Object Lessons

An essay and book series about the hidden lives of ordinary things

Object Lessons is a series of concise, affordable, beautifully designed books and of smart, short essays based around singular objects and the lessons they hold. Books are published and distributed worldwide by Bloomsbury, and essays are published at The Atlantic. You can also keep up with Object Lessons on Twitter and on Facebook. At around 25,000 words, each book starts… read more

Announcing Object Lessons

An essay and book series on the hidden lives of things

Earlier this week we launched Object Lessons, an essay and book series on the hidden lives of ordinary objects, published by The Atlantic and Bloomsbury and edited by me and Chris Schaberg. We’ve been working on getting this going for months, and I’m excited to finally be able to unleash it on you. Here’s how it works: Object Lessons invites… read more

Google Zombie: The Glass Wearers of Tomorrow

The best metaphor for Google Glass? Not jerks or junkies, but the living dead.

Since the unveiling of Google Glass, the tech giant’s new wearable computing device, a common nickname for its wearers has arisen among skeptics and critics: Glassholes. It’s a charming portmanteau that satisfies an immediate desire to shun this weird new contraption. And the term fits, to some extent. As a strangely popular trend in books on assholes has helped us… read more

The End of the Hangup

Why the physical form of smartphones and the unreliable operation of cellular networks has made hanging up the telephone impossible.

“Can I use my telephone to call Grandma?” my daughter asks. She means the Western Electric model 500 we bought at an antiques store at her insistence — a curiosity that is now more household sculpture than communication appliance. The model 500 is the most common telephone set ever made, issued by Bell Systems from the 1950s through their divestiture… read more

PlayStation 4: A Videogame Console

Today, the most novel feature of new technology is ordinariness.

The logo for the Dutch videogame studio Guerrilla Games is an object lesson in mixed metaphor: an orange “G” contorted into the chevron shape of a military rank insignia. Guerrilla insurgencies are often organized and sometimes even state-based, but they are hardly represented by the formal emblem of command and control military structure. Guerrilla warfare is irregular, asymmetrical, and lithe.… read more

Proteus: A Trio of Artisanal Game Reviews

Three reviews as three lenses through which to approach and appreciate an unusual videogame.

Originally published at Gamasutra One: Nil Person Videogames are narcissistic. They are about you, even when they put you in someone else’s shoes. You are a space marine among hell spawn. You are a mafioso just released from prison. You are a bear with a bird in your backpack. You are a Tebowing Tim Tebow. We may think we play… read more

“Hundreds” Is the Haute Couture of Video Games

A new multi-touch puzzle game for the iPad and iPhone is about form, not function—and it's about to become a status symbol.

Some media exists for you to “consume”: to read, to watch, to play. Even though a book, television show, or video game isn’t destroyed by this encounter like a cheesesteak or a firework might be, the creative work is meant to be made a part of ourselves. To transform us in some way. But other forms of media don’t aspire… read more

The Cost of Fees

Would I be doing what I do now had I been subject to today's University of California graduate tuition and fees? Probably not.

My graduate school experience was unusual, at least for someone pursuing a humanities PhD. While I did teach some, for much of the time I was in grad school I was also working in the technology and entertainment industries. In part this is because I was an immovable ass who wasn’t willing to give up my interests in computing in… read more

A Machine That Makes Cameras: The Aesthetics of the Lytro

An image taken with a Lytro camera is not really an image, but a machine capable of producing many possible renditions.

The Lytro Light Field Camera Let's think about photography as people live it. A posed family picture might be taken once, then again, and again until the right combination of open eyes, smiles, and light and shadow produce an acceptable portrait. An action, performance, or sports shot that could speed by too fast for human judgement partakes of a surrogate: the… read more

The Art of Video Games

A review of the catalog that accompanies the Smithsonian American Art Museum exhibition

This review was published in The American Journal of Play 5:1 (Fall 2012). You can also download a PDF of the review provided by the journal.   The Art of Video Games: From Pac-Man to Mass Effectby Chris Melissinos and Patrick O’RourkeNew York: Welcome Books, 2012. Contents, images, credits. 215 pp. $40.00 paper. ISBN: 9781599621098 The Art of Video Games,… read more