If you do anything generative on computers and don’t know what to do with whatever you just made, turning that into a little tool that people can use to do stuff like tweak values, play around with some visuals, and just export whatever they make goes a long way. Coming from more of a game design angle, it’s easy to overthink interactivity and want to build on the systems in ways that get really complicated. If you look at tool design, often the opposite mindset is the most rewarding.
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Star Trek’s vision of a voice interface to computing was and remains incredibly compelling. So much to the extent that about three years ago, Amazon included “Computer” as a wake word to the Echo so that we can pretend to talk to the first mass-market voice assistant as if we’re on a spaceship in the 24th century.
For an experience to be memorable let alone transformative, the human brain has to be pushed out of default auto-pilot mode into conscious thought. And that push necessarily involves some level of discomfort.
I came into doing work in an antidisciplinary space more or less by accident. Back when I was applying to university, the schools would send out these books talking about the different programs they offered and what each program was like. And for some reason I never read any of those books. I just applied to engineering school because I thought, “Oh, you know I like to make things, and engineering school’s where you make things.”