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Make It So INTERACTION DESIGN LESSONS FROM SCIENCE FICTION A book in progress by Nathan Shedroff & Chris Noessel. Publisher: Rosenfeld Media. Anticipated publication date: 2012 Interaction and interface designers can learn practical lessons from the interfaces in Science Fiction films and television. Though lacking rigorous engagement with users, production designers are nonetheless allowed to…
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the ”earth” without “art” is just ”eh”
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job opportunity – work @ nervous system! Posted: February 18th, 2011 | Author: Jessica Rosenkrantz | Filed under: collaboration, design, jobs | 1 Comment » We are looking to hire a generative designer full-time to work with us at Nervous System. Here’s the job description. —- Nervous System seeks a full-time employee with a wide…
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Leonardo da Vinci’s Resume
Leonardo da Vinci’s Resume cameronmoll: Translated: I can carry out sculpture in marble, bronze, or clay, and also I can do in painting whatever may be done, as well as any other, be he who he may…. And if any of the above-named things seem to anyone to be impossible or not feasible, I am…
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The New Coffee Bars – Unplug, Drink Up – NYTimes.com
The New Coffee Bars – Unplug, Drink Up – NYTimes.com
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Like it or not, we are now living in a cyberpunk novel, New Hacking Tools Pose Bigger Threats to Wi-Fi Users – NYTimes.com
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Here it is. This year’s theme: Less Yammering. More Hammering. Let me explain. In the recently deceased year, we spent the bulk of our informal projects time talking about things that were *more than interesting to us. It was more than interesting. Supra-interesting. Boundless interestingness. I’m talking mostly about, well — talking about #designfiction. And…
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A Real Web Design Application | Jason Santa Maria
A Real Web Design Application | Jason Santa Maria
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It’s funny, but the brilliant indie developers like Tarn Adams, Vic Davis, and Chris Park (and Notch, obviously) are incredibly well-positioned here. Their games don’t cost much to make, they don’t have to sell three million copies, and the cost control allows them to take chances. These guys can afford to fail, and they’ll still…
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There aren’t many of these high-budget games,” he said. Only about 60 games sold more than 1 million units last year, according to Cerny, and a game produced on a relatively thrifty $20 million budget has a much better chance of being profitable in that environment. But he’s not sure publishers can staunch the spending…