Are We Loosing Our Creative Breathing Room?

Technology allows us to deliver content and spectacular speeds to an audience of ready fans.  We writers can get our eBooks out faster than anyone in publishing dreaded of a decade ago.  Those of us in gaming can get out a game in parts, or keep the DLC flowing until a game's sequel comes out.  Musicians can deliver one tune at a time until the DVD burns or concert season comes up.

We can keep delivering content all the time.  There can be almost no gap between one product than the next – in the case of novels, with continual e-chapters, it never has to end.

I'm wondering if this is a good idea, or if at the very least it'll be hard to adapt to:

Read more

Are You Designing For A Maximum Audience?

I used to have a tradition in my programming days, of going to the Interface Hall of Shame (now quite out of date http://homepage.mac.com/bradster/iarchitect/) to find out the latest things not to do.  And yes, as you guessed, my programming days were quite awhile ago.

Anyway, to get away from my age to the subject, one of the things I learned as a programmer was that designing a good interface was not obvious.  Most people designed interfaces with . .  . well I'm not sure what they had in *mind* since thinking was not often part of the process.  Let's just say I saw some bad stuff.

Read more

It’s All Media

I was looking over the news of the day, thinking over our podcasts as of late, and noticed that Bonnie and I talk and write a lot about technology companies.  What's Apple up to?  What about streaming video?  What about this or that . . . it's always streams and circuits, chips, and screens, and technology.

We talk about tech a lot.

Here on the blog we're all about geeky things – Tech of course.  Video games.  Also books, comics, television and more.  We're not exactly a tech career blog, and that's intentional – we want to cover a lot of progeekery.

Read more