RafaelFajardo

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  • December 24, 2010
  • December 24, 2010
  • Pasta&Vinegar » Blog Archive » Designing alternative presents and speculative future

    Pasta&Vinegar » Blog Archive » Designing alternative presents and speculative future a reflection on James Auger’s diagram and process.

    December 24, 2010
  • Pasta&Vinegar » Blog Archive » Designing alternative presents and speculative future

    Pasta&Vinegar » Blog Archive » Designing alternative presents and speculative future a reflection on James Auger’s diagram and process.

    December 24, 2010
  • Interview with James Auger – we make money not art

    Interview with James Auger – we make money not art James Auger is a research fellow within the Interaction Design department at the Royal College of Art in London

    December 23, 2010
  • Interview with James Auger – we make money not art

    Interview with James Auger – we make money not art James Auger is a research fellow within the Interaction Design department at the Royal College of Art in London

    December 23, 2010
  • Sabine also showed that there’s a need to go beyond the 1-90-100 law of participation by pointing [to] the “participation ladder” described by Forrester Research:[above] For brands, this is important and as much as 25% of the content of brands are made of UGC. Technology converted part of the “spectators” into users, which in turn…

    December 23, 2010
  • Sabine also showed that there’s a need to go beyond the 1-90-100 law of participation by pointing [to] the “participation ladder” described by Forrester Research:[above] For brands, this is important and as much as 25% of the content of brands are made of UGC. Technology converted part of the “spectators” into users, which in turn…

    December 23, 2010
  • “The ability to write communally and interactively with computers is nothing new, in other words. Digital tools for collaborative writing date back twenty or thirty years. And yet interactive storytelling has never taken off. The hypertext novel in particular turned out to be a total flop. “When we read stories, we still read ones written…

    December 23, 2010
  • “The ability to write communally and interactively with computers is nothing new, in other words. Digital tools for collaborative writing date back twenty or thirty years. And yet interactive storytelling has never taken off. The hypertext novel in particular turned out to be a total flop. “When we read stories, we still read ones written…

    December 23, 2010
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About us

Rafael Fajardo (he/him) is an artist, designer, researcher, and educator. Born in Colombia, he migrated with his parents to the United States in 1968 and grew up in San Antonio, Texas. Through his work with SWEAT, Rafael has been creating boundary-blurring videogames as an art form since 2000. Rafael has also collaborated with artists Adán De La Garza and Justin Ankenbauer under the moniker of Dizzy Spell to curate a series of pop-up artist game arcades.

https://rafaelfajardo.com/links.html

https://sudor.net

https://dizzyspell.xyz

Latest posts

  • What I did with my June
  • Block Coding in Godot 2
  • my first Godot project
  • Block-based programming comes to Godot!
  • scattered brain

Categories

  • books
  • code drawings
  • communities
  • games
  • toys
  • tumblr archive
  • words

RafaelFajardo

ludo ergo sum