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30 Sep 22:51

Terra Motors' electric scooter is a $4,500 iPhone accessory

by Sam Byford

No electric vehicle is more iconic than Tesla Motors' Model S, and none of its features are more notorious than the colossal 17-inch touchscreen that replaces many of the traditional buttons and knobs found on your regular car dashboard. The Verge's Chris Ziegler wasn't too impressed with the interface when he took the Model S for a spin, finding it overbearing and unreliable. But what if you could bring your own touchscreen to an electric vehicle, providing more useful information while keeping the standard controls intact?

That's the idea being pushed by Terra Motors, a Japanese startup that says it's created the first "sophisticated" electric scooter to enter mass production. The A4000i looks more or less like any other moped, but its spartan dashboard features a conspicuously iPhone-sized slot for you to insert your phone. Once connected over Bluetooth and running Terra's app, the phone will display information such as the current battery charge and information about the trip. Although it's not ready yet, Terra is also developing its own navigation software to be used with the scooter, and plans to include the option to upload GPS data to the cloud to assist cities in congestion management.

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Terra is looking to beat the likes of Tesla to market

Shinpei Kato, director of Terra's business development unit, tells me that there's little precedent for a "premium" scooter in the nascent electric vehicle industry, and his company is looking to beat the likes of the similarly named Tesla to market. Terra aims to ship 10,000 units by the end of 2013, and 100,000 in the next two to three years. Unlike Tesla, however, Terra is aiming the A4000i primarily at emerging markets such as Southeast Asia. The quiet scooter is also being positioned as a good choice for newspaper delivery in Japanese urban environments.

At 450,000 yen (about $4,500), one of the world's most expensive iPhone accessories wouldn't necessarily seem the most obvious fit for the streets of Hanoi. But Kato says there's a growing number of people — "the top 2-3 percent" — in such countries that would be able to afford it, and the iPhone connection lends the A4000i cachet as a "high-end personal transport device." The idea is that both smartphones and scooters are status symbols, and the combination of both will be much more desirable than previous mopeds. And, while the current model's dashboard will only fit the iPhone, Terra plans to ship an adjustable console next year to accommodate Android devices.

The iPhone app is limited right now, but perhaps that's for the best; even with a high-contrast black-on-white UI and a matte screen protector on the iPhone, it's very difficult to read the display in direct sunlight. For that reason, Terra has also included a simple monochrome LCD display to show readouts for more critical information such as speed, and the scooter's main controls aren't any different from those of a gas-powered equivalent. The iPhone integration, as such, is more of a curio at this point than a crucial part of the driving experience.

Pick up a charged battery at 7-11

The A4000i's most useful feature may be its battery design, however. The pack is slim, reasonably lightweight, and slots easily into a bay located beneath the scooter's seat. It gives the scooter a range of around 65 kilometers (40 miles) and takes two to three hours to charge, but Kato says its real strength is the easily swappable design. While Tesla is planning expensive, complex pack-swapping technology to build out its Model S network, Terra is working with partners to let customers pick up charged batteries at regular stops. Kato says there is interest from 7-11 and Japanese convenience store giant FamilyMart, and the initiative is designed to combat the lack of charging infrastructure in Japan and Asia.

Dscf1298

And when it comes to performing on a basic level, the A4000i seems more than competent — in action, it's smooth, virtually silent, and surprisingly fast off the blocks. Its top speed of 65 kph (40 mph) won't set any records, but it accelerates quickly and appears well-suited to its target use cases and markets. But the market for a "premium" electric scooter is far from a proven one, and the larger question of where and why the iPhone fits into all of this remains unanswered. Could Tesla replace the Model S' unwieldy screen with an iPad? That's for Elon Musk to answer, but we wouldn't hold our breath.

30 Sep 22:51

terriblerealestateagentphotos: The dedication of some agents...



terriblerealestateagentphotos:

The dedication of some agents has to be admired. Particularly the ones who continue to work even as they lapse into unconsciousness.

Submitted by Mihail Kovac, for which thanks.

(snort)

30 Sep 22:27

Spend a day in the life of Anne Frank in this student-made game

by Samit Sarkar

Stay Connected. Follow Polygon Now!

By Samit Sarkar on Sep 30, 2013 at 10:04a

A new "interactive experience" from a German game designer lets players learn what it was like to be Anne Frank, reports Deutsche Welle.

Kira Resari, the German developer behind Anne Frank, built a prototype of the game as his bachelor's thesis while he was studying game design at the Macromedia College in Munich. It takes place over the course of one day, Oct. 20, 1942, with the player able to interact with Frank's sister and parents as well as the van Pels family, the people with whom the Franks were hiding.

"It's not really about having fun," Resari told Deustsche Welle. "Instead of action I want to create emotions. What does it feel like to live in 50 square meters with seven people and a cat? The game places special emphasis on social relations."

For now, Anne Frank is a prototype, and Resari is not planning to market it commercially.

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30 Sep 22:25

Pakistan's new mud volcano is spewing flammable gas

by George Dvorsky

Pakistan's new mud volcano is spewing flammable gas

The latest addition to Pakistan's shoreline looks like a gigantic, steaming turd laid by a Kaiju. The mud volcano — which appeared suddenly last week after a 7.7 magnitude tremblor struck the region — has been belching toxic fumes that can be set alight.

Read more...


    
30 Sep 22:23

SNL skit sets GTA 5 in medieval Korea

by John Funk
Stay Connected. Follow Polygon Now!

By John Funk on Sep 30, 2013 at 10:33a

A new skit from the Korean branch of Saturday Night Live imagines what Rockstar's Grand Theft Auto 5 might look like if it were set in the Joseon dynasty of Korea.

The player chooses from one of three characters and promptly gets up to the typical Grand Theft Auto shenanigans: Knocking noblemen from their vehicles, wanton violence, and getting attacked by the local police. His mother doesn't approve.

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30 Sep 22:19

Brits now experiencing an “unprecedented squeeze on living standards”

by Matt Phillips
It's been tough for the average Brit to do his economic duty.

What’s good for the economy isn’t necessarily good for the people living in it.

Case in point: The United Kingdom, where David Cameron’s Conservative-led coalition government is pushing forward with a popularly mandated overhaul of the country’s somewhat bloated public sector. Reforms might well be needed. But they’re clearly painful.

In fact, according to Citi analysts, the UK is going through an “unprecedented squeeze on living standards,” thanks to falling incomes and rising costs of necessities like energy and utilities. Citi economists crunched a bunch of different gauges of “real” or inflation-adjusted measures of economic wellbeing. Here’s how they look.

Incomes are flat or falling…

Any way you slice them, the UK numbers are godawful:

  • Real wages and salaries per hour are down 0.9% over the last year.
  • Real wages and salaries per hour are down 7.9% since the fourth quarter of 2007.
  • Real personal disposable in income remains 2% below where it was in the middle of 2007. That’s the first time on record that real income per capita has fallen over a five year period.
  • In nominal terms, average household income fell 3% in 2012, compared to the prior year. That’s the first year-on-year decline since the start of data back in 1977.
  • Real GDP per capita is 7.1% below the 2007 peak.

The labor force is growing…

Why are wages low? It’s pretty simple: high unemployment and an ample supply of workers. One source of those workers, comes from the decline in the number of Brits on the dole, as we’ve spotlighted before:

And also, costs of living are rising. (That’s a result of rising indirect taxes, energy and utility costs as well as a range of other semi-regulated prices, Citi analysts say, including gas, water, rail fares and university tuition.) So what’s the upshot?

…and the UK is falling behind

Brits are losing quite a bit of ground compared to other developed countries in recent years. As we’ve told you before, by some measures they’re now poorer than the French, Swiss, Belgians, Swedes, Austrians, Aussies and Canadians.


30 Sep 22:18

Twinkie Me, Bitch!, A ‘Breaking Bad’ Spoof of Classic Comic Book Ads For Twinkies

by Justin Page

Twinkie Me, Bitch!

Artist Brendan Tobin has created “Twinkie Me, Bitch!,” a Breaking Bad spoof of the classic comic book ads that Hostess ran for Twinkies in the 1970s and 1980s.

via Boing Boing

30 Sep 22:15

The cult of the cookie clicker: When is a game not a game?

by Brian Crecente

There's a growing obsession online with cookies, imaginary chocolate chip cookies.

In early August, avant-garde game developer Orteil put his latest prototype online: Cookie Clicker.

In the free game, players have to click on a cookie to produce a cookie. Those cookies can, in turn, be used to increase cookie production through the purchase of virtual grandmas, farms, time machines and the like. There is no goal in the game beyond producing cookies at an ever increasing rate. My game, for instance, currently produces a smidge more than 28 trillion cookies a second.

What makes this particular web-based game so intriguing is that once a player purchases the first in-game item the game can play itself, producing cookies with no interaction. Despite the fact that Cookie Clicker only requires 15 clicks to become a game played by a computer on a computer, it has found a obsessive, increasingly large fan following.

Cookie Clicker has already spurred fan videoslatte arta special controller and not a few tweets from obsessed game developers, including one from the man behind Minecraft.

Orteil, whose real name is Julien Thiennot, told Polygon that the success of the game is allowing he and a friend named Opti to create a new studio that will focus on making more of their creations. Though he shies away from calling himself a game developer. Instead, Orteil says he makes experimental prototypes.

"I'll put an idea into code in a few hours and put it online," he said. "If it gets enough attention and good feedback, I keep adding to it for awhile or I overhaul it into a real game. I can get some fun concepts out pretty quickly that way."

A player can dig all of the way down to the thought "This scent is good" in the mind of a wild horse living in the kingdom of Azleklym on the planet of Telluric.

His previous concepts, while not as popular, also challenge the definition of video game.

In Nested, for instance, players click on a word to open up related subsets. The goal was to create a nested view of the universe and everything. The game starts with the word "universe." When the word is clicked it opens into ten "galactic superclusters." A player can dig all of the way down to the thought "This scent is good" in the mind of a wild horse living in the kingdom of Azleklym on the planet of Telluric.

Ortiel describes what he creates as "non-games."

"Nested has pretty much no interactivity, and Cookie Clicker almost plays itself; the rest are mostly just random generators," he said. "Then again, if you're having fun using them, isn't that kind of a game?"

The idea of deconstructing a game to its basic elements isn't new.

ClickQuest, for instance, pulls apart the tenants of a massively multiplayer online game, leaving just the clicking. There are no graphics, just the ability to level up your unseen character through clicks.

"Players chose a color at the beginning of the game, and then have the ability to choose a lighter or darker version of their color at level 50," developer Chris Gamble said. "At level 75 they can change their color to any of the available options at will. These are the only benefits from leveling, apart from bragging rights."

Gamble said he created the game in 2010 in response to a Youtube video that jokingly referenced a game that was just counting clicks.

"To me it is a satire of how MMOs can be reduced down to clicking for levels with only minor benefits and people will still play them," he said.

Orteil

Ian Bogost, video game designer, critic and researcher at Georgia Institute of Technology, created his own take on clicking games in 2010. Cow Clicker, which had players simply clicking on a cow, was designed as a sort of response to the popularity of Facebook games like Farmville.

"The idea was, what are these Facebook games?" he said. "Can I distill them to their essence and make sense of it, but not by writing about them, but by making a game?"

Bogost sees Cookie Clicker as a game created for a computer, not a person, to play.

"Maybe we've gotten to the point where our computers have broken free to some extent," he said "They have there own little social networks and now they have a game. You can almost see Cookie Clicker as a peak or a catalyst for that conversation."

The compulsion some have to interact with Cookie Clicker, when interaction isn't really necessary, is likely tied to the love of the click, Bogost said.

And there's a history there.

Back when the mouse wasn't as ubiquitous as it is today, Microsoft went to great lengths to get people used to using it. The inclusion in early versions of Windows of simple games like Solitaire and Minesweeper, Bogost said, was to get people used to a mouse and manipulating objects on a screen.

"You can make take the clicking game back to those pedagogical roots," he said. "Clicking games have a lineage.

"Maybe we've gotten to the point where our computers have broken free to some extent," he said "They have there own little social networks and now they have a game."

"It's definitely something people like. When you can make something happen, when you can have agency, that feeling is powerful and ennobling."

Orteil seems lost in the success of his non-game.

People and computers keep clicking his cookies and as long as they do, he plans to support them. Right now he's working on adding new content to the game and bringing it to the smartphone. While the game is still about clicking on cookies, Orteil included a sort of sub-plot about the rampancy of super-charged, space grandmas. He also plans to start creating dungeons in the cookie mines of his game.

He says the game isn't really meant to be a statement in itself.

"But I suppose you could draw some conclusions about its popularity and the nature of video games — some of which, unfortunately, would be rather cynical," he said. "I think what draws people in is simply the idea of accumulating large amounts of things over time —  cookies, gold coins, experience... As the players gain more stuff, they feel less and less like quitting because they'd have wasted all the time they've invested into it. As with MMOs though, there almost always comes a moment of "sudden clarity" where the player realizes how pointless it all is, and decide to leave the game (at least until the next update !)."

Orteil says he's thought about all of the computer processing wasted on crunching cookies, about 9,000 people play the game at any given time. The idea that a computer left to its own cookie-clicking devices could be better used doesn't bother him too much, though he's played around with the idea of creating a game that can be used for scientific research as well.

"If only to atone for all of the CPU cycles that have been lost to cookies," he said.

Good Game is an internationally syndicated weekly news and opinion column about the big stories of the week in the gaming industry and its bigger impact on things to come. Brian Crecente is a founding News Editor of Polygon.

30 Sep 22:12

Huawei is rotating its CEO every six months to stay fresh

by Adrianne Jeffries

Huawei, the multi-billion dollar Chinese telecom infrastructure and mobile device maker, just announced a new CEO — but only for the next six months. Eric Xu will be the acting CEO of Huawei from October 1st to March 31st under the Huawei Rotating CEO system, an experimental management strategy that the company revealed last year.

Under the system, three executives take turns acting as CEO. The temporary position entails leading meetings with the board of directors and executive management as well as taking the primary role in operations and crisis management. The executives bring expertise from different parts of the company, such as marketing, wireless, and research and development. Their normal duties do not change while acting as CEO, and they retain "considerable authority" even when not acting as CEO.

Three executives take turns as CEO

The reasoning for this highly unorthodox system? Huawei and China are in a period of rapid change, and having three CEOs will keep the company nimble. Founder and longtime CEO Ren Zhengfei wrote in April of 2012:

In times when social changes were not so dramatic, emperors could reign for several decades and create periods of peace and prosperity. Such prosperous periods existed in the Tang, Song, Ming, and Qing dynasties. The rotational period for each emperor lasted several decades...

Today, tides rise and surge; companies are springing up all over the place while others are quickly being swept away. Huawei hasn't found a way to adapt well to a rapidly changing society. Time will tell if the rotating CEO system is the right move or not.

Xu, a ten-year veteran of the company, is the third acting CEO to be named under the new system. He will take over for Guo Ping, who took over in March of 2012 from Ken Hu. Hu took over in late 2011 from Ren, who founded the company in 1987.

30 Sep 22:10

Carlos Danger Got Two Votes For New York City Mayor

The official New York City Democratic mayoral primary vote count is in. And two people wrote in Anthony Weiner's alter-ego.
30 Sep 22:09

Saudi Cleric Pummeled On Twitter For Claiming Driving Damages Women's Ovaries

by samzenpus
An anonymous reader writes "CNN reports, "Sheikh Saleh Al-Loheidan's widely derided remarks have gone viral ... 'If a woman drives a car,' Al-Loheidan told Saudi news website sabq.org. 'it could have a negative physiological impact. It would automatically affect a woman's ovaries and that it pushes the pelvis upward.' ... 'We find that for women who continuously drive cars, their children are born with varying degrees of clinical problems.' The controversial comments were widely interpreted throughout Saudi Arabia as an attempt to discourage women in the country from joining a popular online movement urging them to stage a demonstration by driving cars on October 26. 'This is his answer to the campaign,' Saudi women's rights activist Aziza Yousef told CNN. 'He's making a fool of himself. He shouldn't touch this field at all.' Al-Loheidan's words have been ridiculed mercilessly via social media. An Arabic Twitter hashtag called '#WomensDrivingAffectsOvariesAndPelvises' was quickly created to make fun of Al-Loheidan — underscoring just how widely the call for Saudi women to defy the driving ban has resonated thus far. And while numerous conservative voices have supported Al-Loheidan, many Saudis believe this was an extremely clumsy way of trying to counter the popularity of the October 26 campaign.'"

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30 Sep 22:08

No Oceans, No Clarity, No Sense: AssCreed IV PC Delay

by John Walker

By John Walker on September 30th, 2013 at 5:00 pm.

Well, it’s finally confirmed, and yup, it turns out that Ubisoft’s promises of avoiding delaying the PC build of their games haven’t exactly proven, well, true. The PC version of Assassin’s Creed IV, as speculated after a developer accidentally blurted the truth, will be released three weeks after the current-gen console versions. It’s now getting the same release date as the PS4/Xbox One versions. So it’s because it’s a vastly superior version and they can’t blow thei… no, because the Wii-U version comes out that day too. Oh, and three days later in Europe, too!

We’ve been asking Ubisoft to tell us what’s going on with the AssCreed IV release date since June, and we’ve received blank stares. Now we know why. Just over a year ago, Ubisoft said to us,

“We need to improve our communication, and make sure we provide better visibility to the PC community on our release dates for PC.”

Yeah.

The game’s whole release couldn’t be much more of a mess. Why on Earth they’re not delaying all the releases until the 22nd November, to coincide with their next-gen versions, I cannot guess. But now you’ve got the PS3 and 360 versions out on the 1st November, and PC, XB One and PS4 (and Wii U) on the 22nd. Yup, they’re releasing the PS4 version before the PS4 itself is out. Oh, and this is all in Europe. Indeed, they’re doubling down on this idiocy by releasing in the US three days ahead of Europe! Go oceans!

Even better, currently (although only until, I suspect, the time this information is unembargoed and the websites change), they’ve been implying the 1st November release date for the PC version on their main pre-order website.

Follow the link from that page to pre-order the PC version via Game, for instance, and oh look:

Or Gamestop:

There’s that improved communication and better visibility for the PC community.

So a three week delay on the PC version, a PS4 version before there’s a PS4 to play it on, and a three day delay internationally for each. What a feat. And good grief, that’s before you even start to ponder the ludicrous array of special editions, unique store versions (different releases for Gamestop, Amazon, Walmart, Best Buy, Target in the States), online versions, and so on. Quite how releasing a game can have been made into such a spectacular mess is beyond my explanation.

30 Sep 22:08

Surgeon Simulator 2013 tablet version currently in prototype

by Alexa Ray Corriea

Bossa Studios is currently prototyping a tablet version of its over-the-top and (intentionally) highly inaccurate surgical game Surgeon Simulator 2013, the developer told Joystiq.

Surgeon Simulator 2013, developed during the 2013 Global Game Jam in January of this year, has received a number of updates since its launch on Windows PC, Mac and Linux — including an alien autopsy and character swap-outs for the Medic and Heavy from Team Fortress 2. The tablet port is not a definite at this point in time, but the developers demoed a prototype of the mobile version at the Eurogamer Expo over the weekend.

According to Joystiq, the tablet version was built in two days and the version Bossa demoed at the Expo was in its sixth iteration of controls. These new controls include a Z-axis that will automatically adjust as players tap and swipe the screen, moving innards and flinging them around the surgical suite.

While the U.K.-based Bossa "isn't definite" about publishing the tablet version, it is "seriously considering it." This is because the developers believe tablets offer a more direct control scheme and these controls in turn open up the possibilities for new kinds of in-game surgeries. One of the new ideas Bossa shared included cracking, pulling out and replacing teeth.

Should a tablet version be published, Bossa prototyper Tom Jackson said it likely won't be available this year — although the rest of the team believes it could be possible with a little more midnight oil.

"Potentially, a few more sleepless nights, Tom, and I think we could do it," sad junior designer Luke Williams.

Surgeon Simulator's most recent update included the addition of anti-gravity kidney transplants and brain surgery in space.

30 Sep 20:32

The amount most people are willing to pay for an app is $0—until they’ve actually downloaded it

by Leo Mirani
...most of them for free.

Now that more than half of all iPhone users have downloaded and perhaps even figured out iOS 7, users are busy re-downloading their favorite apps. Many of those apps have been substantially re-written for the new operating system, a process that costs time and money. That’s why some apps, like Clear, a to-do list app, are requiring users to buy the app again, in effect punishing older users for wanting to upgrade.  That’s where the trouble begins. Users don’t like paying for apps in the first place. The chances they will pay for an app a second time are slim.

Marco Arment, who made Instapaper, which allows its users to save articles for later reading, argues that mobile developers need to re-think how they make money off their apps. Arment found that people were more willing to pay for Instapaper after he killed a free version he had published for people to try it. That worked because there weren’t many comparable apps to his. But with most apps, whether it is a game, a to-do list or a camera filter app, people will just settle for the next best thing if it’s free. Moreover, many users seem to think that apps come from Apple, not independent developers, Arment writes on his blog: “Professionals, including my lawyer, accountant, and doctor. Relatives. Everyone. It’s therefore non-obvious [to them] why I need to charge money, and it’s not widely understood that I get most of that money.”

The stranglehold of free

And the competition is immense. In July, free apps were downloaded 1.84 billion times from the iOS app store, according to Priori Data, a research firm. By contrast, iPhone users downloaded a mere 119 million paid apps. In other words, just over 6% of all apps downloaded were paid for. A report out last month from VisionMobile, another research firm, estimated that more than half of revenues made by app developers don’t come from the app store at all. Instead, it is enterprise customers who keep developers afloat.

But not everyone is able to serve the business-to-business market. Nor do all developers have the luxury of being able to pull free apps that offer what they do from the app store. Yet few developers, especially new ones, can afford to stick up a big paywall in the hope that some people will take a chance on their app. And despite the nominal cost of most apps (around $1), users are reluctant to spend blindly in the hope that it will be worth it (though personal recommendations go a long way).

But up-selling works

App makers need not despair. The “freemium model,” which allows users to download the app for free and then pay for add-ons, is popular and growing. Indeed, Candy Crush Saga maker King.com pulls in over $600,000 every day with this model and is now filing for an IPO. “The market has shown that… smart use of in-app purchase in a free app is likely to make more money,” writes Arment. “Over time, this trend has only become stronger and more clear.”


30 Sep 20:31

Reviewed: New Logo and Identity for Opera Australia by Interbrand Sydney

by Armin

Open and Say A

New Logo and Identity for Opera Australia by Interbrand Sydney

Established in 1956, Opera Australia, as its name implies, is the national opera company of Australia with a permanent residency at the famed Sydney Opera House and Arts Centre Melbourne. Over 600 performances a year include productions that range from "baroque to bel canto to high romantic opera to operetta and musicals to new commissions." This past August, Opera Australia introduced a new identity designed by Interbrand Sydney.

We devised a logo system that could open up opera. From OA, to OPERA, to OPERA AUSTRALIA, the identity expands to contain the rich and diverse range of activities the organisation represents.

There's so much more to opera than just the performance on the stage, and this new brand seeks to express that opera isn't one-dimensional — it's multi-dimensional. The costumes, the sets, the stories, the music, the emotion, the stars, the venues, etc. We expressed this by introducing vertical bars, based on musical notation, to separate the different dimensions of opera. Bars change thickness, vertical position and pace to represent the music. In motion, they move at different speeds, representing different instruments and voices; overlapping each other to open up and wipe content in and out.

Interbrand case study

New Logo and Identity for Opera Australia by Interbrand Sydney
Logo configurations.
Logo in motion.
New Logo and Identity for Opera Australia by Interbrand Sydney
Tickets.
New Logo and Identity for Opera Australia by Interbrand Sydney
Individual brochures for each production.
Images were designed to communicate the genre of productions; helping people understand opera's diversity. Comedies feel funny, tragedies feel sad, and romances feel passionate. We engaged the talents of internationally acclaimed Australian fashion photographer, Georges Antoni to bring a contemporary twist to our classic content.

Interbrand case study

New Logo and Identity for Opera Australia by Interbrand Sydney
New Logo and Identity for Opera Australia by Interbrand Sydney
2014 brochure cover and sample spreads showing the custom imagery for the different productions.
New Logo and Identity for Opera Australia by Interbrand Sydney
Outdoor advertising.

The previous Eye of Sauron logo wasn't appealing at all and even if it was trying to capture the raw, swirling emotion of opera it just looked like an aimless spiraling ball of fire with semi decent typography. The new logo and identity are more akin to a contemporary art museum that sets up OA as a more sophisticated experience worth the price of admission. The logo is as straightforward as it comes in regards to typography but has just the right amount of playfulness and surprise in the initial "O" and final "A" to allow for some limited flexibility — looking particularly dashing (and promising) on the cover of the 2014 brochure where the "O|" and "|A" serve as brackets for the image within. The secondary typography, an italic serif, helps soften the identity and avoid it getting too repetitive and sans-serif-y and the deeply saturated and colorful images add a nice contrast to the black and white logo. Overall, a really nice update that makes OA look like a world-class cultural organization.

Many thanks to our ADVx3 Partners
30 Sep 20:30

It’s got to be

30 Sep 20:29

A New Grant to Encourage Science Fiction Writing from Diverse Worlds

by Charlie Jane Anders

A New Grant to Encourage Science Fiction Writing from Diverse Worlds

Science fiction and fantasy are full of limitless possibilities — so it only makes sense to encourage writers from diverse backgrounds to write them. A new grant aims to help "writers from backgrounds traditionally underrepresented in the genre to start and continue publishing." And you can help!

Read more...


    






30 Sep 20:29

tastefullyoffensive: [via]

30 Sep 20:28

jjae: This is Franconia (or Frankie or Franx). She loves tripe,...



jjae:

This is Franconia (or Frankie or Franx). She loves tripe, bananas, and sweet potato. Prefers tearing through dirt, rocks, and bushes to concrete. In other words, perfect.

30 Sep 20:28

Photo



30 Sep 20:28

Photo



30 Sep 20:28

Jay Cutler Proudly Watches Son Throw First Tantrum

CHICAGO—Telling reporters that it marked a joyous occasion for him as a father, Chicago Bears quarterback Jay Cutler proudly watched his 1-year-old son throw his first-ever temper tantrum Monday.
    






30 Sep 20:24

pngquant

pngquant:

pngquant is a command-line utility and a library for converting 24/32-bit PNG images to paletted (8-bit) PNGs.

The conversion reduces file sizes significantly (often as much as 70%) and preserves full alpha transparency. Generated images are compatible with all modern web browsers, and have better fallback in IE6 than 24-bit PNGs.

30 Sep 20:24

Paint it black

30 Sep 20:24

Photo

by joanna-molloy


30 Sep 20:23

(Image)

by OnlyMrGodKnowsWhy
30 Sep 19:43

Every Movie Poster that Saul Bass Ever Made (all are here)

by brianbendis
firehose

via THANKGODYOUREHERE

30 Sep 19:17

Photo

firehose

via Rosalind



30 Sep 19:16

“Skatebutt 2013″ Art Print by Ryan Duggan

by admin
firehose

via THANKGODYOUREHERE

Ryan Duggan just released a new version of his hilarious “Skatebutt” art print. It’s a 12″ x 16″ screenprint, has an edition of 100, and costs $20. Visit his shop.

Ryan Duggan

30 Sep 19:16

This is Quite Possibly the Best Way to Let Your Boss Know You're Quitting

firehose

via Snorkmaiden
her employer was Next Media Animation, the makers of those crazy semi-faux-Taiwanese videos with low-quality animation and gonzo metaphors

Marina Shifrin was fed up with how crappy her boss was, so she did what any rational human being would do and quit. However, the method in which she informed her boss of her impending departure is unique, to say the least...

From her video's description:

"I work for an awesome company that makes news videos. I have put my entire life into this job, but my boss only cares about quantity, how fast we write and how many views each video gets.

I believe it's more important to focus on the quality of the content. When you learn to improve this, the views will come. Here is a little video I made explaining my feelings."

Submitted by: Unknown