Design: April 2008 Archive Page

Wired:
The U.S. Army Intelligence Center is using a custom game to train interrogators, or "human collectors," as they are euphemistically known. Known by the staggering title of Intelligence and Electronic Warfare Tactical Proficiency Trainer Human Intelligence Control Cell, the simulation was designed by General Dynamics from the shooter Far Cry.

The Army game features a virtual detainee and interpreter; the player-interrogator speaks through voice-recognition software to the virtual interpreter, who translates the questions to the prisoner. Designed for rookie interrogators and more experienced personnel needing a refresher course, IEWTPTHICC teaches the player how to work through an interpreter, use culturally appropriate speech and analyze a detainee's body language, according to Lt. Col. Cherie Wallace, deputy head of the new systems training and integration office at the Army intelligence center at Fort Huachuca, Ariz.

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Geeky awesomeness from the Steampunk Workshop.

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Back when the box art had little to do with the way computer games looked, you got used to the cognitive disconnect between the two media.

My brain still hasn't fully processed Infocom Diskgate, when I come across a trove of Atari 2600 cartridges that resemble games I played, but the boxes seem... different.  Here's my favorite.

OhISay.pngCheck out the others at Mightygodking.

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Andy Baio offers some forensic digital journalism:

From an anonymous source close to the company, I've found myself in possession of the "Infocom Drive" -- a complete backup of Infocom's shared network drive from 1989. This is one of the most amazing archives I've ever seen, a treasure chest documenting the rise and fall of the legendary interactive fiction game company. Among the assets included: design documents, email archives, employee phone numbers, sales figures, internal meeting notes, corporate newsletters, and the source code and game files for every released and unreleased game Infocom made.

For obvious reasons, I can't share the whole Infocom Drive. But I have to share some of the best parts. It's just too good.

So let's start with the most notorious -- Milliways: The Restaurant at the End of the Universe, the unreleased sequel to Infocom's The Hitchhiker's Guide to the Galaxy. For the first time, here's the full story: with never-before-seen design documents, internal emails, and two playable prototypes. Sit back, this might take a while.


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This game sounds great. Created by a 14-year-old, says Wired.
With Elementeo, we inject fun into education!

Welcome to the Elementeo game!  In this action-packed game, two or more players wage a chemical war with just one goal in mind - destroy their opponent's electrons to zero!  Armed with their arsenal of elements, compounds, and nuclear reactions, these young chemists strive to create, combat, and conquer the world!

As the commanding general of your army, your job is to move, attack, and strategize with your elements and compounds.  The primary goal is to destroy the most number of your opponent's electrons by the end of the game. 

This army is made up of Element Cards, Compound Cards, and Alchemy Cards. Your element cards range from the powerful creatures like Carbon Conqueror and Sodium Dragon to ones with the mythical powers such as Oxygen Life-Giver and Gold Maharaja!

You also have powerful compounds that you can make during your battles from Salt and Water to Sulfuric acid and Polyvinyl Chloride.   But the game doesn't stop there -- there are also Alchemy Cards like Nuclear Fusion, Slippery Base, and Electron Exchange that you can use to double up the action, excitement, and battle!

Can you hear that roar?  Your army is calling... An epic chemical battle is about to start.  Go ahead, launch your attacks.  

Create. Combat. Conquer!


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My former student Mike Rubino makes a good point about the encrustation of social networking icons that are clogging up the interfaces of content-rich websites.
Now, instead of a website having the normal "E-mail this article"; "Print this article"; and the occasional "Digg this article" link, it's got a slew of other services. You have the option to "FARK" something, "StumbleUpon" something, or "Redd" something.

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Because no service is emerging as the clear victor (and other services keep cropping up), websites are forced to include everyone out of fairness. Sites are going to such extremes that they can no longer fit all the little icons along the bottom, causing them to include the "more..." button. Not only is it all confusingly unnecessary, but it's also ugly design-wise since not every logo is of the same quality. The Del.icio.us logo is hideous, especially next to the Facebook or Digg logos; the same goes for Fark. Media websites that feature large amounts of articles and features aren't always going for the most aesthetic design, but junking it up further with all these little icons (not to mention the ridiculous amount of comments at the bottom of every article) is just a mess.


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For a second, I really wanted this to be true. Great satire from The Onion.

According to Mead's website, the ruling lines in the grad-school-ruled notebooks will be placed 3.55 millimeters apart, making them "infinitely more practical" for postgraduate work than the 7.1 millimeter college-ruled notebooks. In addition, the standard 1.5-inch top margin normally provided for dates and headers will be halved, and the left-hand margin will be eliminated entirely.

"Just think: If you are writing a dissertation on elements of thanatopsis and necromimesis as they relate to cacaesthesian themes of mid-20th-century Irish literature, do you really want your notebook lines to be more than seven millimeters apart?" Luke said. "Of course not."

"When you're in grad school, every millimeter counts," he added.


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This page is a archive of entries in the Design category from April 2008.

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