I was invited to take part in the Sheffield leg of a series of events run by Creative Times called The Beauty of Digital.
I spoke briefly about digital not being a thing, and it being a tool. I made a bunch of slides that looked like this:
It was an enjoyable session with a pretty inquisitive audience. The rest of the speakers were James Wallbank (Access Space), Bea Marshall (Moogaloo) and James Boardwell (Folksy).
1. X1172 by Max Capacity, via New Aesthetic
3. Chromaroma by Mudlark
4. Derby  by Mudlark
5. Birmingham Civic Dashboard by Mudlark
8. One Minute Internet, Part 2: Fukushima (March 12, 2011) by Marcus Brown
10 & 11. MemCode, Issue 2 by Mudlark
14. Ugle by Voy
15. SXAESTHETIC by James Bridle
16. Foo Fighters, Live From Reading ’95 by The Uprising Collective
17. You Don’t Compare Wolf, via New Aesthetic
18. Parasol via Circumambient (oft NSFW)
It’s been a bit quiet here lately, my apologies. To make it up to you, I am going to republish a post I wrote for the Mudlark blog recently. It’s about an iPhone ‘game’ that’s a year old, but accidentally touches on some interesting ideas. Or it’s easy to extrapolate them from the game.
Read on if you like. but I wanted original content!
Hello. I need your help. Recently, I have been playing the wonderfully Victorian, macabre and tricky iPhone game Helsing’s Fire (iTunes link).
It is an excellent take on the German board game Waldschattenspiel (lit. “forest shadow play”), which uses tealights and triangular trees to defeat dwarves. Tom Armitage elicited many coos about it at Interesting North. It looks bloody marvellous, but apparently isn’t that great fun to play. in the shadows.
This post was originally titled “Is there a place in Carcassonne for people like Frankie Roberto?”
Frankie has adopted a hyper-aggressive form of Carcassonne. He plays tiles usually for the detriment of his opponents, rather than the betterment of his own hand. He enjoys nothing more than scoring a giant X onto the game board, scuppering towns or roads.
March forward, Orangemen.
Notes from week one-thousand, three-hundred and ninety
Apologies for the delay. I have been busy. Really. Just last week I went to drink a pint of beer with James Boardwell. True story. Whilst there, we briefly discussed data (every two-bit nerd’s common subject), the opportunities it’s throwing up, and how, as individuals, we’re generating more and more information every-day.
One data-driven project that uses casually created personal data is Mudlark’s Chromaroma (currently in alpha). Chromaroma is an ambient game using Oyster card transactions to gather points, discover mysteries at locations, and provide you with information about your commute. I think there’s a lot more to it than that, experience-wise, but, not being a London-based commuter, I don’t know. I’m not sure that casual competitiveness would encourage me to go out of my standard route, even Gowalla (which I’m very attached to) struggles to force me to stay on an extra bus stop*.
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