Kermit on Visual Thinking, anyone have the video of this, YouTube fails for once...
YouTube - Sam & Friends - Loona and Esskay Meats Commercial
Global Guerrillas: JOURNAL: When will Brazil's Gangs Make the Jump?
Social Networking Awards - The Top Social Networks of 2006 - Mashable!
New York City Transit Authority Graphics Standards Manual (1970) - a photoset on Flickr
Edge Perspectives with John Hagel: The Economics of Attention
David Byrne Journal: 12.7-10.06: Miami Basel Art Fair
Founder of Wikipedia plans search engine to rival Google - Industry sectors - Times Online
O'Reilly Radar > Google Deprecates Their SOAP Search API
Edward Tufte - Presenting Data and Information - jason carr's mousepad: Graduate Student resources
The Shrinking Long Tail - Top 10 Web Domains Increasing in Reach
Rough Type: Nicholas Carr's Blog: Sharecropping the long tail:
"What's being concentrated, in other words, is not content but the economic value of content. MySpace, Facebook, and many other businesses have realized that they can give away the tools of production but maintain ownership over the resulting products. One of the fundamental economic characteristics of Web 2.0 is the distribution of production into the hands of the many and the concentration of the economic rewards into the hands of the few...
"It strikes me that this dynamic, which I don't think we've ever seen before, at least not on this scale, is the most interesting, and unsettling, economic phenomenon the Internet has produced."
For Rap Pioneers, Paydays Are Measured in Pocket Change
Fimoculous.com - misc - Best Blogs of 2006 that You (Maybe) Aren't Reading
peterme.com :: Unfinished thoughts on user research, Peter's trying to pull together a bit of critique on designers retreating into being researchers... Insightful, but perhaps one egg short of an omelette.
gladwell.com: Bad Stereotyping, it's actually well worth checking out the series of posts leading up to this on Gladwell's blog, where you basically see an expert on making clear written arguments stumble through a couple rounds of debate and emerge on a very crisp and strong argument.
Joel on Simplicity: "I think it is a misattribution to say, for example, that the iPod is successful because it lacks features. If you start to believe that, you'll believe, among other things, that you should take out features to increase your product’s success. With six years of experience running my own software company I can tell you that nothing we have ever done at Fog Creek has increased our revenue more than releasing a new version with more features. Nothing. The flow to our bottom line from new versions with new features is absolutely undeniable. It's like gravity. When we tried Google ads, when we implemented various affiliate schemes, or when an article about FogBugz appears in the press, we could barely see the effect on the bottom line. When a new version comes out with new features, we see a sudden, undeniable, substantial, and permanent increase in revenue."
The Boomerang Drone, of all the things in the annual NYTMag ideas issue, this is the only one worthy of a "holy shit"....
adaptive path » Strive for Elegance, Not Simplicity
Interview with Amber Frid-Jimenez and Brent Fitzgerald
Swivel - Home "Swivel is a place where curious people explore all kinds of data."
On the Puma Slancio, and the eternal return of the modular shoe « Speedbird
peterme.com: The Ghost Map and the inevitability of cities, a very valid critique of the deeply pro-urbanism approach of Johnson, whose views I happen to share. Both as Merholz points out, all three of us happen to live in some of the primest urban pastures, and stay their by choice, many of the billions now in urban spaces are not nearly as lucky...
Rough Type: Nicholas Carr's Blog: Avatars consume as much electricity as Brazilians
murketing » The No Mas Q&A [Pt. 2]: Art, writing, business, and the “Baghdad Oilers.”
Varoom - the journal of illustration and made images
frogblog / The problem with design It's just a quote and it's a quote worth re-quoting in entirety:
“The fundamental problem is that designers are obliged to use current information to predict a future state that will not come about unless their predictions are correct. The final outcome of designing has to be assumed before the means of achieving it can be explored: the designers have to work backwards in time from an assumed effect upon the world to the beginning of a chain of events that will bring the effect about. If, as is likely, the act of tracing out the intermediate steps exposes unforeseen difficulties or suggests better objectives, the patttern of the original problem may change so drastically that the designers are thrown back to square one… The instability of the problem is what makes designing so much more difficult and more fascinating than it may appear to someone who has not tried it.”
-From Design Methods, by John Chris Jones, page 10 (in the second edition)
BLDGBLOG: War/Photography: An Interview with Simon Norfolk, another BLDGBLOG gem.
BLDGBLOG: War/Photography: An Interview with Simon Norfolk
The Long Tail: Pixar Quiz On the incredibly increasing demand for 3D rendering power. Drives home the whole "uncanny valley" thing pretty well, except Anderson never makes that connection to the fact that more "realistically" a 3D model is rendered the less human and more undead it looks...