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.
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:

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 an 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?