I often wonder how many people still use and value @boxesandarrows. It was the first of its kind: when I founded it there were only academic papers and beginner articles on how to make a webpage. @alistapart was mostly focused on code.
We wanted to make a magazine for digital product designers. We eschewed loyalty to any faction, which at the time were mostly UX, information architecture and interaction design. We just wanted to offer useful insights, to share knowledge.
"It’s time for the web (and software, and portable apps) to grow up.
It’s time for us to come to terms with our terms.
It’s time to discover our best practices, our most effective techniques and tools.
It’s time to learn from others in the field and stop navel gazing."
Still true
I was sole keeper of the flame across many wonderful chief editors and a slew of great writers.
I can't pick a favorite (moms and kids you know) but I think this is the article I share the most with students and clients. boxesandarrows.com/four-modes-of-…
By the redoubtable @maadonna
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It was design for a service economy: memorable, saleable, repeatable, apparently universal, and slightly vague in the details. | n+1 | nplusonemag.com/?p=11657
"Horst Rittel had convincingly described the folly of trying to define or rationalize design’s “how”; IDEO’s template for design thinking brought back the “how” with a vengeance."
“Gainesville is not a Silicon Valley startup,” one resident told the Alligator, the newspaper of the University of Florida. “Looking good in a magazine is not a marker of true success.”
Since working at Stanford, I've been staring at the design thinking hex-model a bunch. Finally (maybe it was @lauraklein's ranting at me) I see the giant missing puzzle piece.
"Elaborate" is the shortest way to say "huge amounts of fucking detailed thoughtful work."
Ok, this will be a thread on CAMP as it applies to game design, especially C is for Context. medium.com/@cwodtke/a-uni…
This is me thinking through tomorrow's class topic.
I've been looking for a good model to hold the ideas around what context elements should be considered as we design a game. I'm going to try out the 5 W's. en.wikipedia.org/wiki/Five_Ws
These are somewhat intertwingled, but twitter is linear, or <shrug>
WHO: who are your players. This is multi-dimensional. We have to think about things like how many players and what is their relationship in the game:
I want a thread on people I follow who I think profoundly improve my stream experience. Here you go! @jonesabi I like to read the books with her @stephenanderson He and I are both giant infodesign nerds. @mishellbaker Author of amazing books and a vunerable, kind amazing tweeter.
@MrAlanCooper He's famous enough you might already follow him, but watching him grapple with ethic questions has become one of lovelier things in my stream. @CliftonB a funny, insightful, whimsical tweeter. Always kind. @ursonate a bright and clear lens on the world.
@ibogost Famous in some circles, unknown in others. Likes to put things between buns. His long-form Atlantic articles is the criticism tech needs. @NeilaK20 You need more art in your feed, trust me. Following illustrators is a good choice. @jcolman so very kind and articulate.