Design: May 2008 Archive Page

Thanks for the suggestion, Matt.

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DeadZone.png
Seton Hill recently unveiled a new home page.

The internal pages all seem to be unchanged, so the changes were not radical, but they were welcome.

I have a little quibble with this semi-transparent fold-up menu. The menu itself is a good idea, which lets the designers re-use the artwork created for our print and billboard ad campaigns.  Presumably the prospective students and their families are the ones who are most interested in the artwork -- the rest of us have seen it before.  So overlaying this menu on some of the space reserved for non-functional artwork is a good decision -- these images and these links will both be of interest to the same visitors.

The blue stripe I've added to the image is a dead zone -- click there, and nothing happens.  There's also a dead zone at the end of the line after the text ends.  Everywhere else on the page, the whole rectangular block where a menu item lives is an active button, so the different functionality of this menu widget gets a slight usability penalty.

Offer Rich Multimedia Content to Those Who Ask
 


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My first day back in the office since submitting final grades last Tuesday. Part of it I spent familiarizing myself with some new features in Blender3D, such as an easy way to give objects fur (or grass).  I never noticed the wave modifier before -- that's how I got the purple cube to start jumping up and down.

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The open-source 3D design too, Blender, has just been updated. I was up until well past midnight last night checking the website every half hour or so, waiting for this release... now I notice it's up just as I'm on my way out the door. Oh well, I can look forward to using it tonight after the kids are in bed.
This version supports a new particle system with hair and fur combing tools, fast and optimal fur rendering, a mesh deformation system for advanced character rigging, cloth simulation, fast Ambient Occlusion, a new Image browser, and that's just the beginning. Check the extensive list of features in the log below... have fun!

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#6 is devoted to Infocom text adventures:

And the fact is, the classic Infocom games (I have left it to the reader to pick his or her favorite, as there were so many of such a high quality that it is folly to pick one for this list) were just tremendous entertainment, mainly for two reasons:

Reason 1 is their goofy advertising slogan, which said in one way or another with great irony that their games "had the best graphics". Ha ha ha, yeah, had the best graphics, even though they had no graphics. So clever! But goddammit, tell me you have any visual memory of any video game ever as crisp, vivid, and lifelike as standing in that field west of that white house. Because I sure as hell don't. I can recall every inch of the first level of Doom, better than I can my own house, but I still only see it in 320×200 resolution. That white house exists, thoroughly and completely. And that just makes every moment of one of these games so much more real, more compelling than any graphics could muster.

Reason 2 is that finally unlocking that door and entering the hidden room is as satisfying as any experience to be found in any video game ever. It's almost sexual. It was even better back when you knew you'd done it because the floppy disk drive would have to spool up. Just the thought of it is enough to bring on goosebumps.

The site is heavy on the nostalgia, but does a great job describing why the text games worked their way into our memories.


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Thank you, Rosemary, for sending me this interesting visual essay on the persistence of digital memory, from Instructables.com:
Want to make a flash drive that nobody in a modern office would even think about taking? Hide it in a pink eraser and it's secure in this digital age.

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Blender3D is an awesome, insanely powerful, and completely free 3D design tool.  I've been playing with it for about two years now, and while it took me a while to get used to the interface, I'm getting very comfortable in it. I've already posted blog entries about designing cabinets and a walking hectopus, but I haven't yet shared some of my grander creations, such as the bridge of a steampunk blimpship (lotsa brass, mahogany, and red upholstery).

Anyway, according to the Peach weblog, May 17 or 18 is the date of the release of Blender 2.46.


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According to Metafilter, "Nothing signals the death of a trend like an article in the NY Times Style section."
Even his clothing -- an unlikely fusion of current and neo-Edwardian pieces (polo shirt, gentleman's waistcoat, paisley bow tie), not unlike those he plans to sell this summer at his own Manhattan haberdashery -- is an expression of his keenly romantic worldview.

It is also the vision of steampunk, a subculture that is the aesthetic expression of a time-traveling fantasy world, one that embraces music, film, design and now fashion, all inspired by the extravagantly inventive age of dirigibles and steam locomotives, brass diving bells and jar-shaped protosubmarines. First appearing in the late 1980s and early '90s, steampunk has picked up momentum in recent months, making a transition from what used to be mainly a literary taste to a Web-propagated way of life.

To some, "steampunk" is a catchall term, a concept in search of a visual identity. "To me, it's essentially the intersection of technology and romance," said Jake von Slatt, a designer in Boston and the proprietor of the Steampunk Workshop (steampunkworkshop.com), where he exhibits such curiosities as a computer furnished with a brass-frame monitor and vintage typewriter keys.

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Jason Lutes:

With every step "forward" in any area of human endeavor, something is gained, and with rare exception there is a concomitant loss. I feel this keenly in video game design, as the cutting edge of graphics slices into the future, opening up new and ever hotter arteries of experience for the player, but leaving imagination dead in its wake. Consider an informal visual chronology of computer game graphics:

Left to right, top to bottom: Colossal Cave Adventure (1976), Rogue (1980), Lords of Midnight (1984), Master of Magic (1993), Age of Wonders 2 (2002), Battle for Middle-Earth (2004).

The earliest text adventures used words alone to suggest the game world, allowing the player's imagination to fill in all of the details. Later, the ideogrammatic use of ASCII characters made possible things like the dungeon floorplans of Rogue to be clearly delineated, but that "*" that represented a pile of gold was still something to conjure with. With each step in the progression from limited-palette, low-resolution graphics to high-res 3D models and particle effects -- with each step toward a more photorealistic rendering of the game environment -- the player has to do that much less creative work, that much less imaginative interaction.

I'm not saying it's necessarily a bad progression. The trade-off is that we get games that are more immediately, actively immersive, as opposed to ones in which we have to work to immerse ourselves. Something is lost, but something else is certainly gained. Even as better and better graphics technology is erasing the need for an active imagination in playing video games, increasingly sophisticated game design has made possible a range of consequential (as opposed to imaginative) interactivity that is unparalleled in any other medium. Plus, I'd hazard that most people who play video games don't want to use their imaginations -- they just want a fun ride¹. The more bells and whistles the better.

Each of us probably have our own sweet spot between abstraction and representation, a point where our imagination is fired up by the power of suggestion, but would be extinguished by too much more information.


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The idea isn't new, but the phrasing is clear and effective.  Todd Alcott:
Just as movies began as novelties shown before "real" entertainment, or as nickel entertainments in amusement arcades, well, that describes the early days of gaming as well. Movies went from Train Arriving at a Station to The Great Train Robbery in twelve years and from the 15-minute Great Train Robbery to the maximum-opus Birth of a Nation in seven. Gaming started with Pong and Pac-Man in the 70s and got to Doom in the 90s, then Half-Life a mere four years later. If Half-Life is the Birth of a Nation, that means that the Gone With the Wind of gaming is still in our future, and the Godfather of gaming as well.

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Reuters:
To launch next year as a massively multiplayer online game, or MMOG to those in the gaming community, Lego Universe will let players create online versions of themselves and interact with each other.
Thanks for the suggestion, Rosemary.

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The Weekly Standard does not like The Newseum.
Our terrific country offers lots of ways to make a living, but with the possible exceptions of movie acting and architecture, only modern journalism would have the nerve to celebrate itself with something as gaudy and improbable as the Newseum.

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

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