HKRB Logo Design

My friend Alfie Bown runs the Hong Kong Review of Books. In addition to running some of my illustrations, he recently asked me to come up with a new logo for the site. I woke up a few days later with an idea.

HKRB logo sketches

Somehow the shapes in the negative space of the letters just fell into place.

HKRB logo

The B was the only part I struggled with since it looked more like an 8 in my original sketches. The other letters seemed obvious. I hinted at more of a B-shape by having the background outline bisect the circles. It’s still the weak point in the legibility of the logo but also possibly the most visually interesting part.

Here it is with some color:

HKRB grey/yellow logo

And then I did one more iteration for good measure:

HKRB logo final

This is only my second requested logo design (Rapper friend Alaska was the first). Thanks to Alfie Bown for the opportunity.

Fallen Footwear Logo

Since I don’t have enough to do lately, I started working on another unsolicited logo design, this time for my friend Jamie Thomas’s company Fallen Footwear.

It started, as many of these do, with my waking up with part of it in my head. This time it was the middle Ls. As you can see in the rudimentary sketches on the left in the picture below, they form an arrow pointing down. That was to be the guiding visual concept for this design, which evolved over two weeks of intermittent sketches and doodles.

Fallen logo-sketches

As it came together through the various versions above, I realized it needed some more space. This is what I ended up with:

Fallen logo rough

Once I had that one drawn, it felt kind of empty, too sparse for this particular logo, so I tried filling it out a bit more, and I got this one:

Fallen logo-with grey

Seeing them together like this, I actually like the spindley middle one best. I think the ideal version might be somewhere between it and the more organic one at the bottom. Maybe another iteration is in order.

On the Grid: Nice New Notebooks

If there’s anything I’ve learned definitively about the creative process, it’s that you can’t skimp on tools. Computers, software, and tablets are great and useful for many tasks, but notebooks are the tools I can’t work without. To that end, Princeton Architectural Press puts out Grids & Guides (2015), lovely sets of notebook paper with lines of all kinds.

Grids pads

There’s also the super-good Grids & Guides hardback notebook. Subtitled “A Notebook for Visual Thinkers,” this one has the periodic table of the elements, the planets, the human skeletal system, basic geometry, screw types and sizes, wood joints, alternative alphabets, and 144 blank pages of lines and patterns, some of which I’d never seen before. It’s the coolest thing bound since O’Reilly’s Maker’s Notebook. See below.

Grids & Guides

The Solar System

Grids paper.

Grids.

These lovely Grids & Guides are available from Princeton Architectural Press. Get on the grid!

Swarm Cities: The Future of Human Hives

The densely populated spaces of our built environment have been slowly redefining themselves. In 1981 there were the nine nations of North America. In 1991 the edge cities emerged. In 2001 we witnessed the worst intentions of a tightly networked community that lacked physical borders, what Richard Norton calls a “feral city.” From flash mobs to terrorist cells, communities can now quickly toggle between virtual and physical organization.

"Ephemicropolis" by Peter Root
“Ephemicropolis” by Peter Root

The city, as a form of the body politic, responds to new pressures and irritations by resourceful new extensions always in the effort to exert staying power, constancy, equilibrium, and homeostasis.
— Marshall McLuhan, Understanding Media

Great American CityAccording to Joel Garreau (1991), an edge city is one that is “perceived by the population as one place” (p. 7), which, like neighborhoods, are staunchly identified with and defended by their residents, resisting outside influence. Conversely, one of the key insights in Richard Florida’s latest book, The Great Reset (Harper, 2010) is that rapid transit increases the exchange of ideas between such areas, thereby spurring innovation (Where the car used to provide this mass connection, it now hinders it). Deleuze called these areas “any-space-whatever,” but the space in his view is only important for the connections it facilitates. Adam Greenfeld (2013) writes that “the important linkages aren’t physical but those made between ideas, technical systems and practices.” After all, the first condition for a smart city is “a world-class broadband infrastructure” (Townsend, 2013, p.194). Connection is key.

Urban planner Kevin Lynch (1976) writes, “Our senses are local, while our experience is regional” (p. 10). In Great American City (University of Chicago Press, 2013), Robert J. Sampson argues for behavior based on our sense of local roots. The neighborhood effect is sort of a structuration between the individual and the network, the local and the global (cf. Giddens, 1984). The neighborhood is where the boundaries matter. It’s where human perception binds us within borders, where nodes are landmarks in a physical network, not connections in the cloud.

There are patterns because we try to find them. A desperate attempt at order because we can’t face the terror that it might be all random. — Lauren Beukes, The Shining Girls

Out of the MountainsLynch called cities, “systems of access that pass through mosaics of territory” (1976, p. 21). In Out of the Mountains (Oxford University Press, 2013), David Kilcullen defines four global factors determining the future of such mosaics of territory: population growth, urbanization, littoralization, and connectedness. As more and more people copulate and populate the planet, they are doing so in bigger cities, near the water, and with more connectivity than ever. Basically the future of human hives is crowded, coastal, connected, and complex.

Today, we are witnessing the rise of swarm publics, highly unstable constellations of temporary alliances that resemble a public sphere in constant flux; globally mediated flash mobs that never meet, fuelled by sentiment and affect, escaping fixed capture.
— Eric Kluitenberg, Delusive Spaces

These “swarm cities,” as I call them, are only as physical as they need to be. And, as connected as they are, are also only as cohesive as they need to be. But the networked freedom to live and work anywhere doesn’t always make the neighborhood irrelevant, it often makes it that much more important.

References:

Beukes, Lauren. (2013). The Shining Girls: A Novel. New York: Mulholland Books, p. 324.

Florida, Richard. (2010). The Great Reset. New York: Harper.

Garreau, Joel. (1981). The Nine Nations of North America. New York: Houghton Mifflin.

Garreau, Joel. (1991). Edge City: Life on the New Frontier. New York: Doubleday.

Giddens, Anthony. (1984). The Constitution of Society. Cambridge, MA: Polity Press.

Greenfield, Adam. (2013). Against the Smart City. New York: Do Projects.

Kilcullen, David. (2013). Out of the Mountains: The Coming Age of the Urban Guerrilla. New York: Oxford University Press.

Kluitenberg, Eric. (2008). Delusive Spaces: Essays on Culture, Media and Technology. New York: NAi/DAP. Inc., p. 285.

Lynch, Kevin. (1976). Managing the Sense of a Region. Cambridge, MA: The MIT Press.

McLuhan, Marshall. (1964). Understanding Media: The Extensions of Man. New York: Houghton-Mifflin, p. 98.

Sampson, Robert J. (2013). Great American City: Chicago and the Enduring Neighborhood Effect. Chicago: University of Chicago Press.

Townsend, Anthony M. (2013). Smart Cities: Big Data, Civic Hackers, and the Quest for a New Utopia. New York: W.W. Norton & Co.

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Special thanks to Scott Smith of Changeist, who posted a “smart cities” reading list on Twitter a couple of weeks ago. Much of the recent reading I’ve done on the topic came from that list.

St. Roch’s Logo Design

After the success of my Faith Skate Supply logo, which might be used for something next year (fingers crossed), I decided to play around with one for another business I dig: St. Roch’s Bar in Austin, Texas. My friend and old boss Chris Mullins along with Steve Leninger opened St. Roch’s three years ago under the name “Double Down Lounge.” After a year, they were forced by Double Down Saloon in Las Vegas to change the name. As St. Roch is the patron saint of dogs, and since Steve is from New Orleans, “St. Roch” is the perfect name for their spot. It’s also an allusion to NOLA’s football team, which Steve loves, and his dog Deuce is a regular at the bar (as well as the graffiti on the patio).

St. Roch's patio.

For the logo, I wanted to include not only the fleur-de-lis of the Saints but also some weight in the letters (as opposed to the spindly style I used for the Faith logo). I’m also kind of on an ambigram kick, so I turned the last S around to get the symmetry I wanted. The first run didn’t quite get it there:

St. Roch's logo: Not quite.

After that one, I went back to more pointy serif-things and thicker letters. My final basic design looks like this:

St. Roch's logo basic design

I have been inspired by Taj over at Fairdale to get some tools for these designs. So, as soon as I get my scanner, I’m going to digitize this properly, straighten it up some, and send it over to Mullins.

Faith Skate Supply Logo Design

As I do most summers, I recently visited my parents in Alabama. Inspired by the new socks I got from Faith Skate Supply in Birmingham, I decided to attempt a logo design.

Faith Skate Supply socks

It’s been a while, so I’m kinda rusty. I had tried once before to come up with a black-metal style, ambigram logo for Faith to no avail (see the two thin-lined attempts in the photo below), but something clicked this time around, and I knew it was possible. So I broke out the Sharpies and went to work.

Faith logo sketches

The line through the middle was the first breakthrough, and once I found the complementary lines in the A and the H (see the bottom two sketches above), I knew I had it. Below is the final, raw Sharpie version.

Faith logo

Plenty more could be done to this (e.g., background, color, embellishments, etc.), and a few of the lines need some adjustment, but I stopped once I got the basic concept on paper. Stoked. I think T-shirts and stickers with this on them would be sick.

Oh, I should add that Faith Skate Supply didn’t commission this design from me. It was purely a personal exercise.

Building Stories: The Edifice Complex

The house I live in is warped. Its floors undulate as if built on unstable earth or designed by drunken architects. Pipes protrude at odd angles, capped at even odder points. Dutifully obeying gravity and the laws of physics, kitchen drawers and medicine-cabinet doors chronically hang open. I often wonder if the house slouched into this shape or if it was just built this way.

Peter Gabriel’s 1986 hit, “In Your Eyes,” was originally a song about buildings. It was called “Sagrada Familia,” and the idea stemmed from two people who were driven to build for very different reasons. “One of them was Antoni Gaudi building his masterpiece, the Sagrada Familia cathedral in Barcelona,” Gabriel told Rolling Stone Magazine. The construction of the cathedral took ages and was left unfinished when Gaudi was tragically killed in front of it: “He stepped out into the road so he would have a better view of the massive spires on top of the giant building and was hit by a tram.”

Citizens of No Place
(the abstraction of the outside shape is an impression / the fluidity of the inside episodes are stories) — Jimenez Lai

Like the house of breath, the house of wind and voice is a value that hovers on the frontier between reality and unreality.
— Gaston Bachelard, The Poetics of Space

Citizens of No Place“Cartoon is an enticing way to convey complexity,” opens Jimenez Lai’s Citizens of No Place (Princeton Architectural Press, 2012), an architectural graphic novel, which “offers narratives about character development, through which the reader can explore relationships, curiosities, and attitudes, as well as absurd stories about fake realities that invite new futures to become possibilities” (p. 7). Using manga to map future forms and dropping references to everyone from Chuck Palahniuk to Robert Venturi, the book is only one facet of Lai and his firm‘s critical design program (see his Briefcase House and White Elephant for two more examples, both of which guest star in the book as well).

The stories of Citizens of No Place are poignant, funny, and based on Lai’s own architectural ideas and life experiences. Lai is a professor at The University of Illinois at Chicago, my current home institution, and I hope to take my copy of his book to him and have him fix the cover in person.

All buildings are predictions.
All predictions are wrong.
— Stewart Brand, How Buildings Learn

The other subject of Peter Gabriel’s song about buildings was the heir to the Winchester rifle fortune, Sarah Winchester. Gabriel continues. “After the death of her daughter, she became incredibly depressed and, after seeing a medium, became convinced she was being haunted by all the people who had been killed by Winchester rifles. She started adding rooms to her mansion to house these ghosts, a task which went on nonstop for 38 years until her death.” She held her own house of leaves inside her head.

Chris Ware‘s latest comic seems haunted in the same manner. It’s not actually a single comic book, but a box of them–broadsheets, single strips that unfold four times, a Little Golden book, a hardback, several almost standard comic books–a nonlinear yet interconnected collection of strange stories about the inhabitants of an apartment building. Ware, who has already proven he can design in and draw on any style he pleases, told Comic Book Resources,

There’s no mystery to be unravelled or any hidden secret that will explain everything; the book is simply an attempt to recreate, however awkwardly, the three-dimensionality of our memories and to try to make a story than has no apparent beginning or end, much like our memories, which we can enter from any direction and at any point, which is also the way we get to know people, i.e., a little bit at a time. And yes, the title points both towards the way we put together and take apart memories to make stories about ourselves and others, as well as to the structure of a building itself.

Like a velvet glove cast in concrete, its pieces blown apart and strewn about, Building Stories leaves us to (re)construct the story like so many memories past. It’s not exactly a choose-your-own-adventure book, but, like our own patterned pasts, some assembly is required. Fortunately the parts were designed by one of the best artists working today.

“Every building is potentially immortal,” writes Brand (1994), “but few last half the life of a human” (p. 111). The same can be said of our stories. Whether forced or built this way, the house I live in struggles to tell its tale. Straining against Euclidian geometry, its odd rooms and angles are haunted only by the expectations of its inhabitants. Bachelard (1964) writes, “A house that has been experienced is not an inert box. Inhabited space transcends geometrical space” (p. 47). This jumbled house is certainly not inert, the current, humble site of my own building stories.

References:

Bachelard, Gaston. (1964). The Poetics of Space. Boston, MA: Beacon, p. 60.

Brand, Stewart. (1994). How Buildings Learn: What Happens After They’re Built. London: Viking, p. 178.

Danielewski, Mark Z. (2000). House of Leaves: A Novel. New York: Pantheon.

Lai, Jimenez. (2012). Citizens of No Place: An Architectural Graphic Novel. New York: Princeton Architectural Press.

Ware, Chris. (2012). Building Stories. New York: Pantheon.

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Special thanks to Jeisler Salunga and Belem Medina for the tip on Lai’s book and to all of my other architecture students for reminding me how cool this stuff is.

More Desirable Lines

As I have written elsewhere, desire lines illustrate the tension between the native and the built environment and our relationship to them. The folklore of these footpaths says that good engineers (or lazy ones, depending on who tells the story; see Brand, 1994, p. 187; and Norman, 2010, p. 126-129) put sidewalks in last as to follow the desire lines and avoid wear on the grass. The time constraints of an average construction contract wouldn’t allow much in the way of paths (Norman, 2010); however, there are cases of rogue paths being “legitimized” with pavement after the ones in place proved insufficient (see Rogers, 1987, for example). Impressions of desire take time.

The city, as a form of the body politic, responds to new pressures and irritations by resourceful new extensions always in the effort to exert staying power, constancy, equilibrium, and homeostasis.
— Marshall McLuhan (1964, p. 98)

Before they were a blight on the urban planner’s finished project, desire lines prefigured roads and maps. Before the first roads were paved, they were dirt paths worn by hooves and wooden wheels; before that, they were trade routes trampled by footfalls; and before that, they were simply the desire to find our way. In his book, Maps of the Imagination (which I highly recommend), writer Peter Turchi (2004) explains,

Tens of thousands of years ago, before the first trails were etched into mud with the point of a stick, before the first pictures were scratched into stone, and long before the first graphic depiction of places on anything like paper, there must have been something we might call premapping: the desire, and so the attempt, to locate oneself (p. 28).

Traffic Flow Diagram

The road is our major architectural form.
— Marshall McLuhan and Wilfred Watson

In this simple traffic-flow diagram the thickness of the lines illustrates the amount of traffic and the arrows designate the direction of the flow. “Clearly a thick arrow requires a wide street,” writes Christopher Alexander (1964), “so that the overall pattern called for emerges directly from the diagram” (p. 88). Piles of data like this are used to design or redesign urban transit systems. The thick arrows here represent what Mark Rose (1990) calls “more desirable lines” in that they illustrate the path people would rather take given the choice among all possible paths (p. 15). Designers use such information in attempts to accommodate the needs of the users of mass transit. Where desire lines are often a matter of avoidance, leading around obstacles or across expanses toward a shorter path, here they are a matter of affordance.

The 1955 Chicago Area Transportation Study (CATS) planners define a desire line as “the shortest line between origin and destination, and expresses the way a person would like to go, if such a way were available” (Throgmorton & Eckstein, 2000). To them, these lines are less about desire and more about measurable behavior (Black, 1990; Creighton, 1970). Providing paths and transit in line with city travelers’ wants and needs is better for all concerned.

Chicago City Hall and County Building

One hundred years earlier, a mid-nineteenth century attempt at a public square as a center of “civic engagement” among the tallest buildings downtown ended in messy trails. “Muddy and unkempt, it was a shortcut site in contrast to the grid in whose hypothetical center it was located,” writes Peter Bacon Hales (2009). “Its failure was its success; offering an alternative to the regulated patterns of movement within the built-up blocks surrounding it, the open square increased the efficiency of those who moved through it, while losing its place as a greensward” (p. 167). In 1851, the site was slated for a government building, which by 1871 took up the whole block (Hales, 2009). Putting an entire building in the way might seem rather extreme, but keeping errant walkers in control not only prevents further wear where planners would rather there be none but also keeps other kinds of damage under control. “Broken windows theory,” which states that urban disorder such as litter, graffiti, and broken windows are the slippery slope upon which a community slides into more serious crime (Kelling & Coles, 1996; Wilson & Kelling, 1982). If the neglected aesthetic features of an area indicate one set of bad behavior, then worse crime is sure to follow. Such vandalism left unattended is the gateway to more serious offenses. Though the theory has been critiqued as too narrow in scope (See Sampson & Raudenbush, 1999), it isn’t difficult to see its logic where desire lines are concerned.

Desire lines can be the path we make or the path we follow, wayfinding and wayfaring, making our way in the world. Layers of wear and decay, a patina of age collects and is scraped away. From tools and artifacts, scoring their surfaces with the signs of use, our presence was known in paths and palimpsests. Where our world and its media used to show the marks of footprints and fingerprints, now it’s moving out of our hands, in the clouds, in our heads. Maybe that’s the real difference between old and new media: the way they show use. As Kevin Lynch (1972) writes, “The world around us, so much of it our own creation, shifts continually and often bewilders us. We reach out to that world to preserve or to change it and so to make visible our desire” (p. 1), and artist Richard Long (2002) posits, “I think that the surface of the world anywhere is a record of all its human, animal, and geographical history” (p. 146). Whether designing from the top down or emerging from the bottom up, the texture of that history is up to us.

References:

Alexander, Christopher. (1964). Notes on the Synthesis of Form. Cambridge, MA: Harvard University Press.

Black, Alan. (1990). The Chicago area transportation study: A case for rational planning. Journal of Planning Education and Research, 10(1), 27-37.

Brand, Stewart. (1994). How Buildings Learn, and What Happens to Them After tHey’re Built. Cambridge, MA: The MIT Press.

Creighton, Roger L. (1970). Urban Transportation Planning. Urbana, IL: University of Illinois Press.

Hales, P. B. (2009). Grid, Regulation, Desire Line: Contests Over Civic Space in Chicago. In M. Orville & J. L. Meikle(Eds.), Public Space and the Ideology of Place in American Culture. New York: Rodopi, pp. 165-197.

Kelling, G. L. & Coles, C. M. (1996). Fixing Broken Windows: Restoring Order and Reducing Crime in Our Communities. New York: The Free Press.

Long, Richard. (2002). Walking the Line. London: Thames & Hudson.

Lynch, Kevin. (1972). What Time is This Place? Cambridge, MA: The MIT Press.

McLuhan, Marshall. (1964). Understanding Media: The Extensions of Man. New York: McGraw-Hill.

McLuhan, Marshall & Watson, Wilfred. (1970). From Cliché to Archetype. New York: Viking, p. 132.

Norman, Donald, A. (2010). Living with Complexity. Cambridge, MA: The MIT Press.

Rogers, E. B. (1987). Rebuilding Central Park: A Management and Restoration Plan. Cambridge, MA: The MIT Press, p. 35.

Rose, Mark. (1990). Interstate: Express Highway Politics, 1939-1989. Knoxville, TN: University of Tennessee Press.

Sampson, R. J. & Raudenbush, S. W. (1999, November 1). Systematic social observation of public spaces: A new look at disorder in urban neighborhoods. American Journal of Sociology, 105(3), 603–651.

Throgmorton, J. A. & Eckstein, B. (2000, November 21). Desire Lines: The Chicago Area Transportation Study and the Paradox of Self in Post-War America. Retrieved on October 31, 2012.

Turchi, Peter. (2004). Maps of the Imagination: The Writer as Cartographer. San Antonio, TX: Trinity University Press.

Wilson, J.Q., & Kelling, G.L. (1982). Broken windows: The police and neighborhood safety. Atlantic Monthly, 249, 29–38.

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This post is another edited excerpt from my book-in-progress The Medium PictureChapter 7, “Disguise the Limit,” discusses desire lines in many forms, linking modern footpaths to the evolution of flight and the ancient “ley” system.

Ian Bogost: Worthwhile Dilemmas

Partially fueled by Jane McGonigal’s bestselling Reality is Broken (Penguin, 2011), “gamification”—that is turning mostly menial tasks into games through a system of points and rewards—became the buzzword of 2011 and diluted and/or stigmatized videogame studies on many fronts. Gaming ungamed situations is not all bad though. Brian Eno and Peter Schmidt’s Oblique Strategies (1975) were tactics for gaming a stalled creative process. In an interview with Steven Johnson, Brian Eno explained, “The trick for me isn’t about showing people how to be creative as though they’ve never been like that before, but rather trying to find ways of recontacting the natural playfulness and curiosity that most people were born with.” When it becomes exploitative, it becomes a problem.

Enter one of the most outspoken, prolific, and creative videogame scholars working today. Ian Bogost is a professor at Georgia Tech and co-founded videogame design company, Persuasive Games. Among his many books are  Unit Operations: An Approach to Videogame Criticism (MIT Press, 2008), Persuasive Games: The Expressive Power of Videogames (MIT Press, 2010), and How to Do Things with Videogames (University of Minnesota Press, 2011), as well as A Slow Year: Game Poems (Open Texture, 2010), the latter of which which includes four videogames and many meditative poems about the Atari 2600. His latest is Alien Phenomenology, or What It’s Like to Be a Thing (University of Minnesota Press, 2012), which calls for an object-oriented approach to things as things and for thinkers to also become makers.

Roy Christopher: While reading How to Do Things with Videogames, it occurred to me that videogames really are the medium of the now. They encompass so much of everything else our media does and is. Was this part of your point and I just need a late pass?

Ian Bogost: Maybe it would be more accurate to say that videogames are the least recognized medium of the now. In the book—in the first chapter even—I argue against the conceit that games have not achieved their potential. That’s true of course, but what medium has achieved its potential? But in that context I was speaking against researchers, critics, and designers who talk about everything videogames are not, but could be: akin to film, or novels, or textbooks, or what have you. The book tries to show that videogames are already a great many things, from art to pornography to work to exercise.

But all that said, videogames are hardly a dominant medium. What is instead? Some might say “the Internet,” but that’s wrong too, although the reasons it is wrong are surprising. As Marshall McLuhan taught us, media contain other media. But weirdly, even though we access the Internet on computers, the former actually has relatively little to do with the latter. The Internet contains writing, images, moving images, sound—all “traditional” media in common parlance. McLuhan’s idea of the Global Village was meant to rekindle the senses overlooked thanks to the age of print, and in that sense TV and the Internet have succeeded in realizing that vision. But the result turns out to be just the same as TV and radio and print, except any of us can create the equivalent of a publisher or a broadcaster.

Videogames, by contrast, have different properties than these other media. They model the way something works rather than describing or showing it; they offer an experience of making choices within that model rather than an audiovisual replay of it, and they contextualize that model within the context of a simulated world. Now, to be sure, that sort of approach is very “now” in the sense that we SHOULD be interested in the complex, paradoxical interrelations of the moving parts in a system. But at the end of the day, it’s just easier to watch cat videos on YouTube and spout one-liners onto Twitter. In some sense, videogames both are and aren’t other media. They do what other media do—and some things they do not—but they do them differently.

RC: The idea of attaching rewards to menial tasks is understandable, but the current buzz around gamification seems to miss much of the point by filtering out what’s actually good about games. You’ve been quite vocal about the ills of this trend. What are we to do?

IB: If videogames both have and haven’t arrived as a mature medium, then the proponents of gamification want to pretend that the work is done and now we can settle in to the task of counting the profits. The basics of this phenomenon are simple enough: marketers and consultants need to surf from trend to trend, videogames are appealing and seductive but complex and misunderstood, so the simple directive to apply incentives to all our experiences both satisfies the economic rationalists and ticks off the “game strategy” box for organizations.

The irony, not lost on many, is that as virtual incentives like points and reward programs have risen, so tangible incentives have gone into decline. We used to provide material incentives in the form of things like compensation, benefits, perks, and so forth. Now we use JPEGs and 32-bit Integers.

In fact, just as I was writing this response, a friend told me about a novella someone wrote that appears to be an introduction to gamification. It’s called “I’ll Eat This Cricket for a Cricket Badge,” written by a marketing consultant with the improbably-parodic-sounding name Darren Steele. The description reads, “This is the story of Lara, a senior director at Albatron Global. Today she learns she has 24 hours to prepare for a once-in-a-decade meeting with ‘The Brotherhood,’ the triumvirate of terror that founded the company.” Imagine if these gamification shills spent even a fraction of the energy and creativity they devote to swindling on the earnest implementation of worthwhile ideas. In fact, I can’t even tell if the novella is serious or not, the world has become that ambiguous.

As with most things, knowing what to do about it is harder than mere critique. And in that respect, it’s always dangerous to fight against marketers and consultants. Though often stupid, they are also very smart. Or better yet, they often use their savvy to appear stupid or simplistic, so that we’ll let them into our homes and our minds.

In that respect, one possible strategy of opposition is to infiltrate the consultancies and corporations themselves. To create our own highly leveraged solutions-oriented roll-out for it-doesn’t-matter-what service. It’s too laborious and time-consiming to convince people to make games in earnest, so to combat gamification we need to seed a distraction, a new trend that will dissipate this one. Media theory as consultancy counter-terrorism.

RC:  A set of tactics like Brian Eno and Peter Schmidt’s “Oblique Strategies” seems a better tack for bringing gaming ideas into other areas of creative problem solving.

IB: Eno and Schmidt’s Oblique Strategies were originally meant to spur ideas for artists, but now we see similar idea cards being used in design and business too (the famous design firm IDEO released something similar a few years back). And given our Facebook-status and Twitterified media ecosystem, there seems to be a strong interest in aphoristic world views. And for that matter, Jesse Schell developed a series of cards around his theory of game design, which he calls “lenses” in a textbook called The Art of Game Design. So there are some precedents for bits-and-pieces idea generation around games.

But there’s a chicken-egg problem at work here too. In order to be susceptible to the surprising solutions of idea generation, you still have to be conversant enough in those ideas to give them life. For example, many of the phrases on the original Oblique Strategies cards are meant for musicians (the deck’s original creative context), and if you are not a musician, it’s hard to imagine understanding how to “mute and continue” or “left channel, right channel, centre channel” unless you were already well-versed in musical concepts. Admittedly, these are pretty basic ideas, basic enough that even a layperson can grasp them, but that’s only because the experience of recorded music is so universal. The basics are shared as a literacy. But that literacy had to come from somewhere, and until the literacy is developed for games, design tools for their increased application will remain mired in ignorance. To use games, we must know games, but to know them we must have used them.

This is why progress will be stochastic. In How to Do Things With Videogames I argue that games will have arrived through incremental examples altering, increasing, changing our ideas of what games can do. I didn’t use this language there, but it’s a kind of accretion, in which the medium grows bit by bit over time, eventually developing a larger and larger gravity. This process is both recursive and compounded, in the sense that individual successes feed back on our overall comfort and knowledge, becoming candidates for the kind of idea generation that Oblique Strategies exemplifies.

RC: Cow Clicker is like your hit song that won’t stop playing. People’s missing the point seemed to prove its point further. Even with its persistence, did you accomplish what you set out to do?

IB: Cow Clicker is so much bigger than me now, it’s not even possible to know if it did what I set out for it to do, or if that’s even a desirable outcome. There’s an Internet adage called Poe’s Law, that says that it’s often difficult or even impossible to tell the difference between extremism and its parody. It was originally coined in relation to discussions of evolution within Christian forums, but it’s been generalized since: a parody of something extreme can be mistaken for the real thing. And if a real thing sounds sufficiently extreme, it can be mistaken for parody.

The best example of this phenomenon these days is The Onion. There’s a whole website, literallyunbelievable.org, that collects reactions from readers who mistake Onion articles for the real deal, such as the fuming reactions from folks who took seriously headlines like “Planned Parenthood Opens $8 Billion Abortionplex.” And then on the flip side, it’s become common to hear people say of undeniably real headlines, “Is this an Onion article?” The lines between reality and absurdity have blended.

So, it’s clear that Cow Clicker is far weirder than my original intentions. Rather than reflect more on whether or not I succeeded, I’ve started asking other questions. What happened? is certainly one of them, and I’m not sure I’ll ever wrap my head around it. Perhaps more interesting: What can I learn from it? or even What’s next for Cow Clicker. The latter question just terrifies me, because I’ve tried so hard to distance myself from the madness that running the game entailed. But it’s also short-sighted. After all, Cow Clicker was popular. It still is. People like clicking on cows! What can I do with that observation, what can I make that takes that lesson in a direction unburdened by the concerns of obsession and enframing? Is it even possible? In any case, I’m not giving anything away when I say that I don’t think I’m done with Cow Clicker yet. Or better, I don’t think Cow Clicker is done with me.

RC:  Video games inform most of your work, including your new title, Alien Phenomenology. Tell us about your foray into object-oriented ontology and its link with video games.

IB: Object-oriented ontology seems like an obvious match for media studies. Any scholar or creator of media interested in the “thingness” of their objects of study has something to gain from OOO. In addition to (or even instead of) studies of political economy and reception, we can add studies of the material history and construction of computational devices. In other words, “materialism” need not retail only its Marxist sense, but also its realist one: not just political economy, but also just stuff.

I suspected there would be productive connections with object-oriented philosophy, and I remember waiting for Graham Harman’s Tool-Being: Heidegger and the Metaphysics of Objects (Open Court) to be published in 2002 so I could read it and apply it in my dissertation. I’d been following the emergence and growth of speculative realism with interest, but from afar.

Then two things happened. First, I started thinking about the idea of a “pragmatic” speculative realism, one that would embrace some of the first principles devised by the movements’ true philosophers, but that would put them to use in the service of specific objects, but looking beyond human experience. That thought was in my head since 2005 or so.

The second thing was the Atari. Several years ago, I learned how to program the 1977 Atari Video Computer System (VCS), the console that made home videogame play popular. Nick Montfort and I were working on a book on the platform (Racing the Beam; MIT Press, 2009), about the relationship between the hardware design of the Atari VCS and the creative practices that its designers and programmers invented in those early days of the videogame. The Atari featured a truly unique custom graphics and sound chip called the Television Interface Adapter (TIA). It made bizarre demands on game makers: instead of preparing a screen’s worth of television picture all at once, the programmer had to make changes to the data the TIA sent to the television in tandem with the scanline-by-scanline movement of the television’s electron beam. Programming the Atari feels more like plowing a field than like drawing a picture.

As I became more and more familiar with this strange system, I couldn’t help but feel enchanted by its parts as much as its output. Sure, the Atari was made by people in order to entertain other people, and in that sense it’s just a machine. But a machine and its components are also something more, something alive, almost. I found myself asking, what is it like to be an Atari, or a Television Interface Adapater, or a cathode ray tube television? The combination of that media-specific call to action and my broader interest in object-oriented ontology more generally catalyzed the project that became Alien Phenomenology, a book about using speculation to understand the experience of things, of what it’s like to be a thing.

RC: What’s coming up next for you?

IB: There’s a concept in sales, the sales funnel. It’s a structured approach to selling products and services that helps salespeople move opportunities from initial contact through closing by structuring that process in a number of elements. Those might include securing leads, validating leads, identifying needs, qualifying prospects, developing proposals, negotiating, closing the sale, of course, and then managing and retaining the client.

In sales, it’s always best to keep the contacts and leads elements at the top of the funnel very full, because those opportunities will winnow away through attrition, disinterest, loss, and other factors. You tend to have far fewer proposals and negotiations than you do contacts.

I often think about my upcoming creative work through a similar kind of structure. The “creative funnel,” we might call it. We can even use some of the same language: leads, opportunities, commitments, publishing, and support, or something like that. In any case, I tend to throw a whole lot of stuff at the wall (lead and opportunities), because I know that far fewer of those ideas will actually be realized.

In the leads and opportunities column, I’m currently working with my co-editor Nick Montfort to support a number of new books in the Platform Studies series, the series we began with Racing the Beam. Those include both popular and esoteric game consoles and microcomputers. As for my own writing, I’m trying to identify which of a number of books I’ll pursue next… I’ve got one planned on game criticism (a series of critical pieces on specific games), one on games and sports, one on Apple, a book on McLuhan and metaphysics (with Levi Byrant), the crazy kernel of a follow-up to Alien Phenomenology, and a book on play that I would call my attempt at a Malcolm Gladwell-style trade book. Who knows which if any of those will ever come to fruition.

As for commitments, Levi and I are finishing a collection called New Realisms and Materialisms, which we hope will paint a very broad portrait of the different ways of thinking that take those names, applied to a variety of domains, from philosophy to art, architecture to ecology. I’m also desperate to make some new games… I’ve got a small iOS puzzle game in the works, and a larger, weirder piece that should open at the Jacksonville Museum of Contemporary Art in the fall of 2012 and see a general release shortly thereafter.

And I’m closing, if you will, on a big game infrastructure project, the Game-O-Matic authoring system. It was funded by the Knight Foundation two years ago as a tool to help journalists quickly and easily make games about current events without specialized game design or programming knowledge, and it’s just about to release into beta. The system is sort of magical: it takes a concept map (a diagram of nouns with verbs connecting them) and turns them into a playable game. Folks can sign up to use it for free.

I’m currently struggling to take seriously my own idea of “carpentry,” the practice of making things that do theory (described in Alien Phenomenology). I’m trying to expand my theoretical output beyond books, but I still love reading and writing, so I hope I’ll end up with an interesting menagerie of new little creatures over the next few years.

References:

Bogost, Ian. (2011). How to Do Things with Videogames. Minneapolis, MN: The University of Minnesota Press.

Bogost, Ian. (2012). Alien Phenomenology, or What It’s Like to Be a Thing. Minneapolis, MN: The University of Minnesota Pres.

Eno, Brian & Mills, Russell, with Rick Poyner. (1986). More Dark Than Shark. London: faber & faber.

Eno, Brian & Schmidt, Peter. (1975). Oblique Strategies: Over One Hundred Worthwhile Dilemmas. London: Brian Eno/Peter Schmidt.

Harman, Graham. (2002). Tool-Being: Heidegger and the Metaphysics of Objects. Open Court.

Johnson, Steven. (2011). The Innovator’s Cookbook: Essentials for Inventing What’s Next. New York: Riverhead.

McGonigal, Jane. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin.

Montfort, Nick & Bogost, Ian. (2009). Racing the Beam: The Atari Video Computer System. Cambridge, MA: MIT Press.

Mindfulness and the Medium

Over forty years ago, media philosopher Walter Ong wrote that the “advent of newer media alters the meaning and relevance of the older. Media overlap, or, as Marshall McLuhan has put it, move through one another as do galaxies of stars, each maintaining its own basic integrity but also bearing the marks of the encounter ever after” (1971, p. 25). That is, a new technology rarely supplants its forebears outright but instead changes the relationships between existing technologies. During a visit to Georgia Tech’s Digital Media Demo Day, Professor Janet Murray told me that there are two schools of thought about the onset of digital media. One is that the computer is an entirely new medium that changes everything; the other is that it is a medium that remediates all previous media. It’s difficult to resist the knee-jerk theory that it is both an entirely new medium and remediates all previous media thereby changing everything, but none of it is quite that simple. As Ted Nelson would say, “everything is deeply intertwingled” (1987, passim).

Inventing the Medium: Principles of Interaction Design as a Cultural Practice (MIT Press, 2012), Murray’s first book since 1997’s essential Hamlet on the Holodeck (MIT Press), is a wellspring of knowledge for designers and practitioners alike. Unifying digital media under a topology of “representational affordances” (i.e., computational procedures, user participation, navigable space, and encyclopedic capacity), Murray provides applicable principles for digital design of all kinds — from databases (encyclopedic capacity) to games (the other three) and all points in between. There’s also an extensive glossary of terms in the back (a nice bonus). Drawing on the lineage of Vennevar Bush, Joseph Weizenbaum, Ted Nelson, Seymour Papert, and Donald Norman, as well as Murray’s own decades of teaching, research, and design, Inventing the Medium is as comprehensive a book as one is likely to find on digital design and use. I know I’ll be referring to it for years to come.

“Mindfulness” illustration by Anthony Weeks.

Designers can’t go far without grappling with the way a new medium not only changes but also reinforces our uses and understandings of the current ones. For example, the onset of digital media extended the reach of literacy by reinforcing the use of writing and print media. No one medium or technology stands alone. They must be considered in concert. Moreover, to be literate in the all-at-once world of digital media is to understand its systemic nature, the inherent interrelationship and interconnectedness of all technology and media. As Ong put it, “Today, it appears, we live in a culture or in cultures very much drawn to openness and in particular to open-system models for conceptual representations. This openness can be connected with our new kind of orality, the secondary orality of our electronic age…” (1977, p. 305). “Secondary orality” reminds one of the original names of certain technologies (e.g., “horseless carriage,” “cordless phone,” “wireless” technology, etc.), as if the real name for the thing is yet to come along.

These changes deserve an updated and much more nuanced consideration given how far they’ve proliferated since Ong’s time. Net Smart: How to Thrive Online (MIT Press, 2012) collects Howard Rheingold‘s thoughts about using, learning, and teaching via networks from the decades since Ong and McLuhan theorized technology’s epochal shift. Rheingold’s account is as personal as it is pragmatic. He was at Xerox PARC when Bob Taylor, Douglas Englebart, and Alan Kay were inventing the medium (see his 1985 book, Tools for Thought), and he was an integral part of the community of visionaries who helped create the networked world in which we live (he coined the term “virtual community” in 1987). In Net Smart, his decades of firsthand experience are distilled into five, easy-to-grasp literacies: attention, participation, collaboration, crap detection (critical consumption), and network smarts — all playfully illustrated by Anthony Weeks (see above). Since 1985, Rheingold has been calling our networked, digital technologies “mind amplifiers,” and it is through that lens that he shows us how to learn, live, and thrive together.

These two books are not only thoughtful, they are mindful. The deep passion of the authors for their subjects is evident in the words on every page. A bit ahead of their time, Walter Ong and Marshall McLuhan gave us a vocabulary to talk about our new media. With these two books, Janet Murray and Howard Rheingold have given us more than words: They’ve given us useful practices.

References:

McLuhan, Marshall. (1964). Understanding Media: The Extensions of Man. New York: McGraw-Hill.

Murray, Janet. (2012). Inventing the Medium: Principles of Interaction Design as a Cultural Practice. Cambridge, MA: The MIT Press.

Nelson, Ted. (1987). Computer Lib/Dream Machines. Redmond, WA: Tempus Books.

Ong, Walter J. (1971). Rhetoric, Romance, and Technology: Studies in the Interaction of Expression and Culture. Ithaca, NY: Cornell University Press.

Ong, Walter J. (1977). Interfaces of the Word: Studies in the Evolution of Consciousness and Culture. Ithaca, NY: Cornell University Press.

Ong, Walter J. (1982). Orality and Literacy: The Technologizing of the Word. New York: Routledge.

Rheingold, Howard. (1985). Tools for Thought: The History and Future of Mind-Expanding Technology. New York: Simon & Schuster.

Rheingold, Howard. (2012). Net Smart: How to Thrive Online. Cambridge, MA: The MIT Press.