_ .. / google / teach / engineer(s) / politic / adventure(s) / X / ? / _ / .

[] festival(s) [] moral(s) []


... what d'ya mean ... principle(s) ... of least action(s) ... ? ...

experiment knowledge illusion scratch engine craft maze run ar x

[] skill(s) / emotion(s) / impact(s) / trivium / logic / coding []

dream(s) / display(s) / design(s) / education(s) / perspective(s)


tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s) ! Æ


line(s) -- aggression(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


  what can we do against:
  
    aggression(s)?
  
         violence(s)?
  
               could have thought of moment(s)?
  

clip(s) / show(s) / game(s) / cycle(s)

allegory vs algorithm(s) -- game(s)

casual / form(s) / error(s) / gap(s) / _ / .


... the form of the digital game is an allegory for the form of being.

... to be a gamer is to come to understanding through quantifiable failure.


cited from: Gamer Theory

attitude(s) -- creative technology

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

twinkle(s) / difference(s)



... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...

attitude(s) & belief(s)

play / topic(s) / reflect(s) / cycle(s) ! Æ



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

innovation(s) / present(s) / ethic(s) / devart / QR



gamification(s) -- ... augment (y)our reality ! ... / ... ?


experiment knowledge illusion scratch engine craft maze run ar x

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



teaching(s) -- happy / skin(s) / skill(s) / place(s)


* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

identity / creativity

... for beauty is nothing but the beginning of terror, which we are still just able to endure ... and we are so awed because it serenely disdains to annihilate us.

Rainer Maria Rilke

utopia / kinetic(s) / rule(s) / target(s) / slogan(s) / pattern(s)

* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

experiment(s) / moral(s)


... I (strongly) believe ... in technology ... ! ?

experiment knowledge illusion scratch engine craft maze run ar x

surprise(s) / define(s) / trivium / rethoric(s) / pattern(s)

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

reflect(s) / science(s)


...... fundamental of blocking -- don't get hit ......

... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...

search::clock(s)::money / attack(s) / word(s) / now on TV [] ?

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




google(s) / politic(s) / engineer(s) / adventure(s) / ? / _ / .

teaching(s) / ethic(s)


... it's time to get back in the box ...


experiment knowledge illusion scratch engine craft maze run ar x

problem(s) / thought(s) / design(s) / education(s) / reference(s)


/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

emotion(s) / impact(s)


new building(s) = old idea(s)/brick(s):work
old building(s) = new idea(s)/media:game(s)

experiment knowledge illusion scratch engine craft maze run ar x


problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



allegory vs algorithm(s) -- casual revolution(s)

algorithm(s) / space(s) / error(s) / rule(s) / _ / .

the casual revolution is a re-invention of both games and players.

... casual game design is a genuine innovation in game design and a return to lessons long forgotten ...

while the idea of the less-dedicated, less-obsessed casual player helps us to move beyond the prejudice that video game players are nerdy and socially inept.

cited from: The Casual Revolution

/ play / score(s) / flower / story / game(s) / wave(s) / cycle(s)

line(s) -- modern / math(s) / chart(s) / social(s) / class / war(s) /

_ .. / # / understanding / chart(s) / science(s) / scenario(s) / _ / .

innovation(s) / collaboration(s)



statistic(s) / chartjunk is a clear sign of statistical stupidity.

experiment knowledge illusion scratch engine craft maze run ar x

orientation(s) / powerpoint is evil / (X) / talk(s) / beauty

/ play / teaching(s) / perspective(s) / visualize(s) / story / cycle(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

[] idea(s) / ethic(s) []


...... [tell me] ! ... (why) are you (not) cheating ? ... (please) ......


... ... ... brain(s) engine(s) script(s) control(s) narrative(s) impact(s) closure(s) ... ... ...

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


play / choice(s) & challenge(s)

remember |> (.CREATEwar(s) (+/+)

confession(s) / resource(s)


video(s) / topic(s) / / reflect(s) / insanity / war(s) / skill(s) / cycle(s)


line(s) -- question(s) / difference(s) / metaphor(s) / mission(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

[] gamification(s) / scenario(s)


future(s) / creativity is contagious


/ slogan(s) / topical media / do(s) / observation(s) / / ?

/ design(s) / problem(s) / change(s) / flower(s) / game(s) / cycle(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

question(s) / ethic(s)

(P)IM MMA SG


...... catch raw scribble grid stove ... get lost ... ...

... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...

clock(s) :: face(s) / education(s) / trail(s) / now on TV ?

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



line(s) -- theme(s) / coffee / grind(s) / thesis /

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .




a mathematician is a device for turning coffee into theorems


... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

/ Erdos / idea(s) / joke(s) / perspective(s) ?

/ science(s) / role(s) / digital(s) / flow(s) / mechanic(s)


teaching(s) -- collaboration(s) / metaphor(s) / visualization

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

cult(s) / method(s) / rule(s) / mind(s) / howto(s) / cycle(s)


the tools used in (y)our experiments of collaboration are a means and not an end in itself, so, together, we must determine what works and what does not. Your comments and evaluations, and possibly suggestions, are highly appreciated, although never as much as your actual constructive work!

/ slogan(s) / topical media / difference(s) / blog(s) /

/ design(s) / pattern(s) / change(s) / flower(s) / game(s) / cycle(s)


communication(s) -- n-grams

world(s) / science(s) / error(s) / _ / .


THE HEAD AND IN FRONTAL ATTACK ON AN ENGLISH WRITER THAT THE CHARACTER OF THIS POINT IS THEREFORE ANOTHER METHOD FOR THE LETTERS THAT THE TIME OF WHO EVER TOLD THE PROBLEM FOR AN UNEXPECTED (GUEST)

from Claude Shannon A Mathematical Theory of Communication



cited from: Expressive Processing / classic(s)

line(s) -- composition(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


composition = the art of the decorative arrangement of the various elements available to the artist for the expression of his feelings

Matisse



discipline(s) / color(s) / flower(s) / game(s) / cycle(s)


line(s) -- confession(s) / designer(s) / tablet(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

twinkle(s) / difference(s)


my wife bought an iPad, and I love it



manifesto(s) / don't just dream, (they) do!

blog(s) / pattern(s) / change(s) / game(s) / resource(s) / cycle(s)


teaching(s) -- education(s) / spark(s) / fragment(s) / trail(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

[] idea(s) [] experiment(s) []


... ... confusion is ... the origin of creativity ... ...


... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

[] game(s) rule(s) engine(s) math domain(s) []

play / tribe / network(s) / identity / flow(s) / chart / cycle(s) ! Æ


* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

experiment(s) / moral(s)


...... blind(s) judge(s) control(s) brain(s) rethoric(s) ......


experiment knowledge illusion scratch engine craft maze run ar x

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




google(s) / politic(s) / engineer(s) / adventure(s) / ? / _ / .

innovation(s) / ethic(s)


creative technology brings you back in the box ...


experiment knowledge illusion scratch engine craft maze run ar x

problem(s) / display(s) / design(s) / education(s) / perspective(s)


/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


definition(s) -- creativity / challenge(s) / quote(s)

_ .. / method(s) / dream(s) / vision(s) / dilemma(s) / _ / .

Newell & Shaw (1962), from R.L. Glass Software Creativity 2.0


teaching(s) -- (crude) look(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

identity / creativity


it is vitally important that we supplement our specialized studies with serious attempts to take a crude look at the whole

Murray Gell-Mann (Nobel prize physics 1969)

math(s) / perspective(s)

/ science(s) / product(s) / digital(s) / flow(s) / mechanic(s)


space(s) -- creative technology (...) game(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .



  
                  CT[..]G
  
  
  
  

... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

play / display(s) / project(s) / ground(s) / game(s) / cycle(s) ! Æ


_ .. / # / artist(s) / vision(s) / future(s) / education(s) / science(s) / _ / .

twinkle(s) / difference(s)


... it is a miracle that curiosity survives formal education ...

experiment knowledge illusion scratch engine craft maze run ar x


Einstein / physic(s) / question(s)

play / collaboration(s) / engineer(s) / imagination(s) / cycle(s)


_ .. / ... / skin(s) / obstacle(s) / place(s) / failure(s) / culture(s) / _ / .

twinkle(s) / difference(s)


form(s) / design = to initiate change in man-made things

experiment knowledge illusion scratch engine craft maze run ar x


methods / guide(s) / student(s) / parent(s) / teacher(s)

play / game(s) / rule(s) / teaching(s) / visual(s) / project(s) / cycle(s)


difference(s) -- create(s) / game(s) / reading(s) / mission(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

innovation(s) / culture(s)


... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...

[] from: Carla Hoekendijk / visit(s) / scenario(s)

slogan(s) / topical media / do(s) / reflection(s) / [X/Y/Z] ?

design(s) / pattern(s) / change(s) / flower(s) / space(s) / cycle(s) Æ


line(s) -- design(s) / glimmer(s) / metaphor(s) /

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

twinkle(s) / difference(s)


what is the role for design in a world that is no longer quite as "fabulous" as it once was?

designers-dont-just-dream-they-do.html / dynamic(s)

/ picnic(s) / pattern(s) / change(s) / game(s) / routine(s) / cycle(s)


... / skin(s) / role(s) / logic(s) / place(s) / science(s) / space(s) / vision(s) / _ / .

creativity = connecting dots
one would not look at, normally ...

. / Alain Kay / screen(s) / wire(s) / cycle(s) / ..


_ .. / ... / singularity / logic(s) / eliminate(s) / vision(s) / _ / .

twinkle(s) / difference(s)


creativity = (re)connecting ...
one would not look at, normally ...


Alain Kay / []

entertainment / tinkerer(s) / guide(s)

play / math(s) / project(s) / wire(s) / screen(s) / dream(s) / cycle(s)



_ .. / / engineer(s) / experience(s) / imagination(s) / mission(s) / _

magic / technology


... reason can dream what dream(s) cannot reason ...

experiment knowledge illusion scratch engine craft maze run ar x

Nicolas Snowden Willey, 1965, from Design Methods

understanding / future(s) / undo(s) / math(s) / X / ethic(s)

play / war(s) / pill(s) / flower(s) / itch(es) / cycle(s) ! Æ



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

experiment(s) / moral(s)

experience economy

  • aesthetic(s)
  • narrative(s)
  • performance(s)
  • interaction(s)

technology / innovation(s) / craft(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

question(s) / ethic(s)

(P)IM MMA SG


...... educational games @ facebook ... get lost ... ...

... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...

search: clock(s) :: face(s) / word(s) / trail(s) / now on TV [] ?

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

craft(s) / impact(s) / ...


exuberance                              anxiety


contentment                          depression
... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...


problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

engineer(s) moral(s)


... work is the constrained release of energy but it often takes work to construct the constraint(s) ...

Stuart A. Kauffman: Investigations

... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




dream(s) / theme(s) / force(s) / role(s) / engineer(s) / _ / .

twinkle(s) / difference(s)

it is the process of design, in which diverse parts of the give-world of the scientist and the made-world of the engineer are reformed and assembled into something the like of which nature had not dreamed, that divorces engineering from science and marries it to art.

H. Petroski -- To Engineer is Human / miracle(s)


play / physic(s) / math(s) / cycle(s)


imagination(s) -- parent(s) / error(s)

science(s) / communication(s) / chance(s) / _ / .

twinkle(s) / difference(s)

... unlike the requirement that error must be removed from a computer program, however, the likelihood of error must be tolerated even in the normal individual if the brain is to confront novelty in an adaptive fashion.


second nature -- brain science and human knowledge

disobedience(s) / program(s) / individual(s) / cycle(s)


* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

experiment(s) / moral(s)


... fun is highly overrated ... power, identity, excitement ... it's all in the game ...

... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

[] creative ethic(s) / model(s) / talk(s) []


gamification(s) -- ... augment (y)our reality ! ... / ... ?


download layar

[] pitch / point(s) / teach / mission(s) []

* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ


question(s) -- work(s) / serious / metaphor(s) / replay(s) / create(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

science(s) / utopia / perspective(s) / motto(s) / QR


... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

happiness / technology / experience(s) / moral(s) / theme(s)

design(s) / pattern(s) / change(s) / flower(s) / game(s) / cycle(s)



_ .. / dream(s) / free / creative / human(s) / _ / .

it is as if each creature has the power to dream itself out of one existence into a new one, one step higher on the ladder of things

David Malouf An Imaginary Life


experience(s) -- economy of dream(s) / law(s) / gamification(s) ?


vision(s) / economic(s) / challenge(s) / product(s) / mechanic(s) / _ / .

twinkle(s) / difference(s)

evidence of the dream society can be found in business models that incorporate stories into products, services, strategies and advertising ...

experiment knowledge illusion scratch engine craft maze run ar x

dream society & experience economy / mission(s) / plan(s)

remember: play / theme(s) / screen(s) / adventure(s) / cycle(s) ! Æ



_ .. / logical / understanding / vision(s) / change(s) / experience(s) / _

twinkle(s) academic(s) trail(s)


we're in a big social experiment,
where it ends up, I don't know ... !

... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...

challenge(s): it [ 1 2 3 4 5 6 7 8 ] impact(s) / school (s) []

computers transform / X / undo(s) / relation(s) / pattern(s)

play / risk(s) / space(s) / tribe(s) / behavior(s) / life / cycle(s) ! Æ


line(s) -- creativity / failure(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

twinkle(s) / difference(s)

failure is an unacceptable difference between expected and observed performance

Henry Petroski -- Success through Failure

(re)work(s) / (re)boot(s) / success

play / dream(s) / physic(s) / math(s) / skill(s) / cycle(s)


perspective(s) -- fear(s) / / thesis / / ring(s) /

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

identity / creativity


walk(s) / who's afraid for (red/yellow/blue)



/ marker(s) / idea(s) / math(s) / barnett newman

/ science(s) / role(s) / digital(s) / flow(s) / mechanic(s) / cycle(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

identity / innovation(s)


confession(s): ... problem(s) ... establish ... norm(s) ...

surprise(s) / rule(s) / campaign(s) / mission(s)

experiment knowledge illusion scratch engine craft maze run ar x

answer(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




_ .. / ... / media / science / produce(s) / vision(s) / miracle(s) / _ / .

fire then wire

resource(s) / second nature / network(s) / theme(s)

play / game(s) / story / ground(s) / art(s) / project(s) / cycle(s)


line(s) -- focus!

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

defragment (y)our mind(s)

quote(s) / game(s) / cycle(s)


engineer(s) / dream(s) / product(s) / relationship(s) / _ / .

twinkle(s) / difference(s)

structural engineering is the science and art of designing and making, with economy and elegance, buildings, bridges, frameworks and other similar structures so that they can safely resist the force(s) to which they may be subjected.

H. Petroski -- To Engineer is Human


play / physic(s) / math(s) / cycle(s)



dream / creative / human / existence / innovation(s) / _ / .

twinkle(s) / difference(s)

... but we are free after all, we are bound not by the laws of our nature but by the way(s) we can imagine ourselves breaking out of those laws without doing violence to our essential being. we are free to transcend ourselves, if we have the imagination for it ...

... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...

David Malouf, An Imaginary Life

play / word(s) / physic(s) / math(s) / cycle(s)


topic(s) -- fun / science(s) / plan(s) / project(s)

_ .. / ... / vision(s) / science / art(s) / education(s) / machine(s) / _ / .

innovation(s) / collaboration(s)


science(s) -- take(s) the fun out of humor!?



way(s): [ stair(s): 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 ]:fun/joke(s)
blind / theory / fear(s) / kill(s) / xp(s) / / end(s) / failure(s)

play / poet / casual / flower / story / game(s) / wave / cycle(s) ! Æ



_ .. / dream(s) / ... / miracle(s) / innovation(s) / project(s) / _ / .

twinkle(s) / difference(s)


the imagination jumps from present fact(s) to future possibilities


J.P. Page, 1966, quoted from J.C. Jones Design Methods

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)

allegory vs algorithm(s) -- space(s)

_ .. / experience(s) / error(s) / gap(s) / space(s) / screen(s) / _ / .


the game is a knowable algorithm from which you know you can escape.
... gamespace is an unknowable algorithm from which there is no escape.
the game is just like the gamespace of everyday life, except that the game can be saved.

cited from: Gamer Theory

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


allegory vs algorithm(s) -- world(s)

error(s) / quest(s) / form(s) / algorithm(s) / _ / .

the gamespace opens a critical gap between what gamespace promises and what it delivers

... the game is true in that its algorithm is consistent, but this very consistency negates a world that is not!

what is true is not real, what is real is not true, this is what the double movement of allegorithm and allegory have to report.

cited from: Gamer Theory


_ .. / artist(s) / developer(s) / skin(s) / beauty / pattern(s) / _ / .

twinkle(s) / difference(s)

it is skill surmounting difficulty, and beauty triumphing over skill

(art) ..., to snatch this grace beyond the reach of art is then the height of art -- where fine art begins, and where mechanical skill ends.

William Hazlitt -- THE PLEASURE OF HATING / prank(s) / TED

dynamic / script(s) / steal / flow / theme(s) / flower / cycle(s)


line(s) -- hack(s) / vision(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

now / problem(s)

... hacking is the art of creative problem solving, whether that means finding unconventional solution(s) to a difficult problem or exploiting holes in sloppy programming.



hacking -- the art of exploitation

play / ground(s) / program(s) / cycle(s)


_ .. / innovation(s) / theory of mind(s) / secondlife(s) / force(s) / _ / .

twinkle(s) / difference(s)

game(s) / persuasive(s) = story + dilemma(s)

... relationships are things that happen only in a virtual world, and we are able to move backwards and forwards between the physical world of interactions (real events) and the virtual world in which these events are constituted into relationships in order to be able to understand what the significance of specific actions is or might be, or how two relationships impinge upon eachother. [Robin Dunbar -- The Human Story (p. 66)]

play / rethoric(s) / physic(s) / math(s) / cycle(s)


idea(s) -- apple(s) / method(s) / think different

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

... ... Here's to the crazy ones. The misfits. The rebels. The troublemakers. The round pegs in the square holes. The ones who see things differently. They're not fond of rules. And they have no respect for the status quo. You can quote them, disagree with them, glorify or vilify them. About the only thing you can't do is ignore them. Because they change things. They push the human race forward. And while some may see them as the crazy ones, we see genius. Because the people who are crazy enough to think they can change the world, are the ones who do ... ...

play / attitude(s) / manifesto(s) / reflect(s) / parent(s) / cycle(s) ! Æ


line(s) -- ignorance(s) = bliss

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


knowledge is (often not) a solution, but a problem ...


rule(s) / kill(s) / game(s) / media:12-4 / cycle(s)


* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

judge(s) / building(s)


IMPACT = Contrast
                 Reach
                       Exposure
                              Attention
                                     Target
                                           Echo 

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



line(s) -- literacy / improvement(s) / workshop(s) / talk(s) /

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

twinkle(s) / difference(s)


the problem is, ... whatever you do, ...
it probably needs an improvement, or two ...



/ presentation(s) / creativity / deliverable(s) / guide(s) / love(s)

play / flow(s) / science(s) / code(s) / routine(s) / game(s) / cycle(s)



_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


innovation insanity -- the amount of talent, of creativity, of innovations out there remains staggering: invent, improve, copy ... or perish.

experiment knowledge illusion scratch engine craft maze run ar x


career(s) / trendwatching.com/trends/innovationinsanity


error(s) / flower(s) / cycle(s)


line(s) -- inspiration(s) / infoart(s) / game(s)


_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


  AI
  
                       []
  
                                             VR
  

idea(s) / media:iv / cycle(s)



understanding / skin(s) / place(s) / form(s) / _ / .

twinkle(s) / difference(s)


human computer interaction is a symmetric relation

experiment knowledge illusion scratch engine craft maze run ar x


mouse site(s) / infosphere(s) / intelligence(s) / human(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)

teaching(s) -- invitation(s) / spark(s) / education(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

innovation(s) / collaboration(s)


  creativity
              is
                  an invitation
  
                      and not an obligation ...
  

game(s) / cycle(s) ! Æ

difference(s) -- create(s) / game(s) / reading(s) / mission(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

創造的技術 / 新しいメディア
そうぞうてき ぎじゅつ / あたらしいメディア

travel(s) / celebrating difference(s)

... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...

from: Carla Hoekendijk / visit(s) / scenario(s)

/ slogan(s) / topical media / do(s) / reflection(s) / / ?

/ design(s) / pattern(s) / change(s) / flower(s) / space(s) / cycle(s)


the car starts to smoke and stops ...

_ .. / presentation(s) / understanding / failure(s) / _ / .

Henry Petrosky -- Success through Failure / joke(s) / more joke(s)

play / physic(s) / math(s) / cycle(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

experiment(s) / ethic(s)


...... (please) ... [tell me]! ... what do you (not) know? ......


experiment knowledge illusion scratch engine craft maze run ar x

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




_ .. / understanding / place(s) / miracle(s) / chart(s) / _ / .


education(s) question(s) moral(s) rethoric(s)


... writing shares a strange feature with painting.

... the offspring of painting stand there as if they were alive, but if anyone asks them anything, they are solemnly silent.
the same is true of written words ...

Phaedrus, 275d -- Kieron O'Hara: Plato and the Internet


norm(s) utopia rule(s) ethic(s) answer(s) failure(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



_ .. / future(s) / dot(s) / miracle(s) / place(s) / science(s) / _ / .

twinkle(s) / difference(s)


... to all appearance(s), the artist acts like a mediumistic being who, from the labyrinth beyond time and space, seeks his way out to a clearing ...

... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

vision(s) / color(s) / Marcel Duchamp, Houston 1958 / screen(s)

play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s) Æ



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

experiment(s) / moral(s)

I hear and I forget
I see and I remember
I do and I understand

Confucius

experiment knowledge illusion scratch engine craft maze run ar x

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



line(s) -- learning

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .



learning is really remembering


experiment knowledge illusion scratch engine craft maze run ar x


Plato, cited from free play, p. 34

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


more is less / _ / .

more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less more is less is less



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

mission(s) / present(s) / ethic(s) / QR



... teach them a lesson! ...
or ... share (y)our ... inspiration(s) ... !?

... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



line(s) -- literacy / problem(s) / workshop(s) / talk(s) /

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

twinkle(s) / difference(s)


life is understood backwards but must be lived forwards

Kierkegaard from: how nature works

/ machine(s) / creativity / perspective(s) / guide(s) / love(s)

play / flow(s) / science(s) / code(s) / routine(s) / game(s) / cycle(s)



_ .. / relation(s) / experiment(s) / understanding / ... / science / _ / .

innovation(s) / collaboration(s)


... I don't see the deep thinking. I see superficial connecting of dots rather than logical thinking,


Dan Siewiorek, Carnegie Mellon University / pattern(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

question(s) / ethic(s)


...... look for utopia, ...
ask (y)ourselves why, and -- ... get lost ......

... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...

room(s) / now on TV

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



manifesto(s) -- creative technology / jam(s) / sell(s) / education(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


  we Are                  (WANT)
  we Believe              (WISH)
  we Can                  (WILL)
  
Q: what is the manifesto as a product?
A: 2 side(s): [ text:1 2 / image(s) ]


/ idea(s) / reflect(s) / scenario(s) / confrontation(s) / cycle(s)


manipulation(s) -- creativity

challenge(s) / method(s) / dilemma(s) / quote(s) / _ / .

quoted from R.L. Glass Software Creativity 2.0


google(s) / politic(s) / engineer(s) / adventure(s) / X / ? / _ / .

twinkle(s) / culture(s)


you can't play, unless you've done the work to become a master


experiment knowledge illusion scratch engine craft maze run ar x

problem(s) / display(s) / design(s) / education(s) / perspective(s)


/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)



experience(s) / ... / science / _ / .

twinkle(s) / difference(s)


... a mathematician is like a blind man in a dark room looking for a black cat that isn't there ...


misattributed to Charles Darwin -- cited from vision(s)


play / program(s) / particle(s) / physic(s) / engineer(s) / cycle(s)



_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

twinkle(s) / difference(s)

I know why you're here. I know what you've been doing ... why you hardly sleep, why you live alone, and why night after night, you sit by your computer. You're looking for it. I know because I was once looking for the same thing. And when I found it, I knew what I'd been searching for. I was looking for an answer. It's the question that drives us. It's the question that brought you here. You know the question, just as I did." --- the (sorta) matrix

/ dream(s) / pill(s) / produce(s) / game(s) / cycle(s)


method(s) -- idea(s) / teaching(s) / isolationism(s) / plan(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

theme(s) / reflect(s) / cycle(s)


line(s) -- mile(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


a journey of 1K miles begins with the first step(s)


media/iv / game(s) / cycle(s)

theory of mind -- level(s) of intentionality / force(s)

expression(s) / relationship(s) / experience(s) / _ / .

Peter believes [1] that Jane thinks [2] that Sally wants [3] Peter to suppose [4] that Jane intends [5] Sally to believe [6] that ... her ball is under the cushion.

Robin Dunbar -- The Human Story (p. 46) / cycle(s)


line(s) -- talk(s) / mirror(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

twinkle(s) / difference(s)

Narcissus sees his reflection in the water and falls in love with his own beautiful face, of which his mother was surely proud. The nymph Echo answers the young man's call because she is in love with his beauty. Echo's answering calls deceive Narcissus ...

from: the drama of being a child / sensor(s) / show(s) / media


play(s) / experience(s) / screen(s) / vision(s) / game(s) / cycle(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

innovation(s) / present(s) / ethic(s) / QR / run / ACE



... what is/are (y)our mission(s) ... / ... !?


... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

dream(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

technology / experiment(s)


relevance                              services

          triggers in context

connectors                   notification space

glass / game(s) / story / build(s) / TV / impact(s) / future(s)


problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

academic(s) / science(s)


...... money is the biggest mistake ever made ......

... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...

search:: clock(s) :: alpha / bitcoin(s) / word(s) / now on TV [] ?

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



less is more / _ / .



less is more


. / .. / ... / ....



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

engineer(s) moral(s)


... no I will not teach: ... networks, data science, socio-technical ecosystems, web science ... ! ?

tenure track(s) / ... / trivium / ... / logic / pattern(s)


problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

teaching(s) / moral(s)

creative technology @ facebook

... the inevitable question(s): did you submit your contribution(s) to the ... yet? and did you ask the others whether they did? ...

robert axelrod: an evolutionary approach to norms

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




_ .. / dream(s) / ... / miracle(s) / innovation(s) / project(s) / _ / .

twinkle(s) / difference(s)


... the future is here. It's just not widely distributed yet ...


William Gibson (thanks Herjan!)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

experiment(s) / moral(s)


... pain is inevitable, suffering is optional ... ?



surprise(s) / define(s) / trivium / rethoric(s) / pattern(s)

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



line(s) -- paint

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


paint as you like and die happy

Henri Miller

teaching(s) --[drop(s)] change(s) / talk(s) / manifesto(s) / plan(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

moral(s) / space(s) / input(s)


... it is all a matter of perspective(s) ... ! ?


experiment knowledge illusion scratch engine craft maze run ar x

love story / screen(s) / experience(s) / mission(s) / ethic(s)

topic(s) / silence(s) / manifesto(s) / reflect(s) / koan(s) / cycle(s) Æ


teaching(s) -- serious / persuasive game(s) / fear(s) / ring(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

innovation(s) / collaboration(s)

game(s) / persuasive(s) = story + dilemma(s)

... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...



target(s) / idea(s) / perspective(s) / sign(s) / (X) / network(s)

/ science(s) / role(s) / digital(s) / flow(s) / mechanic(s) / cycle(s)


product(s) -- creative technology manifesto / pattern(s) / game(s)


_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

confession(s) / war(s)

... I need statement(s), not phrase(s) ...


I'll teach you the ABC

blog(s) / ... / difference(s) / idiot(s) / media / identity / Æ

play / hacker(s) / idea(s) / topic(s) / reflect(s) / cycle(s)



_ .. / google / teach / engineer(s) / politic / adventure(s) / X / ? / _ / .

festival(s) / moral(s)


... ... a plan is the result of an exercise in the (creative) freedom of choice ... ... !?

experiment knowledge illusion scratch engine craft maze run ar x


dream(s) / display(s) / design(s) / education(s) / perspective(s)


tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s) ! Æ


perspective(s) -- travel(s) / player(s) /

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .



... by transforming playful activities into game(s) we can lengthen and deepen the experience ...

... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

casual(s) / context(s) / design(s) / utopia / war(s)

creativity: [ video / game(s) ] / book(s) / resource(s)

science / product(s) / digital / flow(s) / mechanic(s) / cycle(s) ! Æ


teaching(s) -- serious / metaphor(s) / replay(s) / creative(s) / war(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

identity innovation(s)


... travel(s) what is the point of point(s) ... ! ?


data / unquantified self / undo(s) / digital trance / context(s)
slogan(s) / DICE 2010 / war(s) / quantifiedself.com

design / pattern(s) / change(s) / flower(s) / game(s) / cycle(s) ! Æ


line(s) -- power(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

twinkle(s) / difference(s)


death by powerpoint

... ... ... brain(s) engine(s) script(s) control(s) narrative(s) impact(s) closure(s) ... ... ...

rule(s) / guideline(s) / map(s) / resource(s) / inspiration(s)

play / ... / project(s) / cycle(s)


google(s) / politic(s) / engineer(s) / adventure(s) / X / _ / .

twinkle(s) / difference(s)


... problem(s) can be solved, dilemma(s) only optimized ...

experiment knowledge illusion scratch engine craft maze run ar x


ubercool.com / thought(s) / plan(s) / ethic(s) / war(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


line(s) -- product(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

innovation(s) / collaboration(s)


(the) process is (part of the) product



show(s) / blog(s) / story / scenario(s)

/ screen(s) / place(s) / play(s) / game(s) / cycle(s)


perspective(s) -- nrc / program(s) / ground(s) / power(s) / identity

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

twinkle(s) / difference(s) / script(s)


program or be programmed


10 commands for a digital age / school(s) / mission(s)

scratchable(s) / server(s) / hacker(s) / horror(s) / resource(s)

play / coffee / math(s) / rethoric(s) / project(s) / cycle(s)


project(s) -- Aristotle / visual(s) / education(s) / method(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

twinkle(s) / difference(s)

experiment knowledge illusion scratch engine craft maze run ar x

deliverable(s) / defragment(s) / pill(s) / story / idea(s)

/ product(s) / flower(s) / dynamic(s) / challenge(s) / skill(s)



_ .. / chance(s) / force(s) / role(s) / space(s) / screen(s) / _ / .

identity / creativity

the quality without a name in us, our liveliness our thirst for life, depends directly on the patterns in the world, and the extent they have this quality for us

from: Christopher Alexander -- The Timeless Way of Building

experiment knowledge illusion scratch engine craft maze run ar x

quoted from: Michael Nitsche -- Video Game Space

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)

line(s) -- rational choice(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


skill means arranging your life so you never have to make a rational choice

write(s) / casual(s) / skill(s)

/ science(s) / digital(s) / flow(s) / mechanic(s) / cycle(s)


teaching(s) -- literacy / problem(s) / workshop(s) / talk(s) /

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

[] twinkle(s) / innovation(s) []


... we must learn to free ourselves from seeing things the way they are ...

how nature works / moral(s) / pattern(s)

machine(s) / math(s) / guide(s) / love(s) / plan(s) / AR

* play / flow(s) / science(s) / code(s) / routine(s) / game(s) / cycle(s)


line(s) -- reboot(s) / mind(s) & machine(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

reboot (y)our society

machine(s) / fail(s) / frog(s) / joke(s) game(s) / cycle(s)

perspective(s) -- resource(s) / workshop(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

innovation(s) / collaboration(s)


routines are resources for action, knowledge of others' routines can be resources for interaction


dynamic(s) / pattern(s) / discipline(s) / game(s) / routine(s)


* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ


teaching(s) -- think!

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

think --> exist --> identity --> review

hence by modens tollens

not review --> not identity ---> not exist --> not think --> not grading

[QED]


/ student(s) / review(s) / teaching(s) / game(s) / cycle(s)


role(s) -- engineer(s) / designer(s) / artist(s)

workshop(s) / dream(s) / theme(s) / force(s) / miracle(s) / _ / .

loosely based on John Chris Jones -- Design Methods p. 11

play / physic(s) / math(s) / cycle(s)


perspective(s) -- routine(s) / workshop(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

twinkle(s) / difference(s)


story = (routine) breaking point(s) ...



dynamic(s) / pattern(s) / discipline(s) / game(s) / resource(s)


* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ



understanding / skin(s) / logic(s) / place(s) / _ / .


"write once, run anywhere" is really something of an aspirational slogan rather than a reality


blog(s)


teaching(s) -- sell(s) / talk(s) / ignorance(s) / manifesto(s) / plan(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

moral(s) / communication(s)


... universal education through schooling is not possible ! ? ...

... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...

deschooling society / academic(s) / illusion(s) / education(s)

topic(s) / silence(s) / manifesto(s) / reflect(s) / koan(s) / cycle(s)


imagination(s) -- science(s)

knowledge / error(s) / science / art(s) / representation(s) / _ / .


... science is imagination in the service of verifiable truth

its ultimate power, of course, is in understanding, and as we see around us, its reach in technology is stunning.

... but the brain origins of imagination in science do not differ from those necessary for poetry, music or the building of ethical systems.

Gerald M. Emerson: second nature -- brain science and human knowledge


* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

experiment(s) / moral(s) / ...


... don't scratch ...
when there is no itch ...

emotion(s) / action(s) / script(s) / reflect(s) / impact(s) / sandbox

... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



line(s) -- thesis / require(s) / coffee / math / trivium

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


scenario(s) / sometimes a scream is better than a thesis



Manfred Eigen / artist(s) / manifesto(s) / logic
: [ boson / mass / particle / effect / quest / starwars / travel(s) ]

science(s) / role(s) / digital / flow(s) / mechanic / cycle(s) ! Æ



_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


screen(s) ... the most dominant persuasive technology


play / urban / choice(s) & challenge(s) / travel(s)

remember |> (.CREATEwar(s) (+/+)

confession(s) / resource(s)

topic(s) / screen(s) / / reflect(s) / war(s) / skill(s) / cycle(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

innovation(s) / moral(s)


... in search of the ... adjacent possible(s) ... ! ?

Stuart A. Kauffman: Investigations

search:: money -- word(s) / game(s):: [google/wolfram]:eliza


problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



slogan(s) -- engineering / metaphor(s) / replay(s) / rule(s) / plan(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

identity / creativity

creative technology -- education(s) / war(s) / cycle(s) ?

difference(s) / point(s) / undo(s) / context(s) / phrase(s)

design(s) / pattern(s) / change(s) / flower(s) / game(s) / cycle(s) Æ


line(s) -- share design(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

share (y)our design(s)!

game(s) / cycle(s)


* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

adventure(s) / dream(s)


... on the seashore(s) of endless world(s), children play ...

Tagore, quoted from playing and reality

... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



teaching(s) -- silence / communication(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

innovation(s) / collaboration(s)


... ideas and insights need to cool over a period of time ...

free play

... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...


play / education(s) / discipline(s) / science(s) / cycle(s) ! Æ


perspective(s) -- gogbot(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .




the singularity is near

... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...




play / search / color(s) / game(s) / cycle(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

idea(s) / science(s)



...... ... skill ... is highly undervalued ... ......

... ... ... brain(s) engine(s) script(s) control(s) narrative(s) impact(s) closure(s) ... ... ...

topical / story / game-on / AR / math game(s) / build(s) / TV / fix

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



ritual(s) -- engineering / education(s) / replay(s) / rule(s) / plan(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

creativity / mission(s)

architecture(s) -- building(s) / space(s) / art(s)

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politic(s) / nature(s) / undo(s) / role(s) / learn(s) / ethic(s)

design(s) / pattern(s) / change(s) / flower(s) / game(s) / cycle(s) Æ



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

experiment(s) / moral(s)


... _ ... _ worth spreading _ ... _ ? ...

... ... ... brain(s) engine(s) script(s) control(s) narrative(s) impact(s) closure(s) ... ... ...

tool(s) / trivium / rethoric(s) / pattern(s) / talk(s) []

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



line(s) -- pirate(s) of silicon valley

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


scenario(s) / good artists create ..., great artists steal



leonardo da vinci / poet(s) / manifesto(s)

trailer / documentary
interview(s): [ 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 ]
video(s): [ about / 1983 / windows / ipad / praise / stealing ]

/ math(s) / science(s) / product(s) / digital(s) / flow(s) / game(s)


teaching(s) -- media / story / workshop(s) / talk(s) / system(s) /

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

identity / creativity


a story can be regarded as a meaningful pattern of information


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love the flow(s) / machine(s) / guide(s) / love(s) / theme(s)

play / flow / science(s) / code(s) / routine(s) / game(s) / cycle(s) Æ



_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


... Quiet Days in Clichy takes us back to a time and place when people went out and had FUN ... (just to remind you -- fun is something that you have in the streets and not on facebook!) ...


/ idea(s) / game(s)

/ play / story / silence(s) / science(s) / cycle(s)



_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .



I will ask then, why is it really worthwhile to make a serious study of ...

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school(s) / question(s) / workshop(s) ?

play / program(s) / particle(s) / physic(s) / engineer(s) / cycle(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _


game(s) as social system(s) / display(s)

syntaxsemanticspragmatics
actor(s) player(s)/place(s)role(s)goal(s)
rule(s) event(s)/exploration(s)evaluationfacilitators
resource(s)game space(s)situationcontext(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ


teaching(s) -- sell(s) / talk(s) / ignorance(s) / manifesto(s) / plan(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

education(s) / communication(s)


... I am not here to please you, but to teach you ! ? ...



love story / academic(s) / illusion(s) / experience(s)

topic(s) / silence(s) / manifesto(s) / reflect(s) / koan(s) / cycle(s) Æ


topia(s) -- matrix / ethic(s) / metaphor(s) / replay(s) / create(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

dream(s) / teaching(s) / politic(s)

moral(s) / theme(s) / plan(s) / quest(s) / ritual(s) / manifesto(s)

/ design(s) / pattern(s) / change(s) / flower(s) / game(s) / cycle(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

idea(s) / science(s)


...... ... the medium is ... the message ... ......

... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...

topical / story / game-on / AR / math game(s) / build(s) / utopia / tv


problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



teaching(s) -- serious / metaphor(s) / example(s) / replay(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

innovation(s) / collaboration(s)




slogan(s) / trail(s) / topical media / war(s) / utopia / plan(s)

design / pattern(s) / change(s) / flower(s) / game(s) / cycle(s) ! Æ



_ .. / knowledge / skin(s) / place(s) / chart(s) / engineer(s) / _ / .

identity / creativity


... to understand is to be capable of doing ...

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Goethe (from Design as Art, Bruno Munari) / trivium / quest(s)

play / physic(s) / math(s) / cycle(s) ! Æ


_ .. / ... / artist(s) / skill(s) / color(s) / display(s) / screen(s) / / _ / .

ethic(s) / game(s) / system(s) / innovation(s) / bead(s)


... for the blind man in a dark room ... looking for a black cat that isn't there ...

de appel / skin(s) / essence(s) / trivium / craft / focus

... ... ... brain(s) engine(s) script(s) control(s) narrative(s) impact(s) closure(s) ... ... ...

sensor(s) / scape(s) / math(s) / code(s) / science(s) / hole(s)

play(s) / story / screen(s) / topic(s) / quest(s) / vision(s) / cycle(s)


teaching(s) -- walk(s) / scream(s) /

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

twinkle(s) / difference(s)


what I talk about when I talk about -- walking/media/game(s)



/ idea(s) / fear(s) / perspective(s)

/ science(s) / role(s) / digital(s) / flow(s) / mechanic(s) / cycle(s)


_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

identity / mission(s)

creative technology / new media / 兵法


future(s) / know the other side and know (y)ourself

way(s): [ nina chara herman tenors teresa sid engelbert george elvis eduardo paul ]

pill(s) / defragment / crime(s) / chart / dynamic / war(s)

flower(s) / blog(s) / challenge(s) / ground(s) / skill(s) / cycle(s) ! Æ



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

idea(s) / ethic(s)


...... [tell me] ! ... what is the language of creativity ? ... (please) ......


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problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



line(s) -- literacy / problem(s) / workshop(s) / talk(s) / script(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

twinkle(s) difference(s)


... whatever you do, ...
you'll run into a problem, ... or two ...

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/ machine(s) / creativity / perspective(s) / guide(s) / love(s)

play / flow(s) / science(s) / code(s) / routine(s) / game(s) / cycle(s)



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

experiment(s) / ethic(s)


...... who are you ? [tell me] ! ... (please) ......


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problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

experiment(s) / ethic(s)


experiment knowledge illusion scratch engine craft maze run ar x

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

ethic(s) / moral(s)



... winning game(s) are game(s) winners play ...

investigations

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ




* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

[] idea(s) [] experiment(s) []


...... ... [tell me]! ... (one/two/three) (...) word(s) ... ! ? ......

... ... ... blind(s) judge(s) control(s) brain(s) craft(s) closure(s) ... ... ...

search: life(s) / decor(s) / clear(s) / room(s) / now on TV [] ?

problem(s) / display(s) / design(s) / education(s) / perspective(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



moral(s) -- engineering / innovation(s) / replay(s) / rule(s) / plan(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .

politic(s) ethic(s)

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difference(s) / point(s) / undo(s) / context(s) science(s)

design(s) / pattern(s) / change(s) / flower(s) / game(s) / cycle(s) Æ


line(s) -- write(s) / essay(s)

_ .. / ... / / theme(s) / create / common(s) / art(s) / space(s) / _ / .


well-written stories are our standard way of reflecting about how the world works [Paul Ricoeur]

story / play(s) / visualization / skill(s)

/ science(s) / edit(s) / digital(s) / flow(s) / mechanic(s) / cycle(s)


smart experience lab(s)

_ .. / ... / science / art(s) / value(s) / _ / .

twinkle(s) / difference(s)


... functionality, flexibility, fascination ...




smartxp / creativity / sign(s) / environment(s) / word(s) / blog(s)

play / story / silence(s) / science(s) / cycle(s) ! Æ