"This site is intended to be a constantly growing and changing museum for the study and enjoyment of truly terrible video game voice acting in video games from the very first CD system, the Turbografx until the present day."
Archive: November, 2009
Remy recounts the Jedi mind trick I used to get him to move Full Frontal to the Duke of Yorks cinema.
This web page is half a mile wide.
Finally, some debunking of the "paradox of choice" oversimplification.
This is just wonderful. "Please design a logo for me. With pie charts. For free."
Superb product design.
A set of short, easily-digested lessons from the world of interaction design, inspired by "101 Things I Learned In Architecture School."
A vivid first-person description of danah boyd's talk at the Web 2.0 Expo. I have to say, I'm not entirely surprised that she had a such a humiliating experience at such a douchebaggy conference.
Aza Raskin share's some mockups of ideas for incorporating identity management into the browser.
Matt gets an opportunity to use the Chernoff effect for visualising school data.
A jQuery plug-in inspired by the interaction feedback on Huffduffer, which was in turn inspired by retro games.
PPK offers a rebuttal to Paul Graham's attack on Apple's App Store policies by placing the blame firmly at the feet of developers who refuse to embrace web technologies.
If you want to see this book published (and you should), why not pledge a little something to the cause?
Microsoft are trying to patent sparklines. Twunts.
A very handy glossary of HTML5 from the medical professionals at HTML5 Doctor.
Cennydd delivers a slap of common sense to A/B testing. With science!
Leah has some great ideas on combing "log in" and "sign up" forms into one.
An in-depth study mapping all the permutations in "choose your own adventure" books.
An interesting experiment in making Katakana self-describing.
How to draw a font with a car. With. A. Car.
Best. Domain name. Ever.
In praise of Gutenberg's contribution to typography.
"Lose/Lose is a video-game with real life consequences. Each alien in the game is created based on a random file on the players computer. If the player kills the alien, the file it is based on is deleted. If the players ship is destroyed, the application itself is deleted."
Wonderful calligraphy — something we don't make much use of on the web.
Your one-stop shop for ongoing accessibility work related to HTML5.
An aerosol e-book enhancer.
A very handy way of searching a Twitter user's timeline, courtesy of Remy.
I don't agree with everything in these vignettes but they make for an good, thought-provoking read.
A fascinating trip down memory lane to the birth of the IMG element.