1,832 Matching Annotations
  1. Apr 2015
    1. Do I own my content on The Grid? Yes, you own your content. The engine AutoDesigns your site, publishes it, and stores it on Github. Your source content will live in a Github repository that you can access and download anytime.

      Is access private/public?

    2. you post to your site

      Supposedly as simple as sharing to any social website

    1. Set body copy as justified left, ragged right?

      I'm a huge fan of justified text. I don't know why a typography checklist would encourage "ragged right". I do understand that humans can sometimes make better decisions about stretching character spacing (or not) and breaking words with hyphens at line boundaries, but computers do pretty well and it's so nice.

    2. Limit line length to 350–550 pixels by splitting wide pages into two or more columns?

      Why would you measure line length in px rather than characters?

  2. Mar 2015
    1. bound together by a systematic, continuous, organized knowledge structure supports the act of new knowledge creation also known as scholarship

      continuité des pratiques, continuité entre pratiques et ressources

    2. a collection of services that support the creation of new knowledge
    3. As important as the information itself, is providing and supporting an environment that allows for the transformation of that information into new knowledge

      Which is appropriation

    1. ‘We need to return to the original purpose of the library, which is to support all the various needs of the scholar and provide him or her with a place to come up with ideas and make breakthroughs that would not otherwise have happened.’

      Quote from Christine Madsen http://christinemadsen.com/

    1. Although people weren’t used to scrolling in the mid-nineties, nowadays it’s absolutely natural to scroll. For a continuous and lengthy content, like an article or a tutorial, scrolling provides even better usability than slicing up the text to several separate screens or pages.
  3. Jan 2015
    1. We strongly prefer our own term, knowledge-building community. It suggests continuity with the other knowledge-building communities that exist beyond the schools, and the term building implies that the classroom community works to produce knowledge - a collective product and not merely a summary report of what is in individual minds or a collection of outputs from group work.

      This fits with the open/closed scale for judging learning environments.

    1. We are using the term phygital as a way of emphasizing that these are a class of objects that have not simply had some digital functionality embedded within then but are connected devices whose functionality and operation is designed to exist simultaneously in both virtual and physical space.

      defining "phygital"

    2. this paper is speculating on a future in which creating game objects that link the physical and the digital presents an exciting and practical opportunity for game designers. However, such objects require interaction design approaches that not only utilise understandings from product design and graphical user interface but also how they might effectively be combined dynamically.

      Yep

    3. Example Game/Interaction Spaces for Game Objects used with Screens.

      This diagram showing interface interaction between screen space, player space and 3D space is intriguing

    4. Dan Saffer suggests hidden affordances may actually be regarded as ‘discoverable’ (Saffer 2013) in recognition that designers may deliberately allow them to be revealed through accidental use or deliberate exploration. This is similar to the practice of game designers leaving hidden elements, or ‘easter eggs’, within their games that are discovered by accident, this practice hints at a possible interesting opportunity yet to be applied to game objects.

      The use of 'easter eggs' inside game design -- purposeful hidden objects and pathways that fall outside the common map of the game - is fascinating. I have students who say they play games in order to find these elements.

    5. the interaction design of phygital objects for games requires games designers to not only fully understand the virtual aspects the affordances they are perhaps used to, but also to extend these to include the affordances we associate with physical objects to ensure their overall game design does not cause confusion for the player.

      agency considerations in design planning

    6. Interaction Design as defined by Verplank

      Interesting sketch here of equating emotions to our view of the world, and how we interact with information.

    7. mimetic interfaces

      When the virtual (game play) action is analogous to physical action .. ie, guitar hero: You play a guitar, not a joystick ..

    8. phygita

      Now, there's a word I have not seen before.

    9. Internet of Things

      I hate this term ... more marketing for businesses than reality in our lives.

    10. games that use objects as physical game pieces to enhance the players’ interaction with virtual games.

      Intriguing .. pushing the boundaries between the tangible and the virtual ...

  4. Sep 2014
    1. While the Atom Protocol specifies the formats of the representations that are exchanged and the actions that can be performed on the IRIs embedded in those representations, it does not constrain the form of the URIs that are used. HTTP [RFC2616] specifies that the URI space of each server is controlled by that server, and this protocol imposes no further constraints on that control.
  5. Feb 2014
    1. But when asked what he would have done differently, the answer was easy. "I would have got rid of the slash slash after the colon. You don't really need it. It just seemed like a good idea at the time."
  6. Jan 2014
    1. Survey design The survey was intended to capture as broad and complete a view of data production activities and curation concerns on campus as possible, at the expense of gaining more in-depth knowledge.

      Summary of the survey design

    1. Once you abandon entirely the crazy idea that the type of a value has anything whatsoever to do with the storage, it becomes much easier to reason about it. Of course, my point above stands: you don't need to reason about it unless you are writing unsafe code or doing some sort of heavy interoperating with unmanaged code. Let the compiler and the runtime manage the lifetime of your storage locations; that's what its good at.

      Understanding what you should (and should not) reason about in the language you are using is an important part of good programming; and a language that lets you reason (nee worry) about only the things you need to worry about is an important part of a good programming language.

    1. Surely the most relevant fact about value types is not the implementation detail of how they are allocated, but rather the by-design semantic meaning of “value type”, namely that they are always copied “by value”.
    1. I first encountered empathy as an explicit design principle in the context of design thinking. You can’t design anything truly useful unless you understand the people for whom you’re designing.

      Empathy as a design principle

  7. Nov 2013
    1. Here one may certainly admire man as a mighty genius of construction, who succeeds in piling an infinitely complicated dome of concepts upon an unstable foundation, and, as it were, on running water. Of course, in order to be supported by such a foundation, his construction must be like one constructed of spiders' webs: delicate enough to be carried along by the waves, strong enough not to be blown apart by every wind.
    2. It is remarkable that this was brought about by the intellect, which was certainly allotted to these most unfortunate, delicate, and ephemeral beings merely as a device for detaining them a minute within existence.

      Does this imply existence of a Creator?

    1. Model

      An illustration or some kind of graphic here would be nice, to help make the site more dynamic.

  8. Oct 2013
    1. For Foddy, QWOP was designed as a critique of the classic arcade game Track & Field. Foddy always looks to the games of his childhood when developing his own works rather than his more recent philosophy studies.

      Interesting to rely on life experiences vs. Philosophy background.