"It would be overly optimistic to think women or any other demographic are the only targets of condescension among developers (reading comments anywhere on Hacker News will back that up), but it’s obviously pretty useless and nasty behavior, especially among colleagues. So I wanted my first thought of the year to be a small, simple idea: Treat your colleagues as though they know everything you do. Wait for them to ask questions if they have them, and if they do, don’t punish them by reverting to a position of condescension. Don’t be the reason someone dreads coming to work, or the reason someone leaves."

— Garann Means for The Pastry Box Project (via journo-geekery)

(via journo-geekery)

thedoubleclicks:

birchbone:

queensassyofthefatties:

Lewis’s law is an observation she made in 2012 that states “the comments on any article about feminism justify feminism.” Lewis has written frequently about misogynist hate directed at women online.[8]

Can we just repeat that a few more times, 

“The comments on any article about feminism justify feminism.”

“The comments on any article about feminism justify feminism.”

bolded is important

yes.

(Source: pinkwithlace, via wilwheaton)

fishingboatproceeds:

undocumentedny:

theysayimpsychodiaries:

Chimamanda Adichie - The Danger of a Single Story (TED Talks 2009)

Tell me again, what did you say about representation not being important?

This gifset goes perfectly with an article I just read. This is why media representation is so important. Because it brainwashes our children to not even see themselves in their OWN stories.

Just read Adichie’s new novel Americanah, which I highly recommend. Great book, and not too much weather in it.

(Source: firstenchanters)

comedycentral:

Click here for more from last night’s Daily Show, unless you’re too potted up on weed.

(via wilwheaton)

itscontemporary:


Alyson Shotz - Luminous Harmonic, 2008
acrylic on aluminum8 x 9 feet x 30 inches depth from wall

itscontemporary:

Alyson Shotz - Luminous Harmonic, 2008

acrylic on aluminum
8 x 9 feet x 30 inches depth from wall

(Source: isisgallery.org, via lookatmeallthetime)

unwieldy:

This past November, I started OneHour.me, a service where anybody could book one to three hours of my time for an ever-increasing rate, starting from just $1. Over the past couple of months, I’ve had dozens of conversations with folks trying to get their projects, startups, or freelance careers…

marinavshifrin:

1. I shall not take a “selfie” regardless of how fierce my makeup is and how fly the background looks. Never.

2. I will only pull out my phone in social situations if requested to show something or look up a fact.

3. I will try to keep typos and spelling errors to a minimum.

4. I will never…

The everyday brilliance of Sean Martell.

The everyday brilliance of Sean Martell.

(Source: observando, via tumblesault)

"

Let me tell you a little story about innovation and creativity. Years ago, I worked on a wiki-based project to find the first instance of ideas/techniques in video games (like the first game to use cameras as weapons, or the first game to have stealth as a play element). It excited me to dig to give credit to those who laid the foundations of ideas that we now take for granted. I couldn’t wait to show the world how creative and innovative these unknown game designers/developers were.

I went into it with much passion and excitement, but unexpectedly, it turned out that there were almost no “firsts”. Every time someone put up a game that was the first to do/contain something, there was another earlier game put up to replace it with a SLIGHTLY less sophisticated, or SLIGHTLY different version of the same thing. The gradient was so smooth and constant that eventually, the element we were focusing on lost meaning. It became an unremarkable point to address at all. We ended up constantly overwriting people’s work with smaller, less passionate articles, containing a bunch of crappy games that only technically were the first to do something in the crudest manner. Sometimes only aesthetically.

After a lot of time sunk into this project, I came to the conclusion that I was mistaken about innovation/creativity. It would have been a better project to track the path of ideas/techniques than to try to find the first instance of an idea/technique. I held innovation so highly for years before that, but after this project, I saw just how small it was. How it was but a tiny extension of the thoughts of millions before it. A tiny mutation of a microscopic speck that laid on top of a mountain. It was a valuable experience that helped me very much creatively.

"

Dave Freeman, a game designer, friend, and former coworker (via adiscourseongaming)

absolutely beautiful and valuable observation here

(via johndarnielle)

(via johndarnielle)