The key technology that Branch and others are using to create spontaneity is spatial gaming infrastructure. At its core, the technology allows users to only hear people within their nearby proximity, and get quieter as they “walk” away. It gives the feeling of a hallway bump-in.
The internet changed all that. It provided a way for anyone to create and distribute products without depending on middlemen, and, in some ways, allowed creators to circumvent middlemen altogether.
The impact of bad design is massive – multiplied across the billions of people striving to flourish online, not only when we need the technology as a stop-gap measure to alleviate disruptions to everyday life, but also when we want to use it for more socially progressive purposes. Videoconferencing, and the telepresence experience it can enable,... See more
The modern internet overwhelms us, disheartens us, and distracts us from what matters most. But most alarming of all, it erodes our ability to trust—in others, in ourselves, in institutions, in humanity, and in the future. The scary thing about losing trust is that it becomes a self-fulfilling prophecy. When we suspect the worst, it creates a... See more
As a practitioner you need to be perceptive and helpful, yes, but to really distinguish yourself, you also need great taste and a good pulse on the zeitgeist. A designer should know if ‘we’ are doing flat or skeuomorphic design ‘these days,’ just as a diner should know if he should be tucking his napkin into his shirt or holding it on his lap.