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	<title>Playworkplay Webstudio &#187; Asides</title>
	<atom:link href="http://playworkplay.com/blog/category/asides/feed/" rel="self" type="application/rss+xml" />
	<link>http://playworkplay.com</link>
	<description>Because Fun Things Get Done</description>
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		<title>Lunascape, the Triple Engine Web Browser</title>
		<link>http://playworkplay.com/blog/lunascape-the-triple-engine-web-browser/</link>
		<comments>http://playworkplay.com/blog/lunascape-the-triple-engine-web-browser/#comments</comments>
		<pubDate>Wed, 19 Aug 2009 12:00:13 +0000</pubDate>
		<dc:creator>Hafiz Rahman</dc:creator>
				<category><![CDATA[Asides]]></category>

		<guid isPermaLink="false">http://playworkplay.com/?p=76</guid>
		<description><![CDATA[Lunascape is a new web browser that allows you to switch between three different rendering engines: Trident (IE&#8217;s engine), Gecko (Firefox), or Webkit (Safari and Chrome). Sounds good to aid web developments. Windows only, though.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.lunascape.tv/">Lunascape is a new web browser</a> that allows you to switch between three different rendering engines: Trident (IE&#8217;s engine), Gecko (Firefox), or Webkit (Safari and Chrome). Sounds good to aid web developments. Windows only, though.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Choose Your Own Adventure Infographics</title>
		<link>http://playworkplay.com/blog/choose-your-own-adventure-infographics/</link>
		<comments>http://playworkplay.com/blog/choose-your-own-adventure-infographics/#comments</comments>
		<pubDate>Wed, 12 Aug 2009 12:07:29 +0000</pubDate>
		<dc:creator>Hafiz Rahman</dc:creator>
				<category><![CDATA[Asides]]></category>

		<guid isPermaLink="false">http://playworkplay.com/?p=74</guid>
		<description><![CDATA[Death is very likely, even in fantasy books. Pretty infographics.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://flowingdata.com/2009/08/11/choose-your-own-adventure-most-likely-youll-die/">Death is very likely, even in fantasy books</a>. Pretty infographics.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>10 Creative and Rich UI Interfaces</title>
		<link>http://playworkplay.com/blog/10-creative-and-rich-ui-interfaces/</link>
		<comments>http://playworkplay.com/blog/10-creative-and-rich-ui-interfaces/#comments</comments>
		<pubDate>Mon, 30 Mar 2009 01:02:01 +0000</pubDate>
		<dc:creator>Hafiz Rahman</dc:creator>
				<category><![CDATA[Asides]]></category>

		<guid isPermaLink="false">http://playworkplay.com/blog/10-creative-and-rich-ui-interfaces/</guid>
		<description><![CDATA[Plus small tutorials on how to make them. This is a very nice list.
]]></description>
			<content:encoded><![CDATA[<p>Plus small tutorials on how to make them. <a href="http://www.noupe.com/design/10-creative-rich-ui-interfaces-how-to-create-them.html">This is a very nice list</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://playworkplay.com/blog/10-creative-and-rich-ui-interfaces/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>The History of Selective Invisibility</title>
		<link>http://playworkplay.com/blog/the-history-of-selective-invisibility/</link>
		<comments>http://playworkplay.com/blog/the-history-of-selective-invisibility/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 23:13:51 +0000</pubDate>
		<dc:creator>Hafiz Rahman</dc:creator>
				<category><![CDATA[Asides]]></category>

		<guid isPermaLink="false">http://playworkplay.com/blog/the-history-of-selective-invisibility/</guid>
		<description><![CDATA[Selective Invisibility is
the moderation technique of hiding the activity of troublemakers and trolls from everyone but the troll themselves.
It&#8217;s been around longer than I thought. (via Waxy)
]]></description>
			<content:encoded><![CDATA[<p>Selective Invisibility is<br />
<blockquote>the moderation technique of hiding the activity of troublemakers and trolls from everyone but the troll themselves.</p></blockquote>
<p><a href="http://ask.metafilter.com/117775/What-was-the-first-website-to-hide-trolls-activity-to-everyone-but-the-troll-himself">It&#8217;s been around longer than I thought</a>. (via <a href="http://waxy.org/">Waxy</a>)</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>10 Things They Don&#8217;t Teach You in Design School</title>
		<link>http://playworkplay.com/blog/10-things-they-dont-teach-you-in-design-school/</link>
		<comments>http://playworkplay.com/blog/10-things-they-dont-teach-you-in-design-school/#comments</comments>
		<pubDate>Mon, 16 Mar 2009 07:42:04 +0000</pubDate>
		<dc:creator>Hafiz Rahman</dc:creator>
				<category><![CDATA[Asides]]></category>

		<guid isPermaLink="false">http://playworkplay.com/blog/10-things-they-dont-teach-you-in-design-school/</guid>
		<description><![CDATA[Very nice.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://designreviver.com/tips/10-things-they-dont-teach-you-in-design-school/">Very nice</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://playworkplay.com/blog/10-things-they-dont-teach-you-in-design-school/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Exploring Logo Designs with Mathematica</title>
		<link>http://playworkplay.com/blog/exploring-logo-designs-with-mathematica/</link>
		<comments>http://playworkplay.com/blog/exploring-logo-designs-with-mathematica/#comments</comments>
		<pubDate>Fri, 27 Feb 2009 00:28:26 +0000</pubDate>
		<dc:creator>Hafiz Rahman</dc:creator>
				<category><![CDATA[Asides]]></category>

		<guid isPermaLink="false">http://playworkplay.com/blog/exploring-logo-designs-with-mathematica/</guid>
		<description><![CDATA[I was surprised that such a variety of designs would arise from a straightforward parameterization of this simple logo. But that’s often the case. This tiny corner of the design universe contains an infinity within itself. It’s like exploring a drop of pond water with a microscope. The universe within is dazzling.
Amazing.
]]></description>
			<content:encoded><![CDATA[<blockquote><p>I was surprised that such a variety of designs would arise from a straightforward parameterization of this simple logo. But that’s often the case. This tiny corner of the design universe contains an infinity within itself. It’s like exploring a drop of pond water with a microscope. The universe within is dazzling.</p></blockquote>
<p><a href="http://blog.wolfram.com/2009/02/26/exploring-logo-designs-with-mathematica/">Amazing</a>.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The ten commandments of Dieter Rams</title>
		<link>http://playworkplay.com/blog/the-ten-commandments-of-dieter-rams/</link>
		<comments>http://playworkplay.com/blog/the-ten-commandments-of-dieter-rams/#comments</comments>
		<pubDate>Thu, 26 Feb 2009 07:24:27 +0000</pubDate>
		<dc:creator>Hafiz Rahman</dc:creator>
				<category><![CDATA[Asides]]></category>

		<guid isPermaLink="false">http://playworkplay.com/?p=65</guid>
		<description><![CDATA[As good design cannot be measured in a finite way he set about expressing the ten most important criteria for what he considered was good design.
A brilliant read.
]]></description>
			<content:encoded><![CDATA[<blockquote><p>As good design cannot be measured in a finite way he set about expressing the ten most important criteria for what he considered was good design.</p></blockquote>
<p><a href="http://www.vitsoe.com/en/gb/about/gooddesign">A brilliant read</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://playworkplay.com/blog/the-ten-commandments-of-dieter-rams/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>On Slow Zombies</title>
		<link>http://playworkplay.com/blog/on-slow-zombies/</link>
		<comments>http://playworkplay.com/blog/on-slow-zombies/#comments</comments>
		<pubDate>Fri, 20 Feb 2009 00:59:13 +0000</pubDate>
		<dc:creator>Hafiz Rahman</dc:creator>
				<category><![CDATA[Asides]]></category>

		<guid isPermaLink="false">http://playworkplay.com/blog/on-slow-zombies/</guid>
		<description><![CDATA[A particularly enlightening comment: 
Slow zombies are only scary because there are two thousand of them between you and your idiot girlfriend&#8217;s house across town (who you considered abandoning to her fate 3 times in the past hour), and you only have your grandpa&#8217;s shotgun that has been mothballed in the attic for 17 years, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.reddit.com/r/gaming/comments/7ykgo/who_else_thinks_they_should_create_a_less_ammo/c07re93">A particularly enlightening comment</a>: </p>
<blockquote><p>Slow zombies are only scary because there are two thousand of them between you and your idiot girlfriend&#8217;s house across town (who you considered abandoning to her fate 3 times in the past hour), and you only have your grandpa&#8217;s shotgun that has been mothballed in the attic for 17 years, a handfull of shells, and the golf club you had to kill your childhood friend with. Zombie movies invoke the long term terror of having to deal with the fact that the only food you have ever made yourself was from a box, and figuring out how you are going to survive. It&#8217;s the horror of coming to grips with the fact that for the past 24 years of your life, you have never EVER been even remotely in a situation where you have had to kill a 10 year old boy and his mother with a baseball bat because they would have torn out your heart if you didn&#8217;t. Now you are in that situation for the better part of the day. They terrify you because there is a paper thin margin of error between you being human, and becoming one of them. A drop of their blood spraying you in your mouth is all it takes for you to turn into one of those abhorrent beasts. Not just you, but everyone you are surviving with. Every single one of your companions, who you RELY on for protection and survival, could turn into one of THEM at any moment, and you have to kill them before they become dangerous. THAT is what is scary about slow zombies.</p>
<p>If you can make the game that makes me feel THAT, you sir have my 50 bucks.</p></blockquote>
<p><strong>tl;dr</strong> Zombie game design is not necessarily easy.</p>
]]></content:encoded>
			<wfw:commentRss>http://playworkplay.com/blog/on-slow-zombies/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Google&#8217;s Canonical URL</title>
		<link>http://playworkplay.com/blog/googles-canonical-url/</link>
		<comments>http://playworkplay.com/blog/googles-canonical-url/#comments</comments>
		<pubDate>Sun, 15 Feb 2009 01:19:17 +0000</pubDate>
		<dc:creator>Hafiz Rahman</dc:creator>
				<category><![CDATA[Asides]]></category>

		<guid isPermaLink="false">http://playworkplay.com/blog/googles-canonical-url/</guid>
		<description><![CDATA[Now you can use a simple &#60;link&#62; tag to let Google&#8217;s crawlers know the preferred URL out of the many URLs possibility that links to a single page of yours, to avoid duplicate indexed content indexing. Probably not of immediate need, because as Google mentioned before, there is no such thing as duplicate content penalty [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://googlewebmastercentral.blogspot.com/2009/02/specify-your-canonical.html">Now you can use a simple <code>&lt;link&gt;</code> tag</a> to let Google&#8217;s crawlers know the preferred URL out of the many URLs possibility that links to a single page of yours, to avoid duplicate indexed content indexing. Probably not of immediate need, because as Google mentioned before, <a href="http://googlewebmastercentral.blogspot.com/2008/09/demystifying-duplicate-content-penalty.html">there is no such thing as duplicate content penalty</a> except if you&#8217;re doing shady things like stealing content from other sites.</p>
]]></content:encoded>
			<wfw:commentRss>http://playworkplay.com/blog/googles-canonical-url/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ontology is Overrated</title>
		<link>http://playworkplay.com/blog/ontology-is-overrated/</link>
		<comments>http://playworkplay.com/blog/ontology-is-overrated/#comments</comments>
		<pubDate>Tue, 10 Feb 2009 23:51:25 +0000</pubDate>
		<dc:creator>Hafiz Rahman</dc:creator>
				<category><![CDATA[Asides]]></category>

		<guid isPermaLink="false">http://playworkplay.com/blog/ontology-is-overrated/</guid>
		<description><![CDATA[Clay Shirky on the subject of Categories, Links and Tags:

Critically, the semantics here are in the users, not in the system. This is not a way to get computers to understand things. When del.icio.us is recommending tags to me, the system is not saying, &#8220;I know that OSX is an operating system. Therefore, I can [...]]]></description>
			<content:encoded><![CDATA[<p>Clay Shirky on the subject of Categories, Links and Tags:</p>
<blockquote><p>
Critically, the semantics here are in the users, not in the system. This is not a way to get computers to understand things. When del.icio.us is recommending tags to me, the system is not saying, &#8220;I know that OSX is an operating system. Therefore, I can use predicate logic to come up with recommendations &#8212; users run software, software runs on operating systems, OSX is a type of operating system &#8212; and then say &#8216;Here Mr. User, you may like these links.&#8217;&#8221; </p>
<p>
What it&#8217;s doing instead is a lot simpler: &#8220;A lot of users tagging things foobar are also tagging them frobnitz. I&#8217;ll tell the user foobar and frobnitz are related.&#8221; It&#8217;s up to the user to decide whether or not that recommendation is useful &#8212; del.icio.us has no idea what the tags <i>mean</i>. The tag overlap is in the system, but the tag semantics are in the users. This is not a way to inject linguistic meaning into the machine.</p>
</blockquote>
<p><a href="http://www.shirky.com/writings/ontology_overrated.html">Here&#8217;s the entire article</a>.</p>
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