At Boring conference this year, Roo Reynolds spoke about collecting things. Among the cabinet of curiosities one project particularly stood out, Peter Fletcher’s Sneeze Diary, ostensibly a record of every time he sneezes, but it is more than that, as he explains.
A while back I mentioned our theory-in-progress: that there are two kinds of design intervention that can improve the human experience. The first are designed ‘events’: finite moments in time, with their own contexts, during which things happen. Lots of people work in producing consumable experiential events, even if they don’t necessarily view them this way - certainly performers, [...]
The version shown here focuses almost entirely on human-to-object input. The first public beta version published was v.0.13. (This is the current version.) Conceived in a Pub We had an idea a couple of months ago (one of those “made-sense-in-the-pub, does-it-still-makes-sense-in-the-morning?” type of ideas) that it’d be incredibly useful to have some kind of universal classification [...]
Since first talking about memory a few months ago, we’ve be playing with a few things that explore its role in how we reflect on experiences, and how we remember. We’ve recorded the podcast with Neuroscientist Izzy and the smell camera is coming along well, more to follow on that shortly. In conversation, it has also become a defacto measure of an experience’s worth. Below are some of the other things we’ve been fiddling with.
There is an integral relationship between personal experience, identity and ideology. This relationship was touched upon briefly by political philosopher Robert Nozick in the “Experience Machine” thought experiment, which he published as part of his seminal work Anarchy, State and Utopia in the mid-seventies. The relationship was also discussed in more detail about ten years [...]
(Photo courtesy of Russell Davies) Cameras as Diminutive Relays Whilst we’re waiting for Paul to ready himself for the second round of Paul’s Gamble, we’re kicking off a research project based upon a relatively nascent behaviour, practised by many folk to varying extents. It’s become a bit of a contentious bugbear in the studio, but I find myself doing it [...]
Last week I made use of my first ever Groupon purchase – a one hour session in a floatation tank. My understanding was that such experiences centre around sensory deprivation – no sight, no sound, no smell… the body is kept buoyant by a salt solution, heated to human body temperature, which nullifies the effects of gravity and creates the sensation of weightless floating.
Experiential interventions (systems designed to improve the quality of experience for an individual) can essentially be split into two groups. One is an event – something that occupies a specific period in time and most likely a particular place, or context. The other is a passive effect and can change an individual’s perception of their circumstances, and thus the actions they commit…
Sam and I recently discussed comfort and it’s impact on the way we live our lives; we are beginning a wider project that will explore it further. The recording was done to document our ideas and “possibly to share”, which has become “to share”.
Today we launched This Is Why You’re Festive, a combined advent calendar and high-street sandwich review blog. The premise is as follows:…
It’s probably best to get the “Variety is the spice of life” axiom out of the way as soon as possible. But like most hackneyed phrases, it’s still observably true, and appropriately this is especially applicable with food. Meals are significant daily experiential events, and their consumption is analogous to other sensory stimulating activities. The argument for this [...]
It’s feasible an average commuting city worker might wear earphones between 5 and 12 hours a day. In some places they’re ubiquitous – on the train, in the office, on the high street – so much as to have become invisible. This is fine of course – it’s not a criticism, just an observation. Personal experience [...]
Ben and I went to Goldsmiths College yesterday (our old alma mater) to deliver a one-day workshop to the first years studying BA Design. Our objectives were to explain the value of a creative process, experimentation, prototyping, and to assist with their personal projects. We also did an overview on the importance of context. To [...]
Blinkered The above diagram illustrates the full breadth of the electro-magnetic spectrum, from tiny sub-atomic gamma rays to radio waves larger than the earth (there are in fact, no theoretical limits in either direction). That thin technicoloured band of ‘visible light’ is the only bit our human eyes can detect. That’s it. Our visual faculties [...]
During the start of Riot Week 2011, when many of us were darting wide-eyed between Twitter and rolling news coverage, there was a undeniable feeling of uncertainty. Obviously order was tenuously regained within a matter of days, but because it was difficult to rationalise a reason for the riots starting in the first place, it [...]
When a simple rule or a single sentence is enough to explain a game, it can often lead to its dynamics being richer and more fluid. I played one recently where the sentence went like this: A person hides and all other players seek, then when a seeker finds the hider he joins them in [...]
Playmakers is a film on immersive gaming – a collaborative project between Hide & Seek, NESTA and ThinkPublic. It features a good range of speakers from the sector and contains some interesting insights. It also demonstrates (in a surprisingly frank way) the ad hoc and experimental nature of immersive game development, illustrating why it’s important [...]
It’s difficult to describe precisely how excited I am about the upcoming Bethesda game Skyrim, which is due to be released in November this year. Specifically, I’m looking forward to fighting dragons. In my day-to-day life I’m unable to fight dragons, you see, so the prospect is quite exciting. This is an important consideration when evaluating contemporary [...]