Posts Tagged ‘Design’

You only live twice!

16/12/2009

marlygommans.nl

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Run for your life!

11/12/2009

“Pac-Manhattan is a large-scale urban game that utilizes the New York City grid to recreate the 1980’s video game sensation Pac-Man. This analog version of Pac-man was developed in NYU’s Interactive Telecommunications graduate program (http://itp.nyu.edu), in order to explore what happens when games are removed from their “little world” of tabletops, televisions and computers and placed in the larger “real world” of street corners, and cities.”

Big Games Manifesto

Big Games are large-scale, multiplayer games that include some form of real-world interaction.

Big Games point towards a future in which socially aware networks, smart objects, location sensing and mobile computing open up new ways for people to play.

Big Games use technology, but are not subservient to it.

Big Games are made out of people, connections, ideas, situations, and events.

Big Games have computers inside of them, not the other way around.

Big Games create a conscious confusion between the real and the imaginary, between ideas and objects, between information and space. Instead of the simulated worlds of computer games,

Big Games transform the physical space around us into a shared gameworld, brought to life by the choices, actions, and experiences of the players.

Big Games encourage a playful use of public space. They have their roots in the neighborhood games of childhood; in the campus-wide games and stunts of college; in the nerd-culture of live-action role playing and Civil War re-enactments; in the art-culture of Happenings and Situationism; in urban skateparks, paintball fields and anywhere people gather together to play in large numbers and large spaces.

Big Games are games, not academic exercises, not tech demos. They must be easy to understand but deep enough to encourage thoughtful play. They must have challenges and rewards. They must run the gamut from purely abstract formal systems to richly rendered narrative experiences. They must connect people to people whether they are strangers, rivals or old friends.

Big Games are human-powered software for cities, life-size collaborative hallucinations, and serious fun.

By Area/code

Play: PacManhattan

Wired –  Manhattan Gets Pac-Man Fever

Q:  Why should an architect care about computer games ?

A:  spacetimeplay.org

Therefore, whatever!

04/12/2009

Designing Interactions:

2009 flyer sticker for cosa nostra’s mustache party,  is a potential source of pleasure!

front.

back.

Grow your own or use this one.  Go natural or go fake but don’t go without one!

www.cnostra.net

Retro wallets

29/04/2009

 

Here and there.

flve1qgf11s8r35medium

and here.

Santiago de Chile flea market

29/04/2009

feria2-334x500

noquedanblogs

Multifunctional modular peace of furniture

14/04/2009

stoel-tafeltje

donker

met-tapijt

by Parfois, a collective of young designers.

PXL

02/03/2009

3200_prodbild1

Multicolour aluminium pendant.

From fredrikmattson.se

More in zero.se

Bring me sunshine light

10/02/2009

mm05

From japanese store  bytrico.com

Snow birds project

06/02/2009

vintage-retro-132

Corvair UltraVan.

Fly to ryanrobinson.com

photo by  snowbirdsproject.com

Monomaniacs

06/02/2009

60vision_a60_2_dec_22

60vision_karimoku60_2_dec_22

Sixties-era Japanese furniture and accessories by 60 Vision – here,  and  here.

[Mono is the japanese word for “things”, “material objects”, and “worldly possessions”.] from the book  Tokyo: a certain style.

Read more.