№ 37 | “Better Living Through Algorithms” (Short Story), Vital Differences, a Problem Framing Canvas, Two Principles for Decaying Platforms, and How Nintendo Solved Zelda’s Open World Problem

№ 37 | “Better Living Through Algorithms” (Short Story), Vital Differences, a Problem Framing Canvas, Two Principles for Decaying Platforms, and How Nintendo Solved Zelda’s Open World Problem

“Better Living Through Algorithms”

Wow. This short story—“Better Living Through Algorithms” by Naomi Kritzer—would be a great piece to discuss as a group. I previously mentioned I had read the book All the Birds in the Sky; it also has a similar sub-plot, that of an app everyone uses that seems to succeed at, well, making everyone much happier.

Differences that make a difference

Words matter, “whether we are talking about teaching or learning. About goals or direction. About feedback or dialogue.” Here’s a list of 46 word pairings, that contrast nicely when held next to each other.

A problem framing canvas?

A problem framing canvas? I like that the majority of these boxes are like ‘Are you sure? Like, really sure you have a problem? Like, how do you know for sure? Is this the real problem?’ 😆

Two principles to protect internet users from decaying platforms

I love these two proposed principles to protect internet users from decaying platforms:

  1. The end-to-end principle: service providers should strive to deliver data from willing senders to willing receivers as efficiently and reliably as possible.
  2. A right-to-exitan obligation on tech companies to facilitate users’ departure from their platforms.

I don’t, however, love the circumstances that have led to a call for these principles… This quote feels all too true:

Internet platforms have reached end-stage enshittification, where they claw back the goodies they once used to lure in end-users and business customers, trying to walk a tightrope in which there's just enough value left to keep you locked in, but no more. It's ugly out there.

😬

From Cory Doctorow, of course.

Let’s end on something lighter…

How Nintendo solved Zelda’s open world problem

Open world games? Paths in the sandbox? I love learning about this stuff. 

How do you make an open world where  the player is completely free to explore - but is also led towards key  locations that will advance the story? This was the biggest challenge  that Nintendo faced when making their very first open-world game, The  Legend of Zelda: Breath of the Wild.

Find out how they solved this challenge in this YouTube video How Nintendo Solved Zelda’s Open World Problem.

Read more

№ 112 | Teaching One Pagers, Sliderule Simulator, Board Game Icons, “Making, Hacking and Jamming”, FLARE, Relooted, Choosing a UX Research Method, and Deep Musings on our Human Relationship with AI

№ 112 | Teaching One Pagers, Sliderule Simulator, Board Game Icons, “Making, Hacking and Jamming”, FLARE, Relooted, Choosing a UX Research Method, and Deep Musings on our Human Relationship with AI

Welcome to another edition of the Thinking Things newsletter, your regular dose of playful things to think with, and think about. 🫵A couple of things: 1/ ♥️ ♠️ ♦️ ♣️ I’m exploring a special edition of thinking things focused on… 🥁 playing cards. Specifically, any activity that uses a standard deck of playing cards

By Stephen P. Anderson
№ 111 | Art in Board Games, Don't be a Pug in a Bag , Building a Thinking Infrastructure, the Augmentation Canvas, Women’s Clothing Sizes, “Hat, Haircut, or Tattoo”, Phantom Obligations, and Joy Cards (Volume 2)

№ 111 | Art in Board Games, Don't be a Pug in a Bag , Building a Thinking Infrastructure, the Augmentation Canvas, Women’s Clothing Sizes, “Hat, Haircut, or Tattoo”, Phantom Obligations, and Joy Cards (Volume 2)

Welcome to another edition of the Thinking Things newsletter, your regular roundup of ‘playful things to think with’ and think about. Art in Board Games I’m very interested in the information design of board games. This is not that. What begins as commentary on updated art for the game

By Stephen P. Anderson
№ 110 | ‘Havens, Hubs & Hangouts’, “Infrastructure for Thinking”, Fractal Gridding + the Hadara Method (for Goal Setting), Bootstrapping Computing,  Catalyst Game, Four Corners Reflection, A Visual Archive of the Jan 6 Capitol Attack, and the Size of Life

№ 110 | ‘Havens, Hubs & Hangouts’, “Infrastructure for Thinking”, Fractal Gridding + the Hadara Method (for Goal Setting), Bootstrapping Computing, Catalyst Game, Four Corners Reflection, A Visual Archive of the Jan 6 Capitol Attack, and the Size of Life

Did you miss me? 🤪 Stephen P. Anderson here, back again with your regular roundup of ‘playful things to think with… and think about’ (wow, that came out sounding like a cheesy DJ announcer!) One of the great things about taking time off between issues is the bounty of amazing finds

By Stephen P. Anderson
№ 109 | Algodeck, Alternatives to Arrows, Comic Lettering, Equations Explained Colorfully, Chemistry Advent Calendar, A Framework for Making Decisions, TikTok’s System Map, Learner Engagement Checklist, and Closing Prompts

№ 109 | Algodeck, Alternatives to Arrows, Comic Lettering, Equations Explained Colorfully, Chemistry Advent Calendar, A Framework for Making Decisions, TikTok’s System Map, Learner Engagement Checklist, and Closing Prompts

Let’s close out the year with an XL-sized roundup of ‘playful things to think with’ and think about. 🗓️NOTE: This will be the last newsletter until next year. I normally publish Thinking Things every two weeks. But, I do like to take a bit of time off during the

By Stephen P. Anderson