• "Very soon after starting the book in the 1960s I dreamed of its use as an oracle, and it has taken 40 years for technology to make that possible." He is so pleased with the outcome that: "I've become my own consumer. Each night after midnight I consult, somewhat furtively (even though alone), the Oracle I have made. I'm often surprised by pages made long ago and almost forgotten, as well as by the sometimes uncanny predictions they offer their maker."

    Yep, I still love Tom Phillips.

  • "It should be pointed out, however, that physics is not the only systemic toy upon which fun games can be built. Probability fields, such as those forged by the colours, numbers and suits in a deck of cards, and the stochastic patterns that emerge from mixing those cards up, are another well-known toy upon which many great games are built. In fact, there is a literal infinity of foundational systemic toys upon which meaningful games can be built, yet for the most part, the game industry focuses on building baseline game engines that simulate one single toy that is proven to only be marginally fun: physical reality."
  • "Design critique is not a place to be mean, but it’s also not the place to be kind. You’re not critiquing to make friends. Kind designers don’t say what they mean. ‘Kind’ is not about the work, and design critique exists to make us better, but mostly, it’s to make the work better." Mark Boulton talks about the value of crits. I was introduced to the vocabulary and tone of the design/art-school crit at Berg, and find it useful, though I daren't think what 18-year-old me would have made of it. Stressing that it's not personal, it's about the work, and that that is contained within a magic circle, is really difficult, and it's really important.
  • "I think one of the most gut-wrenching realizations that small companies have to make is that they aren’t Apple. Apple spends over a billion dollars a year on tooling. An injection molding tool may cost around $40k and 2-3 months to make; Apple is known to build five or six simultaneously and then scrap all but one so they can evaluate multiple design approaches. But for them, tossing $200k in tooling to save 2 months time to market is peanuts. But for a startup that raised a million bucks, it’s unthinkable. Apple also has hundreds of staff; a startup has just a few members to do everything. The precision and refinement of Apple’s products come at an enormous cost that is just out of the reach of startups.

    I don’t mean to say that design isn’t important — it still is an absolutely critical element to a product, and good design and attention to detail will enable a startup to charge more for a product and differentiate themselves from competitors. Apple has raised the bar very high for design and user experience, and users will judge your product accordingly. But it’s important to keep in mind that your true bar for comparison is other startups, and not Apple; and if your chief competitor is Apple, you either need your own billion dollars of cash to invest in product design, or you need to rethink your strategy."