Latest blog posts

Machine Wilderness at Transmediale Feb. 25, 2017, 5:42 a.m.

A write up of our workshop at Transmediale looking at the potential of animal behaviour for designing technology that is suited to that biome. We worked in the direct vicinity of the Haus Der Kulturen Der Welt under the experienced guidance of behavioural ecologist Matthew Creasey.

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Enacting Futures (on Experiential Futures) Feb. 16, 2017, 9:49 a.m.

"Enacting futures in postnormal times", article by Nik Gaffney and Maja Kuzmanovic has now been published in a special edition of the Futures Journal, Volume 86 on Experiential Futures.

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Dazzlebug in Alaska Jan. 26, 2017, 7:08 p.m.

Some photos of the our citizen science game Dazzlebug being exhibited at the Anchorage Museum in Alaska as part of their Camouflage: In Plain Sight Exhibition running from the 28th October 2016 to the 5th Febuary 2017.

The bugs which have evolved throughout this exhibition and before have already been sent for processing by the researchers - more info on that here soon!

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Report: Rethinking Diversity in a Rural Region Conference Jan. 14, 2017, 11:09 a.m.

FoAM Kernow is an organisation in one of the most disadvantaged parts of the UK. Many of the gaps in our society are particually obvious in Cornwall, the separation between those whom our social structures benefit and those who they do not are clear to see in the separation between the coastal and inland regions, and in many finer grained distinctions.

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Allotment Crap App Dec. 14, 2016, 4:44 p.m.

We’re prototyping a system for behavioural change for sustainable planting and fertilising in allotments and smallholdings, based on the Farm Crap App.

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Farm Crap App Pro Edition Dec. 1, 2016, 5:54 p.m.

This autumn we have been developing a new version of the Farm Crap App with the Duchy College and Rothamstead Research. This project is about tackling the difficulties farmers have using natural fertilisers while needing to report realistic figures the government agencies - and understanding the guidance they provide. The original version was a big success, but only contained information on a handful of manures and didn't deal with the nutrient content of the soil.

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NES/Famicom game programming discoveries Sept. 29, 2016, 4:26 p.m.

Working on a NES game you are treading in the footsteps of programmers from the 80's, and going back to modern development feels strangely bloated and inefficient in comparison. This is a log of some of the things I've encountered writing game code for the What Remains project.

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Machine Wilderness at V&A museum Sept. 28, 2016, 7:35 p.m.

In a yearly festival called the Digital Design Weekend, the Victoria and Albert museum opens its doors to the public for a hands-on experience of emerging technologies and design. Machine Wilderness set up in the museum garden to show prototypes from our program to human and non-human visitors.

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Machine Wilderness at Pixelache Sept. 28, 2016, 7:15 p.m.

Interfaces for Empathy is the brilliant theme of this year’s Pixelache festival. In many ways it also describes what we’re aiming for in Machine Wilderness. Here's what happened in our workshop during the festival.

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Sonic Kayaks at the British Science Festival Sept. 14, 2016, 3:34 p.m.

Last week we launched our Sonic Kayaks for the first time at the British Science Festival in Swansea. Sonic Kayaks are scientific instruments for citizen-led marine microclimate data collection, as well as musical instruments for expanding our senses allowing exploration of the underwater environment in real-time through sound. The installation ran over two days, and was fully booked with 64 participants. This post forms our documentation of the practical lessons from the event.

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