Will letting the public, through a SimCity game, try their hand at building a sustainable economy help raise awareness about issues like energy use and climate change? I'm also thoroughly impressed with the concept of squishing global economies into a game: I love that research groups have gone from using this technology to run simulations to turning it over to the masses. I wonder if any useful data could be collected from the decisions of the gamers and the outcomes of their games.
- Jordan Wirfs-Brock
on 2007-11-26
This is a video (sorta long, 20:40) about the story of consumer goods. Yeah, it's a little simplistic and cutesy, but I think it's pretty rad. It uses some interesting ways of illustrating and communicating concepts. Here are some highlights, if you can't watch the whole thing:
- ~4:00 min. in, nifty pie charts comparing resource consumption with population - 11:13, an illustration of what I found to be the most startling statistic in the presentation. 99% of consumer purchased goods are in the trash within 6 months - 12:43, a pretty good explanation fo planned obselescence and perceived obsolescence - 15:45, a graph of national happiness, which apparently peaked in the 1950s (but my favorite part is how it turns into Dr. Seuss's "The Sneeches" and their star-bellied problem) - 17:45, the image they use for "super toxis" is pretty awesome
This is a crash "one-hour design competition" for a better ebook. I love the idea of a "design competition": it's kind of like a micro-scale X-prize. (Of course, it is presentated by an industrial design website, but hey, I think anyone can do design.)
- Jordan Wirfs-Brock
on 2007-12-10
- Jordan Wirfs-Brock on 2007-11-26