“Typography is what language looks like.” Ellen Lupton at Etsy’s Code as Craft lecture series.
The Art of Film & TV Title Design by PBS’ Off Book.
I was tipped-off to a great digital series PBS creates called ‘Off Book’ by @tjlull. The Title Design video above hooked me (who doesn’t love a good opening title sequence?). Like I did, you’ll end up watching most of their other videos, too.
A few great ones:
- The Impact of Kickstarter, Creative Commons & Creators Project
- Lego Art
- Animated GIFs: The Birth of a Medium
Have some time to kill? Check out my YouTube faves feed (see also Vimeo, Netflix, Ted Talks, etc.).
I think I’m going to make this my avatar everywhere and freak everyone out.
Either garden beer pong or giving the tomatoes a bigger home. You decide.
Building things with power tools. Obviously very manly-like.
The Difference Between UX and UI: Subtleties Explained in Cereal (design.org)
Ever met someone who uses UX and UI interchangeably? Ed Lea created this photographic infographic to visually define the differences between user experience and user interface design and how they relate to a product.
Sam Sparro at Highline Ballroom.
Saturday Brooklyn Afternoon.
There’s a few things interesting about this, but specifically:
- the acknowledgement of the increasing trend for riders with tablets—mostly iPads—that we’ve all noticed over the last year or so.
- the choice to display white headphones instantly signals ubiquitous ‘Apple product’ to viewers (well-played, Apple).
Client meetings at Crayola in Easton, PA. Seeing how the little waxies are made.
Sun is shining and the windows are open wide. Live jazz from Bar Tabac and a cool breeze blowing through. This is a Sunday.
And so a tradition was born: a tradition I am going to call (half descriptively, half out of revenge for all the hours I’ve lost to them) “stupid games.” In the nearly 30 years since Tetris’s invention — and especially over the last five, with the rise of smartphones — Tetris and its offspring (Angry Birds, Bejeweled, Fruit Ninja, etc.) have colonized our pockets and our brains and shifted the entire economic model of the video-game industry. Today we are living, for better and worse, in a world of stupid games.
Game-studies scholars (there are such things) like to point out that games tend to reflect the societies in which they are created and played. Monopoly, for instance, makes perfect sense as a product of the 1930s — it allowed anyone, in the middle of the Depression, to play at being a tycoon. Risk, released in the 1950s, is a stunningly literal expression of cold-war realpolitik. Twister is the translation, onto a game board, of the mid-1960s sexual revolution. One critic called it “sex in a box.”
Tetris was invented exactly when and where you would expect — in a Soviet computer lab in 1984 — and its game play reflects this origin. The enemy in Tetris is not some identifiable villain (Donkey Kong, Mike Tyson, Carmen Sandiego) but a faceless, ceaseless, reasonless force that threatens constantly to overwhelm you, a churning production of blocks against which your only defense is a repetitive, meaningless sorting. It is bureaucracy in pure form, busywork with no aim or end, impossible to avoid or escape. And the game’s final insult is that it annihilates free will. Despite its obvious futility, somehow we can’t make ourselves stop rotating blocks. Tetris, like all the stupid games it spawned, forces us to choose to punish ourselves.
Source: The New York Times
#whitepeople
Source: 4gifs







