Houston’s Flood Is a Design Problem

It’s not because the water comes in. It’s because it is forced to leave again.

Floods cause greater property damage and more deaths than tornadoes or hurricanes. And Houston’s flood is truly a disaster of biblical proportions: The sky unloaded 9 trillion gallons of water on the city within two days, and much more might fall before Harvey dissipates, producing as much as 60 inches of rain. Pictures of Harvey’s runoff are harrowing, with interstates… read more

Why a Toaster Is a Design Triumph

The “A Bit More” button doesn’t reinvent the appliance’s form. It finds its soul instead.

Last year I fell in love with a toaster. It looks like most others. A brushed, stainless-steel housing. Four slots, to accommodate the whole family’s bread-provisioning needs. It is alluring but modest, perched atop the counter on proud haunches. But at a time when industry promises disruptive innovation, Breville, the Australian manufacturer of my toaster, offers something truly new and… read more

The Myth of Apple’s Great Design

The company’s new “spaceship” headquarters shows how its beauty has always been skin deep.

Apple has great design is the biggest myth in technology today. The latest victim of this ideology comes in the form a remarkable report on the late Steve Jobs’s final project, still in production: a new, $5 billion Cupertino headquarters for Apple Inc. Writing for Reuters, Julia Love outlines the campus’s “astonishing attention to detail.” Vents and pipes remain obscured… read more

The Designer’s Job is to Make Things More What They Already Are

Ideas on design, adapted from Play Anything

As a game designer, I’m often asked what designers of all stripes can learn from games. Games, after all, appear to be magical objects. Dark ones, even. From Tetris to World of Warcraft, games have an uncanny ability to lure players in. Once hooked on a game, people will spend nearly endless time pursuing bizarre and arbitrary goals—like navigating configurations of four squares… read more

The Sciences, The Humanities, and Design

Nelson on Cross on Design

Mark Nelson wrote up an interesting bit on design as the third discipline, in which he suggests that design is a kind of third-term offset against the old science/humanities split. Mark notes that Whitehead is a precursor to such thinking, albeit in his educational writings rather than his metaphysics: There are three main roads along which we can proceed with… read more

How Atari 2600’s Crazy Hardware Changed Game Design

Wired's Chris Kohler on Racing the Beam

Chris Kohler, author of Power Up and games writer at Wired penned a nice piece on Racing the Beam for Wired’s Game|Life blog. One of the ideas we discuss in the book that Kohler picks up on is the fact that the Atari was manufactured and supported until 1992, albeit in increasingly smaller numbers. Today it’s almost impossible to imagine… read more

Designing For Tragedy

What would a thoughtful game about a tragedy look like? From my "Persuasive Games" column at Gamasutra.

A month after the Virginia Tech massacre, 21 year-old Australian hobbyist animator and game developer Ryan Lambourn created V-Tech Rampage, a web game that recreates the massacreâ??s events. He released the game on his personal website and popular Flash portal Newgrounds.

Turning the Tables on In-Game Ad Design

On the uses of in-game ads for cultural reference. From my "Persuasive Games" column at Gamasutra.

Monopoly has a long, complex, and generally unknown history. Perhaps the most surprising historical curiosity about this classic game about being a real estate tycoon is that it was originally created with an entirely different set of values in mind.

Game Design Education: Integrating Computation and Culture

Co-authored with Janet Murray, Michael Mateas, and Michael Nitsche. Published in IEEE Computer Society, June 2006.

Electronic games are growing rapidly as a cultural form, a set of media technologies, and a global industry. Humanists are looking at games as a new expressive genre like drama, opera, or movies, social scientists are examining them as a new form of collective behavior, computer scientists, engineers, and industrial designers are finding them a new focus of invention. New… read more

A Tool to Supercharge Your Imagination

What if The Atlantic owned a train car? I wondered. Amtrak, I had just learned on the internet, allows owners of private railcars to lash onto runs along the Northeast Corridor, among other routes. “We should have a train car,” I slacked an editor. Moments later, it appeared on my screen, bright red with our magazine’s logo emblazoned in white,… read more