Defining the Fun House

Mar. 30, 2009 by

As a part of my, "What makes a place fun?" research, I have postulated the idea of the "fun house" as an actual home anchored in fun as much as much as some homes are designed to be beautiful. The question

Finding a Fun House: What makes a place fun?

Finding a Fun House: What makes a place fun?

Mar. 17, 2009 by

(This is an excerpt from a longer argument building a description of fun and linking it to the much more explored subject of play.) On face value the question rings true. Some places do seem more fun than others and wondering "What

Fun and Games with Architecture

Fun and Games with Architecture

Feb. 20, 2009 by

Some recent links sifted from the great shifting data mass of the Interwebs: Electronic Playgrounds http://www.physorg.com/news109517949.html  What happens when an international playground equipment maker decides to go digital? i.play is supposed to blend together the fun of videogames with the

Tilt-Shift for Dummies

Tilt-Shift for Dummies

Jan. 8, 2009 by

OK, the tilt-shift technique–the one that makes real photos look like shots of miniature models by way of manipulating the depth of field–may be the fad of the moment. But it also points a finger at just how delicate our grasp of media

Architecture and Planning: It’s All Fun and Games

Architecture and Planning: It’s All Fun and Games

Dec. 29, 2008 by

As I work on wrapping up my end-of-the year, I have a handful of links that deserve commentary, but get a structured dump in the interest of making things neat: Cities as as systems/games and systems literacy  Thinking in systems

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