print / present / slide(s) / cycle(s)
[
]
festival(s)
[
]
moral(s)
[
]
... what d'ya mean ... principle(s) ... of least action(s) ... ? ...
[]
skill(s)
/ emotion(s)
/ impact(s)
/ trivium
/ logic
/ coding
[
]
... the form of the digital game is an allegory for the form of being.
... to be a gamer is to come to understanding through quantifiable failure.
innovation(s)
/ present(s)
/ ethic(s)
/ devart
/ QR
... for beauty is nothing but the beginning of terror, which we are still just able to endure ... and we are so awed because it serenely disdains to annihilate us.
Rainer Maria Rilke
utopia / kinetic(s) / rule(s) / target(s) / slogan(s) / pattern(s)
surprise(s)
/ define(s)
/ trivium
/ rethoric(s)
/ pattern(s)
...
...
fundamental of blocking -- don't get hit
...
...
![]()
search::clock(s)::money
/ attack(s)
/ word(s)
/ now
on
TV
[]
?
new building(s) = old idea(s)/brick(s):work
![]()
old building(s) = new idea(s)/media:game(s)![]()
the casual revolution is a re-invention of both games and players.
... casual game design is a genuine innovation in game design and a return to lessons long forgotten ... while the idea of the less-dedicated, less-obsessed casual player helps us to move beyond the prejudice that video game players are nerdy and socially inept.
cited from: The Casual Revolution
innovation(s) / collaboration(s)
statistic(s) / chartjunk is a clear sign of statistical stupidity.
![]()
orientation(s) / powerpoint is evil / (X) / talk(s) / beauty
... ... [tell me] ! ... (why) are you (not) cheating ? ... (please) ...
...
play / choice(s) & challenge(s)
[] gamification(s) / scenario(s)
/ slogan(s)
/ topical media
/ do(s)
/ observation(s)
/
/ ?
... ... catch raw scribble grid stove ... get lost ...
...
clock(s)
::
face(s)
/ education(s)
/ trail(s)
/ now
on
TV
?
a mathematician is a device for turning coffee into theorems
![]()
/ Erdos
/ idea(s)
/ joke(s)
/ perspective(s)
?
/ slogan(s)
/ topical media
/ difference(s)
/ blog(s)
/
THE HEAD AND IN FRONTAL ATTACK ON AN ENGLISH WRITER THAT THE CHARACTER OF THIS POINT IS THEREFORE ANOTHER METHOD FOR THE LETTERS THAT THE TIME OF WHO EVER TOLD THE PROBLEM FOR AN UNEXPECTED (GUEST)
from Claude Shannon A Mathematical Theory of Communication
composition = the art of the decorative arrangement of the various elements available to the artist for the expression of his feelings
my wife bought an iPad, and I love it
![]()
manifesto(s) / don't just dream, (they) do!
[
]
idea(s)
[
]
experiment(s)
[
]
[
]
game(s)
rule(s)
engine(s)
math
domain(s)
[
]
... ... blind(s) judge(s) control(s) brain(s) rethoric(s) ...
...
creative technology brings you back in the box ...
Newell & Shaw (1962), from R.L. Glass Software Creativity 2.0
it is vitally important that we supplement our specialized studies with serious attempts to take a crude look at the whole
![]()
Murray Gell-Mann (Nobel prize physics 1969)
math(s)
/ perspective(s)
...
it is a miracle that curiosity survives formal education
...
Einstein / physic(s) / question(s)
methods / guide(s) / student(s) / parent(s) / teacher(s)
[] from: Carla Hoekendijk / visit(s) / scenario(s)
slogan(s)
/ topical media
/ do(s)
/ reflection(s)
/ [X/Y/Z]
?
what is the role for design in a world that is no longer quite as "fabulous" as it once was?
designers-dont-just-dream-they-do.html / dynamic(s)
creativity = connecting dots
one would not look at, normally ...
creativity = (re)connecting ...
one would not look at, normally ...
Alain Kay
/
[]
entertainment
/ tinkerer(s)
/ guide(s)
Nicolas Snowden Willey, 1965, from Design Methods
understanding
/ future(s)
/ undo(s)
/ math(s)
/ X
/ ethic(s)
... ... educational games @ facebook ... get lost ...
...
search:
clock(s)
::
face(s)
/ word(s)
/ trail(s)
/ now
on
TV
[]
?
exuberance anxiety contentment depression
... work is the constrained release of energy but it often takes work to construct the constraint(s) ...
![]()
Stuart A. Kauffman: Investigations
it is the process of design, in which diverse parts of the give-world of the scientist and the made-world of the engineer are reformed and assembled into something the like of which nature had not dreamed, that divorces engineering from science and marries it to art.
H. Petroski -- To Engineer is Human / miracle(s)
... unlike the requirement that error must be removed from a computer program, however, the likelihood of error must be tolerated even in the normal individual if the brain is to confront novelty in an adaptive fashion.
second nature -- brain science and human knowledge
... fun is highly overrated ... power, identity, excitement ... it's all in the game ...
![]()
[
]
creative ethic(s)
/ model(s)
/ talk(s)
[
]
[
]
pitch
/ point(s)
/ teach
/ mission(s)
[
]
science(s)
/ utopia
/ perspective(s)
/ motto(s)
/ QR
happiness
/ technology
/ experience(s)
/ moral(s)
/ theme(s)
it is as if each creature has the power to dream itself out of one existence into a new one, one step higher on the ladder of things
evidence of the dream society can be found in business models that incorporate stories into products, services, strategies and advertising ...
![]()
dream society & experience economy / mission(s) / plan(s)
twinkle(s)
academic(s)
trail(s)
we're in a big social experiment,
where it ends up, I don't know ... !![]()
challenge(s):
it
[
1
2
3
4
5
6
7
8
]
impact(s)
/
school
(s)
[
]
computers transform
/ X
/ undo(s)
/ relation(s)
/ pattern(s)
failure is an unacceptable difference between expected and observed performance
Henry Petroski -- Success through Failure
(re)work(s)
/ (re)boot(s)
/ success
/ marker(s)
/ idea(s)
/ math(s)
/ barnett newman
surprise(s)
/ rule(s)
/ campaign(s)
/ mission(s)
resource(s) / second nature / network(s) / theme(s)
百花齐放 (bǎihuāqífàng)
travel(s) / let(s) thousands flowers bloom
![]()
why should you care? / (i) / visual(s) / semantic(s) / game(s)
defragment (y)our mind(s)
structural engineering is the science and art of designing and making, with economy and elegance, buildings, bridges, frameworks and other similar structures so that they can safely resist the force(s) to which they may be subjected.
H. Petroski -- To Engineer is Human
... but we are free after all, we are bound not by the laws of our nature but by the way(s) we can imagine ourselves breaking out of those laws without doing violence to our essential being. we are free to transcend ourselves, if we have the imagination for it ...
David Malouf, An Imaginary Life
innovation(s) / collaboration(s)
way(s):
[
stair(s):
1
/ 2
/ 3
/ 4
/ 5
/ 6
/ 7
/ 8
/ 9
]:fun/joke(s)
blind
/ theory
/ fear(s)
/ kill(s)
/ xp(s)
/
/ end(s)
/ failure(s)
the imagination jumps from present fact(s) to future possibilities
J.P. Page, 1966, quoted from J.C. Jones Design Methods
the game is a knowable algorithm from which you know you can escape.
... gamespace is an unknowable algorithm from which there is no escape.
the game is just like the gamespace of everyday life, except that the game can be saved.
cited from: Gamer Theory
the gamespace opens a critical gap between what gamespace promises and what it delivers
... the game is true in that its algorithm is consistent, but this very consistency negates a world that is not! what is true is not real, what is real is not true, this is what the double movement of allegorithm and allegory have to report.
it is skill surmounting difficulty, and beauty triumphing over skill
(art) ..., to snatch this grace beyond the reach of art is then the height of art -- where fine art begins, and where mechanical skill ends.
William Hazlitt -- THE PLEASURE OF HATING / prank(s) / TED
... hacking is the art of creative problem solving, whether that means finding unconventional solution(s) to a difficult problem or exploiting holes in sloppy programming.
hacking -- the art of exploitation
game(s) / persuasive(s) = story + dilemma(s)
![]()
... relationships are things that happen only in a virtual world, and we are able to move backwards and forwards between the physical world of interactions (real events) and the virtual world in which these events are constituted into relationships in order to be able to understand what the significance of specific actions is or might be, or how two relationships impinge upon eachother. [Robin Dunbar -- The Human Story (p. 66)]
...
... Here's to the crazy ones. The misfits. The rebels. The troublemakers.
The round pegs in the square holes. The ones who see things differently. They're not fond of rules. And they have no respect for the status quo. You can quote them, disagree with them, glorify or vilify them. About the only thing you can't do is ignore them. Because they change things.
They push the human race forward.
And while some may see them as the crazy ones, we see genius.
Because the people who are crazy enough to think they can change the world, are the ones who do ...
...
knowledge is (often not) a solution, but a problem ...
IMPACT = Contrast Reach Exposure Attention Target Echo
/ presentation(s)
/ creativity
/ deliverable(s)
/ guide(s)
/ love(s)
innovation insanity -- the amount of talent, of creativity, of innovations out there remains staggering: invent, improve, copy ... or perish.
career(s) / trendwatching.com/trends/innovationinsanity
mouse site(s) / infosphere(s) / intelligence(s) / human(s)
innovation(s) / collaboration(s)
創造的技術 / 新しいメディア
そうぞうてき ぎじゅつ / あたらしいメディア
from: Carla Hoekendijk / visit(s) / scenario(s)
/ slogan(s)
/ topical media
/ do(s)
/ reflection(s)
/
/ ?
Henry Petrosky -- Success through Failure / joke(s) / more joke(s)
... ... (please) ... [tell me]! ... what do you (not) know? ...
...
... writing shares a strange feature with painting.
... the offspring of painting stand there as if they were alive, but if anyone asks them anything, they are solemnly silent.
the same is true of written words ...
... to all appearance(s), the artist acts like a mediumistic being who, from the labyrinth beyond time and space, seeks his way out to a clearing ...
![]()
vision(s) / color(s) / Marcel Duchamp, Houston 1958 / screen(s)
I hear and I forget
I see and I remember
I do and I understand
Confucius
learning is really remembering
Plato, cited from free play, p. 34
more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less is less
mission(s)
/ present(s)
/ ethic(s)
/ QR
... teach them a lesson! ...
or ... share (y)our ... inspiration(s) ... !?![]()
life is understood backwards but must be lived forwards
Kierkegaard from: how nature works
/ machine(s)
/ creativity
/ perspective(s)
/ guide(s)
/ love(s)
innovation(s) / collaboration(s)
... I don't see the deep thinking. I see superficial connecting of dots rather than logical thinking,
Dan Siewiorek, Carnegie Mellon University / pattern(s)
...
... look for utopia, ...
ask (y)ourselves why, and -- ... get lost ......
you can't play, unless you've done the work to become a master
... a mathematician is like a blind man in a dark room looking for a black cat that isn't there ...
I know why you're here. I know what you've been doing ... why you hardly sleep, why you live alone, and why night after night, you sit by your computer. You're looking for it. I know because I was once looking for the same thing. And when I found it, I knew what I'd been searching for. I was looking for an answer. It's the question that drives us. It's the question that brought you here. You know the question, just as I did." --- the (sorta) matrix
a journey of 1K miles begins with the first step(s)
Peter believes [1] that Jane thinks [2] that Sally wants [3] Peter to suppose [4] that Jane intends [5] Sally to believe [6] that ... her ball is under the cushion.
Narcissus sees his reflection in the water and falls in love with his own beautiful face, of which his mother was surely proud. The nymph Echo answers the young man's call because she is in love with his beauty. Echo's answering calls deceive Narcissus ...
![]()
from: the drama of being a child / sensor(s) / show(s) / media
innovation(s)
/ present(s)
/ ethic(s)
/ QR
/ run
/ ACE
relevance services triggers in context connectors notification space
...
...
money is the biggest mistake ever made
...
...
![]()
search::
clock(s)
::
alpha
/ bitcoin(s)
/ word(s)
/ now
on
TV
[]
?
... no I will not teach: ... networks, data science, socio-technical ecosystems, web science ... ! ?
![]()
tenure track(s)
/ ...
/ trivium
/ ...
/ logic
/ pattern(s)
creative technology @ facebook
...
the inevitable question(s): did you submit your contribution(s) to the
...
yet? and did you ask the others whether they did?
...
robert axelrod: an evolutionary approach to norms
problem(s)
/ display(s)
/ design(s)
/ education(s)
/ perspective(s)
*
-
play
/ story
/ search
/ flow(s)
/ topic(s)
/ cage(s)
#
!
@
Æ
... the future is here. It's just not widely distributed yet ...
William Gibson (thanks Herjan!)
surprise(s)
/ define(s)
/ trivium
/ rethoric(s)
/ pattern(s)
paint as you like and die happy
moral(s) / space(s)
/ input(s)
love story
/ screen(s) / experience(s) / mission(s)
/ ethic(s)
innovation(s) / collaboration(s)
game(s) / persuasive(s) = story + dilemma(s)
![]()
target(s)
/ idea(s)
/ perspective(s)
/ sign(s)
/ (X)
/ network(s)
... I need statement(s), not phrase(s) ...
blog(s) / ... / difference(s) / idiot(s) / media / identity / Æ
...
... a plan is the result of an exercise in the (creative) freedom of choice ...
... !?
... by transforming playful activities into game(s) we can lengthen and deepen the experience ... ![]()
casual(s)
/ context(s)
/ design(s)
/ utopia
/ war(s)
creativity:
[
video
/ game(s)
]
/ book(s)
/ resource(s)
data
/ unquantified self
/ undo(s)
/ digital trance
/ context(s)
slogan(s)
/ DICE 2010
/ war(s)
/ quantifiedself.com
death by powerpoint
rule(s) / guideline(s) / map(s) / resource(s) / inspiration(s)
... problem(s) can be solved, dilemma(s) only optimized ...
ubercool.com / thought(s) / plan(s) / ethic(s) / war(s)
innovation(s) / collaboration(s)
(the) process is (part of the) product
show(s) / blog(s) / story / scenario(s)
twinkle(s) / difference(s)
/ script(s)
10 commands for a digital age
/ school(s)
/ mission(s)
scratchable(s) / server(s) / hacker(s) / horror(s) / resource(s)
deliverable(s) / defragment(s) / pill(s) / story / idea(s)
the quality without a name in us, our liveliness our thirst for life, depends directly on the patterns in the world, and the extent they have this quality for us
from: Christopher Alexander -- The Timeless Way of Building
quoted from: Michael Nitsche -- Video Game Space
skill means arranging your life so you never have to make a rational choice
![]()
write(s) / casual(s) / skill(s)
[
]
twinkle(s) / innovation(s)
[
]
machine(s)
/ math(s)
/ guide(s)
/ love(s)
/ plan(s)
/ AR
reboot (y)our society
innovation(s) / collaboration(s)
routines are resources for action, knowledge of others' routines can be resources for interaction
think --> exist --> identity --> review
hence by modens tollens
not review --> not identity ---> not exist --> not think --> not grading[QED]
loosely based on John Chris Jones -- Design Methods p. 11
story = (routine) breaking point(s) ...
"write once, run anywhere" is really something of an aspirational slogan rather than a reality
... universal education through schooling is not possible ! ? ...
![]()
deschooling society
/ academic(s) / illusion(s) / education(s)
... science is imagination in the service of verifiable truth
its ultimate power, of course, is in understanding, and as we see around us, its reach in technology is stunning. ... but the brain origins of imagination in science do not differ from those necessary for poetry, music or the building of ethical systems.
experiment(s)
/
moral(s)
/ ...
emotion(s) / action(s) / script(s) / reflect(s) / impact(s) / sandbox
scenario(s) / sometimes a scream is better than a thesis
![]()
Manfred Eigen
/ artist(s)
/ manifesto(s)
/ logic
:
[
boson
/ mass
/ particle
/ effect
/ quest
/ starwars
/ travel(s)
]
screen(s) ... the most dominant persuasive technology
play / urban / choice(s) & challenge(s) / travel(s)
Stuart A. Kauffman: Investigations
search::
money
--
word(s) /
game(s):: [google/wolfram]:eliza
difference(s)
/ point(s) /
undo(s)
/ context(s)
/ phrase(s)
... on the seashore(s) of endless world(s), children play ...
![]()
Tagore, quoted from playing and reality
innovation(s) / collaboration(s)
... ideas and insights need to cool over a period of time ...
...
...
... skill ... is highly undervalued ...
...
...
![]()
topical / story / game-on / AR / math game(s) / build(s) / TV / fix
politic(s)
/ nature(s)
/ undo(s)
/ role(s)
/ learn(s)
/ ethic(s)
tool(s)
/ trivium
/ rethoric(s)
/ pattern(s)
/ talk(s)
[
]
scenario(s) / good artists create ..., great artists steal
![]()
leonardo da vinci
/ poet(s)
/ manifesto(s)
trailer /
documentary
interview(s):
[
1
/ 2
/ 3
/ 4
/ 5
/ 6
/ 7
/ 8
/ 9
/ 10
/ 11
]
video(s):
[
about
/ 1983
/ windows
/ ipad
/ praise
/ stealing
]
a story can be regarded as a meaningful pattern of information
love the flow(s)
/ machine(s)
/ guide(s)
/ love(s)
/ theme(s)
... Quiet Days in Clichy takes us back to a time and place when people went out and had FUN ... (just to remind you -- fun is something that you have in the streets and not on facebook!) ...
I will ask then, why is it really worthwhile to make a serious study of ...
school(s) / question(s) / workshop(s) ?
game(s) as social system(s) / display(s)
syntax | semantics | pragmatics | |
---|---|---|---|
actor(s) | player(s)/place(s) | role(s) | goal(s) |
rule(s) | event(s)/exploration(s) | evaluation | facilitators |
resource(s) | game space(s) | situation | context(s) |
education(s) / communication(s)
love story
/ academic(s) / illusion(s)
/ experience(s)
dream(s)
/ teaching(s) /
politic(s)
moral(s) / theme(s) / plan(s) / quest(s) / ritual(s) / manifesto(s)
...
...
... the medium is ... the message ...
...
...
![]()
innovation(s) / collaboration(s)
travel(s) / everything is intertwinkled ...
![]()
slogan(s)
/ trail(s)
/ topical media
/ war(s)
/ utopia
/ plan(s)
... to understand is to be capable of doing ...
Goethe (from Design as Art, Bruno Munari) / trivium / quest(s)
ethic(s)
/ game(s)
/ system(s)
/ innovation(s)
/ bead(s)
... for the blind man in a dark room ... looking for a black cat that isn't there ...
![]()
sensor(s)
/ scape(s)
/ math(s)
/ code(s)
/ science(s)
/ hole(s)
what I talk about when I talk about -- walking/media/game(s)
![]()
/ idea(s)
/ fear(s)
/ perspective(s)
creative technology
/ new media
/ 兵法
future(s) / know the other side and know (y)ourself
![]()
way(s):
[
nina
chara
herman
tenors
teresa
sid
engelbert
george
elvis
eduardo
paul
]
pill(s) / defragment / crime(s)
/ chart
/ dynamic
/ war(s)
... ... [tell me] ! ... what is the language of creativity ? ... (please) ...
...
/ machine(s)
/ creativity
/ perspective(s)
/ guide(s)
/ love(s)
... ... who are you ? [tell me] ! ... (please) ...
...
[
]
idea(s)
[
]
experiment(s)
[
]
... ... ... [tell me]! ... (one/two/three) (...) word(s) ... ! ? ...
...
search:
life(s)
/
decor(s)
/ clear(s)
/ room(s)
/ now
on
TV
[
]
?
difference(s)
/ point(s)
/ undo(s)
/ context(s)
science(s)
well-written stories are our standard way of reflecting about how the world works [Paul Ricoeur]
![]()
story / play(s) / visualization / skill(s)
... functionality, flexibility, fascination ...
smartxp / creativity / sign(s) / environment(s) / word(s) / blog(s)