I’ve been making a lot of things recently, both at work and at home. And as a result, I’ve been having to buy tools.

Not a lot, but a steady trickle: discovering I need one of these, or one of those. A box of screws or bolts here; some wire there; a different kind of this to fit a particular need.

I’m trying to artificially acquire odds and ends.

This is hard. What, I think, I’ve been needing is a workshop.

But you can’t buy a workshop. A workshop isn’t a set of tools in a room.

It’s everything else, as well: offcuts; spares; old bits of wood; weird bits of plastic with strange holes in; broken things with one useful part to be cannibalised; hand-made jigs that fit particular things.

There is no shelf in B&Q or Maplin marked “this, that, and the other“, and yet that – more than anything else – is what I’ve been needing recently.

You can’t buy leftovers, spares, or “just the right thing”.

And given that, I think a workshop isn’t measured in the volume of tools it contains, the number of shelves, or the lengths of its benches.

I think it’s measured as a duration. A one-year workshop. A five-year workshop. A ten-year workshop.

Ten years of making things, and ten years of all the entropy that goes along with that: spares, duplicates, improved versions of things, swarf, offcuts, and thingummys.

When you view it like that, it’s no wonder I’m always finding new things I’ll require. I’ve only got a baby workshop (and let’s face it, the tools are in a closet and I’m drilling and sawing things on my dining room table – it’s hardly a workshop, is it?)

But babies grow up.

And it’s a reminder why, when I visit my parents, I can almost always find the bits and bobs I need, or the right tool for a job, or a part I didn’t even know the name of – because there’s a thirty-year workshop waiting for me.

  • "So, given this [zero-button, move and look] interface, whence interactivity in Dear Esther? I say: from an understated but deadly-precise sense of attention design through spatial design.

    You walk along the beach; a path goes up the bluff, another along the strand. You go one way or the other. There are no game-mechanics associated with the choice, and a plot-diagram analysis would call them "the same place" — you can try either, back up, and go the other way. But this misses the point. Precisely because the game lacks keys, switches, stars, and 1ups, it has no implicit mandate to explore every inch of territory. Instead, you want to move forward. Backtracking is dull. Worse: given the game's sedate walking pace, it's slightly frustrating. (They left out the run button for a reason, see?) Moving into new territory is always the best-rewarded move, and therefore your choice of path is a choice. You will not (unless you thrash hard against the game's intentions) see everything in your first run-through." Cracking writing about immersive, environmental storytelling in Dear Esther, and why it's clearly a game.

  • "…he still remembers his frustration at encountering "sliced-up ghettos of thought" – sculpture, architecture, fashion, embroidery, metalwork, product and furniture design all in separate departments – "which I don't believe are absolute. It's just the way we categorise things and the way we chose to educate people."" Quite excited to see the Heatherwick show.
  • "Super-simple baseline .mobi templates. Here ya go."
  • It's basically a satellite that's an external Android peripheral, and they're chucking it into space with a phone attached. Impressive.