Why do we long for a time when the average life span was 22 and everyone was wracked by tuberculosis?
This was the problem I had with Yuval Noah Harari’s Sapiens (and to a lesser extent with Rutger Bregman’s Humankind):
Paleolithic peoples, so the tale goes, spent most of Tuesday strolling under Baobab trees, running their hands through the long elephant grass, and breathing in the sweet dust of the open Savannah. On Wednesdays they carefully chipped away the edges of Levallois blades, swept dust out of the home cave, and snacked on freshly gathered almonds. On Thursdays they gathered into small bands – a hand-picked selection of the finest endurance runners this side of Nairobi – tracked down an elephant, and sprinted after it barefoot for nine hours until the creature – dehydrated, exhausted, and unable to sweat out the excess heat – crumpled into a violently sad face-plant in the hot, gritty sand. Our strapping, supple ancestors jogged to a halt beside it, barely out of breath, to carve up its flesh and bring home the elephant bacon. Later that evening they would break their 36 hour intermittent fast, retire to the lake, and engage in polyamorous affairs.
Hana recounts the preparation she did for an online presentation, including some advice from me. I’m right in the middle of preparing my own online presentation right now, and I should really heed that advice. But I fear what I told Hana was “do as I say, not as I do.”
Six UX lessons from game design:
- Story vs Narrative (Think in terms of story arcs)
- Games are fractal (Break up the journey from big to small to tiny)
- Learning loop (figure out your core mechanic)
- Affordances (Prompt for known loops)
- Hintiness (Move to new loops)
- Pacing (Be sure to start here)
Erika has written a great guest post on Ev’s blog. It covers the meaning, the impact, and the responsibility of design …and how we’ve been chasing the wrong measurements of success.
We design for the experience of a single user at a time and expect that the collective experience, and the collective impact, will take care of itself.
Prompted by his time at Clearleft’s AI gathering in Juvet, Chris has been delving deep into the stories we tell about artificial intelligence …and what stories are missing.
And here we are at the eponymous answer to the question that I first asked at Juvet around 7 months ago: What stories aren’t we telling ourselves about AI?
What a beautiful and fascinating website!
This is a layered interactive narrative that traces the life of Captain Antonio DaCosta, a Black Portuguese sailor who visited Japan in 1597. From his early life as a slave in Lisbon to his voyage to Japan, this site weaves together his personal diary and drawings, along with artwork and historical notes from 1500-1700, the Age of Exploration.
The latest video from Patterns Day is up—Ellen’s superb philosophical presentation: Patterns in Language, Language in Patterns.
There’s so much packed into this one, it might take more than one viewing to take it all in.
A transcript of the superb talk that Ellen delivered at Patterns Day. So good!
I think I’ve shown great restraint in not linking to loads of think-pieces about Star Wars and The Force Awakens, because believe me, I’ve been reading—and listening to—a lot.
What Jessica has written here is about The Force Awakens. But more than that, it’s about Star Wars. But more than that, it’s about childhood. But more than that…
What I’m saying is: if you only read one thing about the new Star Wars film, read this.
A terrific analysis of industrial design in film and games …featuring a scene-setting opening that delineates the difference between pleasure and happiness.
I’m loving Ellen’s thoughts on taking storytelling to the next level.
Let’s say that we’ve got a lot of useful storytelling models for design now. Achievement unlocked. Let’s move on to discuss narrative structure, in space, over time.
Combining the molecules of narrative tropes to create stories.
I kind of want to link to every one of John’s post chronicling his 90 days at Clearleft, but this one is particular good, I think: how narrative ideas from the world of storytelling can help unlock some design problems.
Interstellar travel time dilation and status updates: a clever narrative combo.
A fascinating look at how the humble password gets imbued with incredible levels of meaning.
It reminds me of something I heard Ze Frank say last year: “People fill up the cracks with intimacy.”
The text of Mandy’s astounding dConstruct talk.
A nice bit of interactive citizen science storytelling from Google.
Note: if you have Adblock Plus installed, this won’t load at all. Funny that.
A nice stroll around Marseilles at night without any of the traditional danger.
This is a wonderful piece by Maciej—a magnificent historical narrative that leads to a thunderous rant. Superb!