a system of metaphors that influence the way we assign value to digital actions and content.
I hope this mode can paint the picture of software, not as a teleological instrument careening towards automation and ease, but as a medium for intimacy with the matter of our time (images, audio, video), yielding a sense of agency with what, to most, feels like an indelible substrate.
·cristobal.space·
Folk (Browser) Interfaces
Love letter to the liberal arts · Molly Mielke
Love letter to the liberal arts · Molly Mielke
You’re likely seen as a bright brain with a knack for solving problems, and what good are the liberal arts¹ and the humanities² in solving the world’s large, technically complex issues? You want your work to have impact and “matter” — something you know to require hard work, discipline, and things like “frameworks” and “mental models.” Tactical, practical, and efficient. But consider, for a second, your thinking. Where did your thoughts and beliefs come from? What about your conviction, your mission, your sense of purpose on this earth? These questions are why the liberal arts and the humanities, or subjects distinct from professional and technical subjects, exist.
The ecosystem that we inhabit as technologists was not built with humans in mind, it was built to run laps around other industries within the capitalist game, and it does this on the backs of the young people it exploits. In simpler terms: the status quo of technology was not designed to make you a happy, content, morally well-rounded young person. That, however, is precisely the purpose of examining the world through a liberal arts lens. Through this frame of view, we might think thoughts without action items, try opinions on for size, celebrate contradiction, and revel in the pursuit of understanding both each other and the world around us.
At their core, the liberal arts and the humanities serve as aggregated documentation on the human condition — the kind of documentation that is meant to be digested, discussed with others, and revisited from whichever angles serve you best along your journey.
It is difficult to advocate for the liberal arts by appealing to results or metrics. But our bias towards viewing these non-instrumental disciplines through a problem-solving lens is exactly why we need spaces that suggest other ways of seeing the world. While that lens grants impressive achievement, it might also leave you wondering why you were even chasing after the thing you achieved to begin with. Our goal is to show you that the problem-solving lens is one of many possible views you can have on the world. You can treat this view like a pair of glasses, one that ought to be regularly removed and replaced with a more reflective, contemplative, and critical lens.
·mollymielke.com·
Love letter to the liberal arts · Molly Mielke
How Video Games Inspire Great UX
How Video Games Inspire Great UX
Games felt like they were about sparkles and tension. Great app UX is about minimalism and simplicity. Fortunately, I found Raph Koster, the author of A Theory of Fun. Raph is known as a “Game Grammarian” and deeply deconstructs how games are made.
Another more modern example is this landing page for PayPal. Notice how the page clearly invites you to choose. Are you a “Personal” user or a “Business” user? As you mouse over each section, the story unfolds, expanding your choices, offering you things you can easily understand and identify with. Each branch has a clear call to action. This is a beautiful story telling sequence that pulls you in and gets you to become an active part of the on-boarding process.
There are clearly 3 distinct versions of jumping going on here: Initial jump. Simple button pressLong jump. Long button pressLanding jump. Timed jump What’s so interesting here is that there is only one ‘thing’ you’re learning: jumping. But by stressing subtle aspects of how to jump, the game builds up variations of it. A basic jump gets you over things, a long jump can “open” and landing a jump can “attack”. A boring app designer like me would assume you’d need 3 different verbs/buttons for this but Super Mario does this with a single “Jump” action.
APPSEach feature is in isolation, how it is done usually has little relation to other features (other that using a style guide).GAMESBuild a game through a single, mechanic that grows in expressive power by adding modifiers like time, special keys, or timing.
APPSJust throw in a bunch of features into a pot.GAMESUnderstand everything is a journey. Work hard to make everything a closely connected arc of events that help the user create a narrative that matches the overall story.
APPSAssume users are at a constant skill level.GAMESUse hints constantly and patiently to move users to the next level.
APPSTend to offer users a large toolbox and let them figure out how to get started.GAMESHave a clear understanding of the journey and say “Start here first”.
The Mac took a very hardware driven concept, turning on your computer, and turned it into theater. Yes it had the boot sound, but it then showed a promise, a compromise of the final desktop and as it booted, ‘inflated’ that promise with the final working model. Why people loved the Mac is often misunderstood. I’d claim that it’s this dedication to taking people on a carefully crafted story, one which allowed users to craft a compatible narrative, that is at the heart of this devotion.
To win the level you must first cross the street. To cross the street requires that you move the frog. To move the frog requires that you understand joystick timing. Each of these sub levels have their own feedback considerations: Street: the cars movementFrog: How it moves, how far it jumps each timeJoystick: Direction and speed of movement (it’s quite slow actually) Games understand that each of these levels has their own set of feedback, motivation and learning that must take place. This level of deconstruction, in a 30 year old game no less, blew my mind. Games were complex! They really paid attention to detail. There was a lot here to understand.
The computer example here is desktop menus. “Selecting a menu item” is actually a fractal cascade of skills where you first start horizontally browsing the menu bar, with a click, you shift into a vertical mode but keep the same basic highlight approach. For hierarchical menus, you need to understand the graphic hint that there is something deeper and then navigate over to reveal and then select that menu. Anyone who has taught beginning computer users the menu system knows how hard it is to master hierarchical menus. It’s takes practice to find, reveal and track over to that menu. There is a fractal cascade of skills required.
Raph has a great quote in his book for this: “Fun is just another word for learning”. In order to have fun, you must learn. I find this inspiring as app design wants your users to learn but we’ve rarely appreciated this could be fun. Games understand that in order to learn you must start thinking in layers. Begin with a basic skill and slowly add more, getting better one layer at a time.
·jenson.org·
How Video Games Inspire Great UX
Uncharted Review: Tom Holland Stars in a Bland Video Game Movie | IndieWire
Uncharted Review: Tom Holland Stars in a Bland Video Game Movie | IndieWire
All an “Uncharted” movie had to accomplish — all that it possibly could accomplish — was to capture the glint and derring-do that helped the series port the spirit of Indiana Jones into the modern world. And while it’s true that the best moments of Ruben Fleischer’s thoroughly mediocre (if not unpleasant) adaptation manage to achieve that goal for three or four entire seconds at a time, this generic multiplex adventure falls so far short of its source material because it fails in the areas where history says it should have been able to exceed it. The areas where movies have traditionally had the upper hand over video games: Characters. Personality. Humor. Humanity! You know, the things that films get for free, and video games have to create through witchcraft. The same things that someone up the ladder decided to leave behind when they took a solid-gold brand like “Uncharted” and turned it into an IMAX-sized chunk of cubic zirconia, resulting in a movie that isn’t just less playable than the game on which it’s based, but less watchable too.
·indiewire.com·
Uncharted Review: Tom Holland Stars in a Bland Video Game Movie | IndieWire