Dori Tunstall decolonising design

from Dori Tunstall on Decolonizing Design

[…] the underlying relational pattern of our contemporary technologies, especially as we move more towards artificial intelligences, is to find a way to maintain the extraction of labor that makes your life better, but to avoid paying any person or seeing any person or interacting with any person to provide those things. You would rather invest time and money to build a machine to do the things that people can do and have done efficiently and effectively (and to pay those people a minimum income instead), because you don’t actually want to deal with people. Or you know what you’re asking them to do is so demeaning and horrible and harmful that you want to escape the consequences of asking them to do these things, which means you don’t give a crap about your technology… […] wouldn’t it be interesting if we designed technologies that built relationships between people in the natural world and each other? What if relationality operated at the same level of efficiency as these systems of disintermediation that we’re building? And that, if you want to be innovative, seems much more worthwhile to put your energy into. That’s the real innovative challenge that we have. Making things work faster, we figured out that part. Can we make things work more justly and faster? That insertion of that value of justness, that insertion of that value of respectfulness, that will drive whole categories of innovation that we don’t even know how to imagine yet.

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The problem of CryptoArt

I spent the past 15 years flying to festivals, galleries, events, art fairs to exhibit and distribute my work while building my art practice. Most of these projects are unsustainable, so when I decided to lower my impact and cut plane travel, I started looking at alternatives. […] Link by Joanie Lemercier

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looom exporter

[…] Link

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The hole

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Fairytales of Motion

Fairytales of Motion

Animators often build characters and their motions at the same time, creating an equivalence between who someone is and how they move. It feels natural, but in fact it’s a technique designed to aid storytelling. It’s a fairytale of motion.

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play

play […] Link

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zero players

I reposted Paolo’s Games Without Players piece yesterday because every time I think about how best to situate Thicket, I feel like it would be as a zero player mode simulation, constantly reseeding itself. I don’t think of Thicket as being a particularly healthy space to inhabit, it’s purposely about themes that bother me- predation, hierarchy, violence, manipulation.

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bad thought?

Is it bad that I am thinking of starting Thicket over again in something like Clickteam Fusion? I’ve never used Fusion before but it seems like it would be much better suited for this, Unity seems so sluggish for a 2d turn-based game, when a lot of the problems I needed to solve should have been boilerplate. Plus, I’ve overelaborated too early with things like piece movement and post processing layers. This should have started out as a grid with cells that fill with characters like emoji simulator or a roguelike, but I got fixated on trying out hexes because of games like Ogre and Hoplite, and the idea that there would be rooms. Now that I am thinking more and more about Hunt the Wumpus and its squished dodecahedron with 20 nodes I like the idea of linked nodes… that’s the simpler version of what I was trying to accomplish with a hexgrid and filled hexes for walls.

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Games Without Players

From Paolo Pedercini-

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Throat Notes

From the mighty Felix Colgrave

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