“When you look around an office, nine times out of 10 you can tell if it was designed for fear.
How does fear manifest in space? High walls. No windows. Closed spaces. By extracting management from the doers and makers of the company, there’s plausible deniability. When conversation is inhibited by high-walled cubicles, information is controlled. And to effectively instill fear in office culture, you have to control information. You have to make sure teams are segmented into departments, information is transmitted linearly and power is centralized.”
About | superflux “We work closely with clients and collaborators on projects that acknowledge the reality of our rapidly changing times, designing with and for uncertainty, instead of resisting it. We are particularly interested in the ways emerging technologies interface with the environment and everyday life, and with proven experience in design, strategy and foresight, Superflux is in a unique position to explore the implications of these new interactions. Ultimately, we strive to embed these explorations in the here-and-now — using rapid prototyping and media sketches to turn them into stimulating concepts, experiences, products and services. “ tags: weekly design uncertainty ambiguity change Unknown Fields Division – Mission “The Unknown Fields Division is a nomadic design research studio that ventures out on expeditions to the ends of the earth to bear witness to alternative worlds, alien landscapes, industrial ecologies and precarious wilderness. These distant landscapes – the iconic and the ignored, the excavated, irradiated and the pristine, are embedded in global systems that connect them in surprising and complicated ways to our everyday lives. In such a landscape of interwoven narratives, the studio uses film and animation to chronicle this network of hidden stories and re-imagine the complex and contradictory realities of the present as a site of strange and extraordinary futures. “ tags: weekly unknown design research media (4) […]
I’m leaving Mojang | notch.net “I don’t see myself as a real game developer. I make games because it’s fun, and because I love games and I love to program, but I don’t make games with the intention of them becoming huge hits, and I don’t try to change the world. Minecraft certainly became a huge hit, and people are telling me it’s changed games. I never meant for it to do either. It’s certainly flattering, and to gradually get thrust into some kind of public spotlight is interesting. “ tags: weekly minecraft game leaving New Statesman | Why the cult of hard work is counter-productive “As Samuel Johnson once wrote: “Some are always in a state of preparation, occupied in previous measures, forming plans, accumulating materials and providing for the main affair. These are certainly under the secret power of idleness. Nothing is to be expected from the workman whose tools are for ever to be sought.”” tags: productivity weekly work do make How Community Feedback Shapes User Behavior Should probably give us pause about a number of things. tags: stanford research community reinforcement socialmedia grading weekly Not only do authors of negatively-evaluated con-tent contribute more, but also their future posts are oflower quality, and are perceived by the community assuch. Moreover, these authors are more likely to sub-sequently evaluate their […]