Category Archives: Culture

Introducing Another Website For You To Check On A Regular Basis In Addition To Twitter And Flickr And Kate’s Blog

It’s called thegreatsunra.com.

From 2001 to 2006 I maintained a weblog on a fairly regular basis. In those early years it was new and exciting to be “publishing” to the “internet” to “people” who may or may not be there; who you may or may not even know.

I started losing steam in 2005. My online publishing became downright anemic by 2006. For the last four years, my online identity has been wildly fragmented, publishing across the Twitters and Flickrs and Facebooks (for a spell) and Vimeos and Brainside Outs and Daneomatics and Tumblrs and even some super-secret projects that you don’t even know about, which I started and ended quietly in an attempt to rekindle that original flame.

For four years I feel I have expended far more energy trying to pull these disparate identities together into some cohesive whole, than I have actually contributing to the ether. You know, writing. Or publishing. Or making. The whole reason I started down this path in the first place. The technology was never meant to be an end, the packaging never the focus, but merely the mechanism by which I communicate with the world, externally processing my thoughts while simultaneously getting them out there in the world.

As such, I’m trying something new. Perhaps this too will fail, but I prefer to let time be the judge of that.

In 2001 my original website, by the ostentatious name of “Cromlech”, was built in Adobe GoLive. Then, it was built in Dreamweaver. Then in Notepad for a spell. Then Greymatter, if any of you whipper-snappers remember that (I’m pretty sure Zosia Blue does).

Greymatter was instrumental to supporting my blogging efforts during the summer of 2002, when I worked at Camp Ihduhapi. It was the first time I could update my website from any computer whatsoever, without needing to FTP into the server.

It was also the reason I learned HTML.

Cromlech became “Dane’s Bored” which became “Brainside Out” which I eventually migrated to Movable Type. Upon Movable Type it remained until 2006, when I launched Daneomatic on WordPress. The weblog portion of Brainside Out, complete with archives from 2001 to 2006, is still available on the internet at siskiwit.brainsideout.com, where it remains in stasis.

And so, I wish to introduce thegreatsunra.com, a Tumblr blog which may (or may not) support my contributions to the intertubes. This space is getting hella-crowded and writing for the web isn’t nearly as much fun as it was once before, but I do still have “ideas” that I need to get “out” so that I can continue having “more” ideas.

So, for the five of you who read this, you now have another place you need to check in order to keep tabs on me. And for that, I apologize. I fully realize it’s poor user experience, and I can only hope it is forgivable.

Did you hear the one about the five neuroscientists who went on a rafting trip?

I’m really digging this story at the New York Times, about five neuroscientists who went on a rafting trip down the San Juan River, ostensibly to study the effects of disconnecting with the “digital” world.

It sounds like the start of a joke, but it’s actually pretty neat.

Mr. Strayer, the trip leader, argues that nature can refresh the brain. “Our senses change. They kind of recalibrate — you notice sounds, like these crickets chirping; you hear the river, the sounds, the smells, you become more connected to the physical environment, the earth, rather than the artificial environment.”

Indoors and Outdoors. Natural and Artificial. Digital and Physical. Isolation and Connectedness.

Yes. These are all things.

The West

Gracious Living

I may be honing in on part of why I find the American West, not only the landscape but also its people and history, so interesting. And history not necessarily in the wars fought or the great leaders and historic influencers and such, but in the everyday sense. What did people, regular people, do out here? What was their lifeworld? What was their intersubjectivity?

In a way, it’s a manner to defamiliarize myself with my own lifeworld, my own values and needs and hopes and dreams and goals and aspirations and fears… to try on someone else’s to render more explicit to my own consciousness my own silently-held assumptions, biases and predispositions. And if I understand mine better, I can come to know those of others better. I can better empathize with them, knowing that my own convictions and beliefs are sourced in something, sourced in experiences I have had that have influenced my values and thinking, rather than some innate characteristic of mankind that others may or may not have discovered yet.

Indeed, this thought experiment allows me to reject the notion that I have attained some kind of objective, universal, transcendent truth or enlightenment. In some ways I have found my own enlightenment, yes. I have discovered, and continue to hammer out, a personal framework for meaning. But this is not a guarantor. It is something that frames, that helps me make sense of human life, but not something that determines life.

Transactions for Saturday October 25th, 1884

And so, I look to the West, and the ephemera of the 1800s, yes, that era of westward expansion and exploration and such, and I find it fascinating to see what people, what ordinary people, did in those circumstances. What they were forced to do. What they chose to do. How they went about doing it, and why, and what they did once they got there.

And I’m figuring that a lot of the style of the West, artifacts and such that we inescapably associate with the West, are not necessarily by design… but that they were the only resources available from which to craft things. So yes, they were designed, if not in an aesthetic sense, but in that there were strict constraints of materials available to build, and those in turn determined the styles of things, of buildings, of main street in boom towns… indeed, the stark reality of building a town out of nothing, yes, that’s positively fascinating.

Wallpaper Strata

But also, what luxuries did we chose to bring along? From alcohol to prostitutes to sourdough bread to chandeliers in barrooms to player pianos to ornate ceiling tiles to framed art to wainscoting to wallpaper… these things didn’t just come from nowhere. In a lawless land such as the historic American West, it likely ended up there because someone decided they could make a buck by doing it. A piano is heavy and delicate and difficult to transport, but man just as with any bumpin’ night club, I’m sure it could bring the crowds if you were the only saloon that had one.

But also, I’m interested in the West from an art direction standpoint, from the way the western films, with their spurs and pointed-toe cowboy boots and electric guitars and whistles and harmonicas and such, the way Sergio Leone has basically mediated the portrayal of the West, and given us these vast tools of shared meaning with which we can craft and express a certain experience. And, in the case of diagetic sound, that can be pretty authentic, from the sounds of insects to wind to trotting horses, but also the electric guitars and whoops and hollers of The Good, The Bad and The Ugly, how the non-diagetic sound has become a resource for emotional connection and, yes, designed experience.

So there’s West as nature, which I love. There’s West as life, historically, which I find interesting. There’s West as a shared cultural cinematic medium, the experience design of the West, which I find awesome.

And. There’s West as a raw portrayal of what we find quintessentially valuable as Americans. Or even, as humans. As people. I don’t want to draw too many universals independent of American culture, but there’s something telling to the West, the rawness of the hardscrabble life its history afforded, that tells a story of what we truly, truly value, yes as historic Americans, as a culture, but perhaps even as humans, when we have nothing and are presented with the rawest of living.

If we were to carve out an existence where there is nothing (taking on the perspective of a period-era pioneer, for a moment, and blindly ignoring the existing indigenous cultures we oh-so-ravaged, which already had indescribable “meanings” associated with all that we considered wide open “nothing” in the West), what are we going to carry with ourselves on our backs as we make our way westward? What are we going to build once we get there? What are we going to seek out, either from nature, or from others, in the hope that a loose regional society can provide what essentials we cannot provide for ourselves?

Entertainment District

What do we value, above all else, such that we will go through such pains to carry it with us, or build it, or seek it out? Shelter, water, food, fame, fortune, power, sex, liquor, the sublime, art, culture, music, the church, tobacco, opium… what motivates us, as a people, even at the fringes of civilization? What remains constant? What do we carry in our hearts, wherever we travel, whatever our society, whatever its wickedness and lawlessness?

In a way, I find the West a fascinating experiment in what we truly find most valuable as a culture, a society, a people, perhaps even a species… a perfected laboratory where, if given an opportunity to start it all over, with limited resources, how we would desire to remake ourselves. The scarcity of resources and obvious constraints and harshness of life in the Old West fascinates me as a designer, perhaps even moreso than the aesthetics of Western life, and I feel I’m beginning to understand that the aesthetics we associate with the West are inexplicably tied to something that was very real, and very raw, for some people’s existence.

The stories of other people’s lives, and how they lived them from day to day, fascinate me as a writer and a storyteller. I continue my attempts to unravel the stories of the West, for I feel as though they hold some kind of truth as to what dwells in the hearts of humankind.

The City Eats Its Own

As one who loves beautiful, old, historic things,
and as one who loves American city architecture from the early 1900s,
and as one who lived in Oregon for five years,
and as one who has a massive crush on Portland,
and as one who loves books and needs to be pried from Powell’s with a crowbar…

…I of course loved it when Cabel Sasser tweeted the following:

Renovations for across the street from Powell’s uncovered this beautiful, untouched tile from the 1900’s. Cool.

Tile Floor from Cabel Sasser

And needless to say, I was heartbroken when Cabel followed up a few days later:

Well, so much for the beautiful tile floor they uncovered during construction. :(

Tile Floor from Cabel Sasser a Few Days Later

Cultural metabolism.

If ignorance were not in such great abundance, we could all have nice things.

UPDATE: Awesome! Pedro at Longbored Surfer looked at Cabel’s photographs, and took the time to recreate the tile pattern digitally. Sounds like Cabel snuck a piece of the actual floor, too, when the builders weren’t looking!

Outside In: Evoking a Sense of the Natural World in Indoor Spaces

Last night I delivered my thesis presentation, effectively completing my master’s degree in human-computer interaction design. Over the last seven months I’ve been conducting a design exploration into the ways we find nature meaningful to us, and uncovering ways to enliven indoor environments with a sense of the outdoors.

Here is the 20-minute presentation:

A big, hearty thanks to everyone who came out to see it live and in person!

Hans and Umbach: Establishing a Language of Embodied Interaction for Design Practitioners

My work with Hans and Umbach on physical computing and embodied interaction took an interesting turn recently, down a path I hadn’t anticipated when I set out to pursue this project. My initial goal with this independent study was to develop the skills necessary to work with electronics and physical computing as a prototyping medium. In recent years, hardware platforms such as Arduino and programming environments such as Wiring have clearly lowered the barrier of entry for getting involved in physical computing, and have allowed even the electronic layman to build some super cool stuff.

Rob Nero presented his TRKBRD prototype at Interaction 10, an infrared touchpad built in Arduino that turns the entire surface of one’s laptop keyboard into a device-free pointing surface. Chris Rojas built an Arduino tank that can be controlled remotely through an iPhone application called TouchOSC. What’s super awesome is that most everyone building this stuff is happy to share their source code, and contribute their discoveries back to the community. The forums on the Arduino website are on fire with helpful tips, and it seems an answer to any technical question is only a Google search away. SparkFun has done tremendous work in making electronics more user-friendly and approachable, offering suggested uses, tutorials and data sheets right alongside the components they sell.

Dourish and Embodied Interaction: Uniting Tangible Computing and Social Computing

In tandem with my continuing education with electronics, I’ve been doing extensive research into embodied interaction, an emerging area of study in HCI that considers how our engagement, perception, and situatedness in the world influences how we interact with computational artifacts. Embodiment is closely related to a philosophical interest of mine, phenomenology, which studies the phenomena of experience and how reality is revealed to, and interpreted by, human consciousness. Phenomenology brackets off the external world and isn’t concerned with establishing a scientifically objective understanding of reality, but rather looks at how reality is experienced through consciousness.

Paul Dourish outlines a notion of embodied interaction in his landmark work, “Where The Action Is: The Foundations of Embodied Interaction.” In Chapter Four he iterates through a few definitions of embodiment, starting with what he characterizes as a rather naive one:

“Embodiment 1. Embodiment means possessing and acting through a physical manifestation in the world.”

He takes issue with this definition, however, as it places too high a priority on physical presence, and proposes a second iteration:

“Embodiment 2. Embodied phenomena are those that by their very nature occur in real time and real space.”

Indeed, in this definition embodiment is concerned more with participation than physical presence. Dourish uses the example of conversation, which is characterized by minute gestures and movements that hold no objective meaning independent of human interpretation. In “Technology as Experience” McCarthy and Wright use the example of a wink versus a blink. While closing and opening one’s eye is an objective natural phenomena that exists in the world, the meaning behind a wink is more complicated; there are issues of the intent of the “winker”, whether they intend for the wink to represent flirtation, collusion, or whether they simply had a speck of dirt in their eye. There are also issues of interpretation of the “winkee”, whether they perceive the wink, how they interpret the wink, and whether or not they interpret it as intended by the “winker.”

Thus, Dourish’s second iteration on embodiment deemphasizes physical presence while allowing for these subjective elements that do not exist independent of human consciousness. A wink cannot exist independent of real time and real space, but its meaning involves more than just its physicality. Indeed, Edmund Husserl originally proposed phenomenology in the early 20th century, but it was his student Martin Heidegger who carried it forward into the realm of interpretation. Hermeneutics is an area of study concerned with the theory of interpretation, and thus Heidegger’s hermeneutical phenomenology (or the study of experience and how it is interpreted by consciousness) has rather become the foundation of all recent phenomenological theory.

Beyond Heidegger, Dourish takes us through Alfred Schutz, who considered intersubjectivity and the social world of phenomenology, and Maurice Merleau-Ponty, who deliberately considered the human body by introducing the embodied nature of perception. In wrapping up, Dourish presents a third definition of embodiment:

Embodied 3. “Embodied phenomena are those which by their very nature occur in real time and real space. … Embodiment is the property of our engagement with the world that allows us to make it meaningful.”

Thus, Dourish says:

“Embodied interaction is the creation, manipulation, and sharing of meaning through engaged interaction with artifacts.”

Dourish’s thesis behind “Where The Action Is” is that tangible computing (computer interactions that happens in the world, through the direct manipulation of physical artifacts) and social computing (computer-augmented interaction that involves the continual navigation and reconfiguration of social space) are two sides of the same coin; namely, that of embodied interaction. Just as tangible interactions are necessarily embedded in real space and real time, social interaction is embedded as an active, practical accomplishment between individuals.

According to Dourish, embodied computing is a larger frame that encompasses tangible computing and social computing. This is a significant observation, and “Where The Action Is” is a landmark achievement. But, as Dourish himself admits, there isn’t a whole lot new here. He connects the dots between two seemingly unrelated areas of HCI theory, unifies them under the umbrella term embodied interaction, and leaves it to us to work it out from there.

And I’m not so sure that’s happened. “Where The Action Is” came out nine years ago, and based on the papers I’ve read on embodied interaction, few have attempted to extend the definition beyond Dourish’s work. While I wouldn’t describe his book as inadequate, I would certainly characterize it as a starting point, a signifiant one at that, for extending our thoughts on computing into the embodied, physical world.

From Physical Computing to Notions of Embodiment

For the last two months I have been researching theories on embodiment, teaching myself physical computing, and reflecting deeply on my experience of learning the arcane language of electronics. Even with all the brilliantly-written books and well-documented tutorials in the world, I find that learning electronics is hard. It frequently violates my common-sense experience with the world, and authors often use familiar metaphors to compensate for this. Indeed, electricity is like water, except when it’s not, and it flows, except when it doesn’t.

In reading my reflections I can trace the evolution of how I’ve been thinking about electronics, how I discover new metaphors that more closely describe my experiences, reject old metaphors, and become increasingly disenchanted that this is a domain of expertise I can master in three months. What is interesting is not that I was wrong in my conceptualizations of how electronics work, however, but how I was wrong and how I found myself compensating for it.

Hans and Umbach: Arduino, 8-bit shift register, 7-segment display

While working with a seven-segment display, for instance, I could not figure out which segmented LED mapped to which pin. As I slowly began to figure this out, it did not seem to map to any recognizable pattern, and certainly did not adhere to my expectations. I thought the designers of the display must have had deliberately sinister motives in how their product so effectively violated any sort of common sense interpretation.

To compensate, I drew up my own spatial map, both on paper as well as in my mind, to establish a personal pattern where no external pattern was immediately perceived. “The pin in the upper lefthand corner starts on the middle, center segment,” I told myself, “and spirals out clockwise from there, clockwise for both the segments as well as the pins, skipping the middle-pin common anodes, with the decimal seated awkwardly between the rightmost top and bottom segments.”

It was this personal spatial reasoning, this establishment of my own pattern language to describe how the seven-segment display worked, that made me realize how strongly my own embodied experience determines how I perceive, interact with, and make sense of the world. So long as a micro-controller has been programmed correctly, it doesn’t care which pin maps to which segment. But for me, a bumbling human who is poor at numbers but excels at language, socialization and spatial reasoning, you know, those things that humans are naturally good at, I needed some sort of support mechanism. And that mechanism arose out of my own embodied experience as a real physical being with certain capabilities for navigating and making sense of a real physical world.

Over time this realization, that I am constantly leveraging my own embodiment as a tool to interpret the world, dwarfed the interest I had in learning electronics. I’m still trying to figure out how to get an 8×8 64-LED matrix to interface with an Arduino through a series of 74HC595N 8-bit shift registers, so I can eventually make it play Pong with a Wii Nunchuk. That said, it’s frustrating that every time I try to do something, the chip I have is not the chip I need, and the chip I need is $10 plus $5 shipping and will arrive in a week, and by the way have I thought about how to send constant current to all the LEDs so they’re all of similar brightness because my segmented number “8” is way dimmer than my segmented number “1” because of all the LEDs that need to light up, and oh yeah, there’s an app for that.

Sigh.

Especially when I’m trying to play Pong on my 8×8 LED matrix, while someone else is already playing Super Mario Bros. on hers.

Extending Notions of Embodiment into Design Practice

In accordance with Merleau-Ponty and his work introducing the human body to phenomenology, and the work of Lakoff and Johnson in extending our notions of embodied cognition, I believe that the human body itself is central to structuring the way we perceive, interact with, and make sense of the world. Thus, I aim to take up the challenge issued by Dourish, and extend our notions of embodiment as they apply to the design of computational interactions. The goal of my work is to establish a language of embodied interaction that will help design practitioners create more compelling, more engaging, more natural interactions.

Considering physical space and the human body is an enormous topic in interaction design. In a panel at SXSW Interactive last week, Peter Merholz, Michele Perras, David Merrill, Johnny Lee and Nathan Moody discussed computing beyond the desktop as a new interaction paradigm, and Ron Goldin from Lunar discussed touchless invisible interactions in a separate presentation. At Interaction 10, Kendra Shimmell demonstrated her work with environments and movement-based interactions, Matt Cottam presented his considerable work integrating computing technologies with the richly tactile qualities of wood, and Christopher Fahey even gave a shout-out specifically to “Where The Action Is” in his talk on designing the human interface (slide 50 in the deck). The migration of computing off the desktop and into the space of our everyday lives seems only to be accelerating, to the point where Ben Fullerton proposed at Interaction 10 that we as interaction designers need to begin designing not just for connectivity and ubiquity, but for solitude and opportunities to actually disconnect from the world.

Establishing a Language of Embodied Interaction for Design Practitioners

To recap, my goal is to establish a language of embodied interaction that helps designers navigate this increasing delocalization and miniaturization of computing. I don’t know yet what this language will look like, but a few guiding principles seem to be emerging from my work:

All interactions are tangible. There is no such thing as an intangible interaction. I reject the notion that tangible interaction, the direct manipulation of physical representations of digital information, is significantly different from manipulating pixels on a screen, interactions that involve a keyboard or pointing device, or even touch screen interactions.

Tangibility involves all the senses, not just touch. Tangibility considers all the ways that objects make their presence known to us, and involves all senses. A screen is not “intangible” simply because it is comprised of pixels. A pixel is merely a colored speck on a screen, which I perceive when its photons reach my eye. Pixels are physical, and exist with us in the real world.

Likewise, a keyboard or mouse is not an intangible interaction simply because it doesn’t afford direct manipulation. I believe the wall that has been erected between historic interactions (such as the keyboard and mouse) and tangible interactions (such as the wonderful Siftables project) is false, and has damaged the agenda of tangible interaction as a whole. These interactions exist on a continuum, not between tangible and intangible, but between richly physical and physically impoverished. A mouse doesn’t allow for a whole lot of nuance of motion or pressure, and a glass touch screen doesn’t richly engage our sense of touch, but they are both necessarily physical interactions. There is an opportunity to improve the tangible nature of all interactions, but it will not happen by categorically rejecting our interactive history on the grounds that they are not tangible.

Everything is physical. There is no such thing as the virtual world, and there is no such thing as a digital interaction. Ishii and Ullmer (PDF link) in the Tangible Media Group at the MIT Media Lab have done extensive work on tangible interactions, characterizing them as physical manifestations of digital information. “Tangible Bits,” the title of their seminal work, largely summarizes this view. Repeatedly in their work, they set up a dichotomy between atoms and bits, physical and digital, real and virtual.

The trouble is, all information that we interact with, no matter if it is in the world or stored as ones and zeroes on a hard drive, shows itself to us in a physical way. I read your text message as a series of latin characters rendered by physical pixels that emit physical photons from the screen on my mobile device. I perceive your avatar in Second Life in a similar manner. I hear a song on my iPod because the digital information of the file is decoded by the software, which causes the thin membrane in my headphones to vibrate at a particular frequency. Even if I dive deep and study the ones and zeroes that comprise that audio file, I’m still seeing them represented as characters on a screen.

All information, in order to be perceived, must be rendered in some sort of medium. Thus, we can never interact with information directly, and all our interactions are necessarily mediated. As with the supposed wall between tangible interactions and the interactions that proceeded them, the wall between physical and digital, or real and virtual, is equally false. We never see nor interact with digital information, only the physical representation of it. We cannot interact with bits, only atoms. We do not and cannot exist in a virtual world, only the real one.

This is not to say that talking with someone in-person is the same as video chatting with them, or talking on the phone, or text messaging back and forth. Each of these interactions is very different based on the type and quality of information you can throw back and forth. It is, however, to illustrate that there isn’t necessarily any difference between a physical interaction and a supposed virtual one.

Thus, what Ishii and Ullmer propose, communicating digital information by embodying it in ambient sounds or water ripples or puffs of air, is no different than communicating it through pixels on a screen. What’s more, these “virtual” experiences we have, the “virtual” friendships we form, the “virtual” worlds we live in, are no different than the physical world, because they are all necessarily revealed to us in the physical world. The limitations of existing computational media may prevent us from allowing such high-bandwidth interactions as those allowed by face-to-face interaction (think of how much we communicate through subtle facial expressions and body language), but the fact that these interactions are happening through a screen, rather than at a coffee shop, does not make them virtual. It may, however, make them an impoverished physical interaction, as they do not engage our wide array of senses as a fully in-the-world interaction does.

Again, the dichotomy between real and virtual is false. The dichotomy between physical and digital is false. What we have is a continuum between physically rich and physically impoverished. It is nonsense to speak of digital interactions, or virtual interactions. All interactions are necessarily physical, are mediated by our bodies, and are therefore embodied.

The traditional compartmentalization of senses is a false one. In confining tangible interactions to touch, we ignore how our senses work together to help us interpret the world and make sense of it. The disembodiment of sensory inputs from one another is a byproduct of the compartmentalization of computational output (visual feedback from a screen rendered independently from audio feedback from a speaker, for instance) that contradicts our felt experience with the physical world. “See with your ears” and “hear with your eyes” are not simply convenient metaphors, but describe how our senses work in concert with one another to aid perception and interpretation.

Humans have more than five senses. Our experience with everything is situated in our sense of time. We have a sense of balance, and our sense of proprioception tells us where our limbs are situated in space. We have a sense of temperature and a sense of pain that are related to, but quite independent from, our sense of touch. Indeed, how can a loud sound “hurt” our ears if our sense of pain is tied to touch alone? Further, some animals can see in a wider color spectrum than humans, can sense magnetic or electrical fields, or can detect minute changes in air pressure. If computing somehow made these senses available to humans, how would that change our behavior?

My goal in breaking open these senses is not to arrive at a scientific account of how the brain processes sensory input, but to establish a more complete subjective, phenomenological account that offers a deeper understanding of how the phenomena of experience are revealed to human consciousness. I aim to render explicit the tacit assumptions that we make in our designs as to how they engage the senses, and uncover new design opportunities by mashing them together in unexpected ways.

Embodied Interaction: A Core Principle for Designing the Next Generation of Computing

By transcending the senses and considering the overall experience of our designs in a deeper, more reflective manner, we as interaction designers will be empowered to create more engaging, more fulfilling interactions. By considering the embodied nature of understanding, and how the human body plays a role in mediating interaction, we will be better prepared to design the systems and products for the post-desktop era.

Hans and Umbach: Atoms Are the New Bits

The Hans and Umbach Electro-Mechanical Computing Company

Needless to say, Hans and Umbach are extremely excited about this new article in Wired magazine, which champions a trend of garage tinkerers and other DIYers acting in concert to bring the world its next generation of products. Just as the internet democratized digital publication, so will new prototyping technologies democratize physical production.

We’d better get crackin’.

Scope

Home Sweet Home

Maybe you’ve already heard, but I recently helped launch Adaptive Path’s new home page. A few of the other kind folks at the office designed it, and I cut it up into its hot-and-buttery front-end code. I used 960.gs for the pixel-perfect CSS grid system, and cooked up some slick back-end code for streaming our recent essays and blog posts into their proper sections.

What’s more, I wrote some tight little scripts to hit up our Twitter feed and pull down our most recent tweets. Javascript implementations are nice for low-volume sites, but when you get as much traffic as AP you need something a bit more robust. I developed a lightweight caching module that wraps around our call to the Twitter API, keeping our tweets fresh without hitting Twitter on every single (insanely frequent) page load.

Meanwhile, I’ve pretty much been living at Musée Mécanique the last two weekends, digesting their incredible collection of antique coin-operated arcade machines. While these pictures certainly won’t leave that familiarly cold smell of metal on your hands after you’re done handling them, I’ve nevertheless been dropping my observations into a set on Flickr.

Drop Coin Here

The Cail-O-Scope

Love Tester

Grope

Musée Mécanique

Musée Mécanique

Baseball Score-Board

This is the most important thread to ever emerge out of the Internet.

HERE.

Origami Frogs

origami-frogs

Not to mention knitting graffiti.

Cool stuff.