instigated by tom, shobhan, and inventing on principle, by bret victor. also by bairui when he asked me what my principles are, and i struggled to come up with an answer.

260203:

i finally feel like i have my principles in place.

all my work aspires to:

  • originate from curiosity.
  • imbibe a conscience.
  • make someone feel something ~~, intentionally. ~~
  • stay across times, trends, and waves.
  • be authentic & vulnerable.

thanks to: tom, shobhan, inventing on principle, by bret victor, bairui, and mimi’s talk at movement-lab, barnard where she mentions the pursuit of ‘legacy’. and 10 bullets. by tom sachs.


draft:

do more good than harm:

i will never be able to make something that does no harm. with every object i help make, i want to make sure the scales are tilted more heavily to the sides of good.


be true to my curiosity:

developed in icm_experiments_week-4:

my mother cannot understand my work; it is not meant for her (and there's nothing wrong with it). on the flipside, one could argue that my mother can make her own sense of the work (such as people walking in a gallery and saying 'i could've done that'). although josh, from iiad, had asked me: "but did you?"

i think this is what shawn meant. perhaps there are people who will just not understand the work i do, or the work that i like doing (and the magic & complexity behind it). instead of trying to fight it, i think i need to start being okay with it now.

i don’t need to impress (or mean anything to) anyone. i just need to be true to my own curiosity.


pursue work as infinite-play:

borrowed from finite & infinite games & solidified during ryan’s discussion group about finite & infinite games.

don’t make work to win over others (or to show that you’re ‘better’ than them), but merely to facilitate (yours, or someone else’s) curiosity.


make contextually-sensitive interactions:

discovered after p-comp finals (see final-project-2_log):

the goal is not to make sustained interaction (otherwise you fall into traps of making another facebook). the goal is to make contextually-sensitive interactions (sustained when it must, easy when it must, ‘intuitive’ when it must, and jarring when it must).


still thinking about this.

what do i care about as a designer; what is important to me?