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  1. What’s Next? How Mobile is Changing Design by Brian Fling

    Mobile is evolving, the web is adapting, and these two colossal worlds are about to collide to create something new. In order to design the experiences of this new contextual web, we need to change the way we look at design. In this talk Brian will provide his insights on some of the emerging trends in mobile design and share his thoughts on how we will design the interfaces of tomorrow.

    http://2009.dconstruct.org/schedule/brianfling/

    Brian Fling has been a leader in creating interactive experiences for both the web and mobile mediums. He has worked with hundreds of businesses from early stage start-ups to Fortune 50 companies to leverage new media around the needs of real peoples.

    —Huffduffed by ideasatrandom

  2. Designing the future - Tech Weekly podcast

    We may not have jetpacks and flying cars, but artificial intelligence is taking ever greater strides.

    This week on the podcast we look one day into the future at some of the biggest technological designs of the next few years set to beam out of this year’s dConstruct Conference, part of the Brighton Digital festival.

    Joining Alex Hern on the panel is time traveller Ingrid Burrington who argues that the time machines of today don’t look like Deloreans, they look like NTP servers, real-time data streams and predictive models, Nick Foster an industrial designer working on future projects for google and Carla Diana who thinks that the robot takeover will start in our kitchens.

    http://www.theguardian.com/technology/audio/2015/sep/10/design-future-dconstruct-conference-brighton-tech-podcast

    —Huffduffed by adactio

  3. BBC Click: dConstruct: Living with the Network

    How computers and digital technology affect our lives around the world.

    Click investigates triumphs and pitfalls of the digital age at the dConstruct conference.

    http://www.bbc.co.uk/podcasts/series/digitalp

    —Huffduffed by adactio

  4. The Urban Web

    From http://2008.dconstruct.org/podcast/

    Steven Johnson’s opening keynote from dConstruct 2008 in Brighton.

    —Huffduffed by adactio

  5. Reality is Plenty

    Lately, Augmented Reality (AR) has come to stand for the highest and deepest form of synthesis between the digital and physical worlds. Slavin will outline an argument for rethinking what really augments reality and what the benefits are, as well as the costs.

    Rather than considering AR as a technology, we will consider the goals we have for it, and how those are best addressed. Along the way, we’ll look at the history and future of seeing, with a series of stories, most of which are mostly true.

    AR may be where all this goes. But how it gets there, and where there is, is up for debate. This is intended to serve to start or end that debate, or at a minimum, to bring the conference to a close by pointing at the future, perhaps in the wrong direction.

    http://2011.dconstruct.org/conference/kevin-slavin

    Kevin Slavin is the Managing Director and co-Founder of area/code. He has worked in corporate communications for technology-based clients for 13 years, including IBM, Compaq, Dell, TiVo, Time/Warner Cable, Microsoft, Wild Tangent and Qwest Wireless.

    Slavin has lectured at the Cooper Union for the Advancement of Science and Art, the American Institute of Graphic Arts, and the Parsons School of Design, and has written for various publications on games and game culture. His work has received honors from the AIGA, the One Show, and the Art Directors Club, and he has exhibited internationally, including the Frankfurt Museum für Moderne Kunst.

    —Huffduffed by dConstruct

  6. The Full Stack of Entertainment: Storytelling, Play and Code

    Forget transmedia. Forget alternate and augmented realities. Forget multimedia magazines, tablets, phones and puzzling QR codes. Our challenge lies in figuring out the full-stack of entertainment, designed from the bottom right to the very top: for phones, physical objects—part of the Internet of things or otherwise—tablets and conventional computing devices, where art, code and design mesh together perfectly with directorial vision.

    These teams producing our next generation of entertainment are right at the heart of Steve Jobs’ placing of Apple at the intersection of liberal arts and technology. Where did they come from, how are they evolving entertainment and how are they making storytelling, play, code and technology sing?

    http://2011.dconstruct.org/conference/dan-hon

    Dan Hon is a Creative Director at Wieden Kennedy in Portland, OR, where he works on the intersection between storytelling, games, play and code. A former lawyer, he’s worked for Mind Candy helping to build their first product, Perplex City, and co-founded Six to Start, an award-winning entertainment production company in 2007. He’s most known for being passionately for, and against, ARGs. He does not play World of Warcraft anymore.

    —Huffduffed by WILL2

  7. The Transformers

    When you think of a city, what is the first thing that comes to mind? Most likely it is the stuff that it is made up of: its streets and buildings, its parks and squares. But what sets a city apart, aside from its architecture, is how all that stuff is put to use. A city’s nightlife, a city’s cuisine, a city’s culture. In other words, what people make of the space they live in when they are at play.

    Play isn’t limited to the ‘soft side’ of urbanism. In fact, it turns out a building isn’t some prefixed structure capable of doing one thing only. Adaptation and reuse continuously transform what a city’s architecture is for, often from the bottom up. In this way, a city’s people shape their homes as well, quite literally.

    What is at work in this process of city transformation, is nothing less than play. In cities, just as in games, people and the space they inhabit shape each other. Thus, in our Western cities, where reuse is overtaking construction of new space, we are all becoming architects.

    In this session Kars looks at how game culture and play shape the urban fabric, how we might design systems that improve people’s capacity to do so, and how you yourself, through play, can transform the city you call home.

    http://2011.dconstruct.org/conference/kars-alfrink

    Kars Alfrink is ‘Chief Agent’ of Hubbub, a networked design studio for applied pervasive games. Hubbub works with organizations to create games that take place in public space, engage people physically, and are socially relevant. Amongst other things, these games are used to encourage good citizenship and to facilitate cultural participation.

    Besides this, Kars teaches at the Utrecht School of the Arts, where he mentors students who are pursuing a Master of Arts in Interaction Design or Game Design & Development. He is also the initiator and co organizer of ‘This Happened’ — Utrecht,a series of lectures dedicated to the stories behind interaction design.

    In his spare time, Kars practices a traditional Japanese martial art, and tries to keep up with geek culture.

    —Huffduffed by dConstruct

  8. Episode #117: Chatting with Robin D. Laws

    Episode #117: Chatting with Robin D. Laws

    Description

    Roleplaying game and novel writer Robin D. Laws joins Dirk and David to share his experience as a designer and writer in the gaming industry. Robin shares his methodology, how writing for the two media compares, and his upcoming work.

    Contact Information 

    Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.comDavid Heron – @DavidVHeron

    Robin D. Laws – @robindlaws, kenandrobintalkaboutstuff.com

    Episode Outline

    0:00:24 – Robin’s background

    0:03:11 – The Gumshoe system

    0:11:59 – Establishing a voice

    0:20:20 – Gumshoe licensing

    0:26:03 – Recommendations on systems

    0:28:46 – Robin’s novels

    0:36:26 – Design process

    0:38:59 – King of Dragon Pass

    0:44:38 – The future of D&D

    http://thegamedesignroundtable.com/2015/02/05/episode-117-chatting-with-robin-d-laws/

    —Huffduffed by sgottreu

  9. #189 Gaming the Past with Jeremiah McCall – The Game Design Roundtable

    Description

    In this episode, Dirk and Cole have a conversation with Jeremiah McCall who uses games in the classroom to help in teaching history.

    Jeremiah McCall – @gamingthepast, gamingthepast.net, jmc.hst@gmail.com

    Cole Wehrle – @colewehrle, cole@leadergames.com

    Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com

    Episode Outline

    00:07 Introductions

    00:18 Jeremiah’s approach to game design

    01:08 What came first? Teaching or game design?

    03:17 What barriers are there to turning classes into game design seminars?

    05:12 Did Jeremiah think classroom games go so far?

    07:13 How have the games evolved over the years?

    12:47 How do you go about teaching games in a classroom?

    16:47 For teachers, what advice does Jeremiah have?

    21:05 What sort of history is Sid Meier’s peddling?

    26:56 What about people who have learned history through video games?

    30:35 What about Jeremiahs experience in digital game design, beyond teaching?

    34:35 What would Jeremiah like to see people doing more of in game design?

    http://thegamedesignroundtable.com/2018/02/23/189-gaming-the-past-with-jeremiah-mccall/

    —Huffduffed by pantagrool

  10. Tech Weekly Podcast: Google Nexus 7 review & Develop conference roundup | Technology | guardian.co.uk

    Charles Arthur reviews the new tablet and Keith Stuart reports on the UK games industry conference held in Brighton

    —Huffduffed by clivewalker