Monthly Archives: July 2010

Super Mario Sidewalk Speedrun

Whoever plays such a speedrun knows the levels by heart it’s safe to say. A clear challenge in a game like this is that the frame doesn’t show you what’s a bit to the right until you’re close to it (danger). What’s nice about this piece is that it actualizes the expert player’s memorized map of these levels – laid out on a sidewalk. Continue reading

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“Last year, the futurologist Stuart Candy visited the department and showed us a wonderful diagram he…”

“Last year, the futurologist Stuart Candy visited the department and showed us a wonderful diagram he used to clarify how we think about futures. Rather than one amorphous space of futureness it was divided into Probable, Preferable, Plausible and Possible futures. One of the most interesting zones was Preferable. Of course the very definition of preferable is problematic — who decides? But, although designers shouldn’t decide for everyone else, we can play a significant role in discovering what is and what isn’t desirable.”

Design Interactions→Introduction Continue reading

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ARGFest Panel: City Gaming & Public Art

ARGFest 2010 is just around the corner, and I’m lucky enough to attending as a panelist. I’ll be taking part in a discussion with Anne Dennington, Carl DiSalvo, and Sara Thacher titled, “TransGenre: City Gaming & Public Art.” Continue reading

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