Some weeks back, halfway through the development of Shownar, I saw a whole bunch of messages on Twitter about a mix on BBC Radio 1. That was the Jaguar Skills Gaming Weekend mix — it’s no longer on iPlayer, but that turned into an ace afternoon with ace music.
More recently the Reith Lectures have been on Radio 4. Shownar’s finding a load of blog posts about the lectures, really insightful ones. I didn’t realise the lectures were on until they popped up on the site one morning.
This is a website I now check daily…
Shownar
Shownar tracks millions of blogs and Twitter plus other microblogging services, and finds people talking about BBC telly and radio. Then it datamines to see where the conversations are and what shows are surprisingly popular. You can explore the shows at Shownar itself. It’s an experimental prototype we’ve designed and built for the BBC over the last few months. We’ll learn a lot having it in the public eye, and I hope to see it as a key part of discovery and conversation scattered across BBC Online one day.
Dan calls out our colleagues at the BBC. I’d like to thank especially him and Kat Sommers. Our data partners at Nielsen, Twingly and Yahoo!, as well at the LiveStats team inside the BBC — it’s been a pleasure to work with you. Major kudos to the folks behind the BBC Programmes database and system for creating such a fundamental piece of infrastructure. And to everyone working for and with S&W: Max Ackerman, Jesper Andersen, Nick Ludlam, Jack Schulze, and most especially Tom Armitage, Phil McCarthy and Phil Gyford, great work and well done all! I’m proud to work with all of you.
The idea of using computers to watch and reflect audiences, to find not just what’s popular but what’s surprisingly popular, turns out to be a number-crunchingly heavy task. I hope that Shownar, during this phase of its development, becomes a site people genuinely use daily to join in talking about and with the BBC, and to widen their consumption to previously undiscovered, engaging programmes. There’s a feedback address on the site — please use it! We’re after stories of where it works and where it doesn’t, and some insight into whether this kind of product really does change habits. It has mine.
Schulze & Webb worked as part of the team producing a unique service for the world’s biggest furniture and design event: Salone del Mobile in Milan, this year.
The British Council usually maintains a presence there, promoting British design and designers through an exhibition. This year, they had decided they would rather present some kind of service offering rather than a physical exhibition in a single venue.
Daniel Charny, of Fromnowon contacted us early on in the project, when they were moving the traditional thinking of staging an exhibition of to something that was more alive, distributed and connected to the people visiting Salone from Britain whilst also connecting those around the world who couldn’t be there.
From the early brainstorms we came up with idea of a system for collecting the thoughts, recommendations, pirate maps and sketches of the attendees to republish and redistribute the next day in a printed, pocketable pamphlet, which, would build up over the four days of the event to be a unique palimpsest of the place and people’s interactions with it, in it.
Åbäke, a collective of graphic designers who came up with the look and identity of the finished publication, alongside a team from the British Council ventured out to Milan to establish a temporary production studio for The Incidental, while S&W provided remote support from the UK, and the technology to harvest the twitter posts, blog mentions and flickr photos to be included in the edition, overlaid on the map to be produced overnight.
One thing that’s very interesting to us that is using this rapidly-produced thing then becomes a ’social object’: creating conversations, collecting scribbles, instigating adventures – which then get collected and redistributed.
“…cheap. Portable. Biodegradable/timebound/already rotting. Suggestion of a v0.9 object. More likely to be on a desk or in a pocket or bag or on a pub table than to be shelved. More likely to be passed around.”
The Incidental is feedback loop made out of paper and human interactions - timebound, situated and circulating in a place.
Here’s the first edition from the Wednesday of the event:
There’s some initial recommendations from the British Council team and friends, but the underlying abstracted map of Milan remains fairly unmolested.
Compare that to the last edition on Saturday, where the buzz of the event has folded back into the artifact:
The map now becomes something less functional - which it can probably afford, as you the visitor have internalised it - and becomes something more emotional or behavioural: a heat-map-like visualisation of where’s hot and what’s happened.
The buzz about TheIncidental during the event was clear from the twitterfeed, which itself was feeding the production.
Since then there’s been a flurry of paper/map/internet activity, including the release recently of the marvellous Walking-Papers project by Mike Migurski of the mighty Stamen, which we talked about briefly in The New Negroponte Switch.
As well as coverage from more design-oriented blogs such as PSFK and Dezeen, there was also some encouraging commentary from our peers - many of whom saw this as the first post-Papercamp project.
“Over in Milan at the Salone di Mobile they’ve created a thing called The Incidental. It’s like a guide to the event but it’s user generated and a new one is printed every day. When I say user generated, I mean that literally. People grab the current day’s copy and scribble on it. So they annotate the map with their personal notes and recommendations. Each day the team collect the scribbled on ones, scan them in and print an amalgamated version out again. You have to see it, to get it. But it’s great to see someone doing something exciting with ‘almost instant’ printing and for a real event and a real client too.
The actual paper is beautiful and very exciting. It has a fabulous energy that has successfully migrated from the making of the thing to the actual thing. Which is also brilliant and rare.”
“they are both lovely manifestations of Rick Prelinger’s “abundant present” and a well-crafted history box, something that people can linger over and touch and share, for the shape of the event.”
Our neighbours in East London, and brand identity consultants Moving Brands said:
“What a great way to create international conversation and connecting the tangible with the digital.”
“I love the way it gets past digital infatuation and analogue nostalgia. Digital stuff is used for what it’s good for; eradicating time and distance, sharing, all that. Analogue stuff is used for what it can do well; resilience, undestandability, encouraging simple, human contributions. It’s properly ‘post digital’, from a design team and a client who are fluent in the full range of media possibilities. Not just digital, not just print. It integrates media in the same way real people do; knowing what it’s like to send a twitter and knowing what it’s like to scribble a note on a beermat at 3 in the morning.”
All credit to the team who were in Milan. They worked some punishing hours producing the paper each day, partly due to the demanding nature of the event itself and of course the demanding nature of trying something completely new. Huge and hearty congratulations to them for pulling it off.
As we didn’t attend Salone, it was only recently when we got together with the British Council team to discuss what worked and what didn’t that we saw the finished artifacts.
It was fantastic to see and touch them. In that moment, it became obvious that their dual-role was as both service and souvenir.
…is the title of a talk I gave at Frontiers of Interaction V in Rome yesterday, primarily about the territory of “the Internet of Things” moving from one of academic and technological investigation to one of commercial design practice, and what that might mean for designers working therein.
It mentions a few of Schulze&Webb’s projects along the way, but really it’s trying to continue a conversation that Matt Webb started in his talks “Products are people too” and “From Pixels to Plastic” about the evolution of product in the era of the web.
It was a short talk, that perhaps asked more questions than it answered, so I fully expect to return to this subject in the near-future here on Pulse Laser or perhaps at future events…
Finally, thanks very much to Leander, Matteo and the Frontiers team for the invitation and hospitality!
[Allow me to introduce Georgina Voss! She's based with us over the summer, doing a study of the Old St area. If you're in the area, it would be super helpful if she could meet you too. Read what she has to say then get in contact. -Matt]
So this is like the first day at school for me, complete with new bright orange backpack - finding out where people go at lunchtimes, which groups hang out where, and what makes this different from other schools.
But to back up a bit. I’m a researcher from Brighton, an ethnographer with an interest in the in creative industries, communities and user activities. I’ve just arrived at Old Street this morning for a project on the place itself. There’s a growing cluster of tech, new media and design firms around here, which the denizens have playfully called Silicon Roundabout after its Californian big brother. The aim is to carry out an ethnography of the social world of Silicon Roundabout: where it came from, how it operates, where people go and what they do, what does it mean to work in a place like this? AnnaLee Saxenian did something very similar with her work on the rise of Silicon Valley and decline of Route 128 in the late 1980s (published as Regional Advantage: Culture and Competition in Silicon Valley and Route 128). Using an ethnographic approach to examine the culture of the two places, Saxenian uncovered the casual communities and networks in California which cut across the formal boundaries of firms. Compared to the more hierarchical and rigid social structures and histories of Route 128 in Massachusetts, people working in the start-ups of the Valley were able to share and develop ideas more easily.
And this is what is interesting here: what stories and histories are there to tell about Silicon Roundabout? Hi-tech clusters are nothing new - in the UK alone there we have Silicon Fen (Cambridge). Silicon Beach (Brighton) and Silicon Glen (the Central Belt triangle in Scotland). But there aren’t any narratives about the culture and norms around the Roundabout, and it’d be pretty fascinating to dig into this. Matt at S&W is interested too, so he’s given me a desk and space on the blog through the summer - and here I am.
But I need help! What I’m doing is observational fieldwork, and that means meeting people and chatting and hanging out and observing. It would be ace to meet people who work around here (and further afield too) - chats over coffee, cake or beer would be great. I’ll be here 2-3 days a week, in the daytime and the evening too. At the moment I’m with the boys in Schulze & Webb (battling with the wireless on my prehistoric laptop, eating homemade biscuits). Whilst I’m being hosted by them throughout the project, it would also be very useful to spend time with other companies on the Roundabout too, from between a few days to a couple of weeks. You can get hold of me at gsvoss@gmail.com if you’re interested - it would be very splendid to hear from folks.
(Some background on me. I like researching, writing and teaching about outlaw innovation, the creative industries, communities, technology histories, user activities, gender and sexuality, and ethics. I finished my PhD in 2008 - the thesis was on how the North American online adult entertainment industry innovated around technologies, and whether their stigmatized status affected what they did. If you like I can tell you more when we have coffee.)
You get used to the Here & There projection really fast. Timo Arnall, friend of S&W, was talking to Jack:
I’ve been sitting here staring at the map, pretty much on and off since yesterday. It comes across as a totally natural projection! … it’s as if you have wired two separate bits of my brain together; the bit that does maps, and the bit that does perspective.
It starts feeling weird that you can’t see over rooftops.
And while these prints we’ve shown so far are tied to two intersections (one looking from 3rd and 7th, and the other from 3rd and 35th), yes we are working on doing it on the fly, and yes we’re looking at generating projections from all kinds of places for one-off prints.
The natural question is, what would this look like driving round Manhattan? (If you forget about the traffic.) As Fast Company and Gizmodo said, Garmin should do it. They totally should. And so here it is.
The Here & There projection is on the left, and the equivalent normal view is on the right. Click through and watch the HD version. It’s cool.
I’m going to tell you a little bit about the influences on Here & There, a project about representation of urban places, from when it began. It was warmly received when I first presented some corners of it back at Design Engaged in 2004, before Schulze & Webb existed. Here & There is a projection drawing from maps, comics, television, and games.
This particular version is a horizonless projection in Manhattan. The project page is here, where large prints of the uptown and downtown views can be seen and are available to buy.
I’ve been observing the look and mechanisms in maps since I began working in graphic design. For individuals, and all kinds of companies, cities are an increasing pre-occupation. Geography is the new frontier. Wherever I look in the tech industry I see material from architects and references and metaphors from the urban realm. Here & There draws from that, and also exploits and expands upon the higher levels of visual literacy born of television, games, comics and print.
The satellite is the ultimate symbol of omniscience. It’s how we wage wars, and why wars are won. That’s why Google Earth is so compelling. This is what the map taps into.
The projection works by presenting an image of the place in which the observer is standing. As the city recedes into the (geographic) distance it shifts from a natural, third person representation of the viewer’s immediate surroundings into a near plan view. The city appears folded up, as though a large crease runs through it. But it isn’t a halo or hoop though, and the city doesn’t loop over one’s head. The distance is potentially infinite, and it’s more like a giant ripple showing both the viewers surroundings and also the city in the distance.
Origins and sources
Some of my favourite maps are drawn by a British writer, walker and accountant named Alfred Wainwright. Phil Baines provides background:
“Wainwright was an accountant born in Lancashire who fell in love with the English Lake District and moved there to live and work. All his free time was spent walking the fells, and he began his series of seven ‘pictorial guides to the Lakeland Fells’ in 1952 as a way of repaying his gratitude to them. The work took 13 years.” (Type & Typography)
Wainwright’s walking maps are drawn to suit their context of use, the books are intended to be used while walking. As the reader begins their walk, the map represents their location in overview plan. As the walk extends through the map, the perspective slowly shifts naturally with the unfolding landscape, until the destination is represented in a pictorial perspective view, as one would see it from their standpoint.
This is a reversal of the Here & There projection. In Wainwright’s projection we stand in plan, and look into perspective. Wainwright’s view succeeds in open ground where one can see the distance… but in a city you can only see the surrounding buildings. Wainwright and Here & There both present what’s around you with the most useful perspective, and lift your gaze above and beyond to see the rest.
He justifies a deviation from Western perspective, that to represent things as they strike your eye is not even functionally as good as some other interpretative distortions. In this painting in which there’s a grossly distorted perspective, in which there aren’t even any rules, it still makes sense because it changes how you put yourself in the painting, and that changes where you put yourself outside it.
Augmented reality
There is a element in the map, in the uptown view, of a bus. Its destinations in both directions are shown. (I love NY bus routes, the cross town super power!) This is to explore how augmenting the map with local information might work.
One of my intentions with the project is to make an exploration into way-finding devices. One of my favourite examples of augmented reality is from these American Road maps from 1905. The map is stored in a book, and good for only one route. In fact, it isn’t a map as we’d typically understand one.
Michaels, H. Sargent. Photographic Runs: Series C, Chicago to Lake Geneva to Delavan, Delavan to Beloit. Chicago: H. Sargent Michaels, 1905. Used with permission from Prof. Robert French, Osher Map library, University of Southern Maine, Owls Head Transportation Museum.
The book dates from before the national road sign infrastructure was introduced to American highways or inter-city roads. Each page is a photo of a junction, with every junction between the two cities included, and an arrow is drawn over the photo to say which direction to take. As the driver progresses along their route, they turn pages, each junction they arrive at corresponding to the one in the current photo. (Many thanks to Steve Krug for the sharing his discovery of these great pieces.)
First person to God games
I don’t like the way maps (in-game maps) work in most video games. They seem to break my flow of play, and locating one’s actor in the game isn’t satisfying. I’d love to see a first person or third person shooter where the landscape bent up to reveal a limited arc of the landscape in plan over distance. As a video game, the Here & There projection slides from Halo, through GTA into Syndicate, to end in SimCity.
Although I never played it, I’ve heard a lot about Luigi’s Mansion for the Nintendo GameCube. Luigi wonders around a haunted mansion and hoovers up ghosts with a vacuum cleaner. I heard about a mechanic in the game which involved a virtual Gameboy Advance in the game. Luigi could take it out and use it to inspect the world. The game played out in the third person with a view of Luigi in place, but I think when you look in the Advance, it gave a first person view from Luigi’s position. Well, if it didn’t, it should have done.
I know that in some special games the Gameboy Advance could be plugged into the GameCube, to be used as a special controller. It would be amazing to use the second screen in a controller for that first person perspective. Imagine if you could guide your actor around in third person and glance down at the screen in your hands for close inspection or telescopic sniping.
Ellis, unsatisfied with controlling the Iron Man suit by normal means (sensors, or weeny joysticks in the gloves or something) as an exoskeleton (picture Ripley in the clumsy Powerloader), Stark must ingest the Extremis serum in order to match his enemy, Mallen, and prevent him from his destructive path into Washington. The serum welds Stark to his tech. It leaves him ‘containing’ the membrane-like ‘undersheath’ he uses to control the Iron Man suit. It is stored inside his bones.
The final sequence of panels in the penultimate book has Stark wearing the Iron Man suit, setting off to confront his enemy, his recent transformation has left him with new powers…
“I can see through satellites now.”
What a thought! Within one field of view, to be both in the world and to see yourself in it. The power of looking through, and occupying, your own field of vision. Awesome.
What if the projection appeared inside location-aware binoculars? Hold them up, and live satellite images are superimposed in ‘the bend’ onto the natural view of the city as it lifts up into plan! You’d see the traffic and people that just pulled out of view into a side street from above mapped onto your natural view.
Timo Arnall posted a video showing a Google Streetview pan controlled with the digital compass inside the device:
It begins to reveal how Here & There might feel if it were moving beneath your feet.
Thanks
I would like to thank both James King (art direction) and Campbell Orme (technical direction) for their tireless efforts in bringing this work to life. Email them and make them work on your stuff. They are talented, humane and brilliant designer/thinkers.
Art prints of Here & There have been produced in a limited run and can be purchased here. Please buy one and stick it on a wall.
As long as I’ve know Jack Schulze, he’s been working with maps. The first one I remember was a way of mapping Barbican, which is a three dimensional architectural maze of a housing and cultural development in central London, and notoriously difficult to find your way around. I’ll get him to dig out the results.
Late last year he started working with James King and Campbell Orme on an equivalent projection of Manhattan. We’ve had huge prints of the results in the studio these last few weeks, and it’s startling to look at: at the bottom of the map, buildings stand in three-dimensions. Then, looking into the distance, the city curls up and around into the sky, smoothly transforming into a more traditional map.
Here’s a detail of that happening:
You should see the entire thing.
ANYWAY. What I mean to say is that, as his friend and business partner, I’m enormously proud to announce the following:
First! Here & There — a horizonless projection in Manhattan is out in the world for people to see.
Second! It is featured in Wired UK magazine, issue 2, which hits the shops today. Not only has it been given a massive gatefold (not kidding, you have to see it), but there’s a photo of Jack with his big blue eyes too. Awww.
Third! Here & There is just too beautiful to keep to ourselves, and too high res to keep to the Web. So we’ve produced a limited run of art prints, and we’re selling them as from today.
Some great exploration around the idea of personal informatics in this fantastic post from Lee Maguire, which hinges nicely on this question:
So what happens when the device that records your medical status is also the device you use to update your social connections?
Far more interesting than the “write” of home automation is the “read” of gathering personal informatics.
HP have been marketing their “personal servers” recently, but exploring the site reveals that they think the primary purpose of a home server is being a smart NAS: storing media. Wouldn’t it be more interesting to have a home server that ran applications, gathered informatics? And to do so in a simple, consumer-friendly manner.
This is the pattern that devices like the Current Cost embody: it sits in your house, and sucks up information. It’d be nice for that to be part of a platform, perhaps one I can get at over my home broadband connection.
If there was to be a personal informatics server - rather than a baby-NAS - then it could be even smaller, even simpler than the HP models. It’d be something more at a router scale. One of the best examples on the market of a product that’d be an ideal personal informatics server is probably the Netgear NSLU2 (discontinued, but available secondhand); whilst it’s designed to turn USB hard disks into network-attached storage, it also works very well as a silent, low-power Linux server, ideal for performing simple, network-connected tasks. Even more interesting is the Viglen MPC-L - a low-power, AMD-Geode based computer with keyboard, mouse, and Xubuntu distribution for £99. Whilst it’s underpowered for most desktop computing tasks, it’s an ideal miniature server. Whilst Viglen haven’t made that use of it explicit, it’s surely in the back of most geek’s minds. Andy Stanford-Clarke has connected some notes on the Viglen here.
The next question: how do you get that kind of functionality/platform out of complex, bespoke Linux boxes and onto routers (or digiboxes, or similarly pervasive white boxes), with a UI anyone could use?
I’m not sure. But you could do worse than starting them early on the idea of personal informatics - exactly what the Power Hog does. It’s a piggy bank that plugs into an electrical outlet. The pig’s nose is another outlet, but one that can only be activated by putting coins into the piggybank. The piggybank can, of course, later be emptied; but what a lovely way to teach children about the cost of energy. And it’s a smart piece of product design: because the nose (and, presumably, tail) are removable components, the Power Hog can be internationalised with a set of adaptors, rather than through multiple, costly, SKUs.
Sometimes, it’s worth joining the dots between a few things you find. In this case, that was this image of a breadboard that dumps its crumbs onto a birdfeeder.
(The original image isn’t available at the moment, http://curroclaret.es having been temporarily taken offline due to excess bandwidth; I’ll link to it in due course.)
It’s both a piece of design and a visual joke: it connects two ideas (birds eat crumbs; breadboards collect crumbs) in the shortest possible distance. The entire rationale, the entire concept behind the design is laid flesh. Is it a product, a thing that makes sense in the world? Not really. The realities of kitchen design start to impinge if you think about it too long. Instead, it’s perhaps best to look at it and smile; if there’s something to be learned from it, it’s perhaps that two ideas really be connected as simply as with a bent piece of tubing.
The birdfeeder made me think a little about other examples of fantastical design, both real and imaginary. I’m not sure I’m anywhere near finding a deep interconnected thread between these, but I think as a juxtaposition of images, they all tie nicely together. In the meantime, here’s where the birddfeeder lead me.
There’s obviously a historical precedent for this kind of fantastic design and thought - practical ideas realised in somewhat absurd means - such as Heath Robinson’s gusset tightener:
or, if you’re American, the fantastic contraptions of Rube Goldberg:
Fantastical, outlandish design somewhat comes to a head in the work of Tim Hunkin, who somehow manages to balance a delightful sense of the absurd with solid, realistic technical skill; he’s only interested in the working and the real, and yet his sense of the absurd is at least as well refined as Heath Robinson’s.
What do all these things have in common? They explore the value of the absurd, be it absurd simplicity - as in the birdfeeder - or absurd complexity - as in Heath Robinson’s complex series of magnets and pulleys. What value does this kind of sketching, or thinking-out-loud, have for the practicing designer? I’m not entirely sure - after all, I am not a “practicing designer” myself. They remind me a little of Matt Ward’s sketching technique (which Jack discussed in his talk about Olinda): starting at extremes, and slowly iterating towards realism (and complexity). The birdfeeder, the filing cabinet, the shredder, all act a little like another form of “physical Powerpoint”: they may not be realistic, but they are highly expressive. And maybe that’s the value of this kind of design. Once the aims or thinking behind an artefact have been explained clearly, and succinctly - no matter how absurd - then it’s possible to iterate towards realism, towards a more sensible and sensical design.
It’s footage of a simple Augmented Reality experiment from a programmer at British independent games developers Introversion, imagining what one element (the world map) of their strategy game Defcon might look like if there was an AR component to it.
I’m not as interested in the technical aspect of this experiment as I am the aesthetic.
I was struck by how well-suited the blue-on-blue, information-dense and highly representational display of Defcon is as an aesthetic for augmented reality. It helps to have a clear distinction between the real and the augmented. By making the augmented several degrees lower in fidelity than the real, it enhances the utility of the augmented elements. It creates seams between the real and the unreal, and helps the user process both real-world and AR information faster.
A few other things that struck me as being similar to this:
Jack spoke at This Happened in London last year about the Olinda project, and talked a little at the end about the form factor. Specifically: why it doesn’t look “prettier”. And he explains:
Each of the elements are trying to say what they do themselves in their own language.
Matt has described this to me as “physical PowerPoint”. You instantly know from looking at this thing that it’s not necessarily finished yet; not quite complete. And rather than letting you down, that incompleteness (in this case, an aesthetic one) opens up a communication. It informs the observer that they can engage in a kind of dialogue with the radio, about what it is and what it does. Its form is not final, and that means that there is still space to explore and examine that form. A more finished project would shut out any such exploration from the user or observer, and simply impose its form on them; the only reactions left are accepting that form, denying it, or ignoring it.
Monospaced type that’s used for writing, not code. Most corporate communication takes on the same form: laser-printed, perhaps even letter-headed, smartly formatted documents, all of which look finished. But it’s so rare that the kind of documents we use in corporate communications are finished. More likely, they’re work in progress - either iterations of a report yet to be completed, reference materials for negotiations yet to be conducted, or as starting points for discussions that likely end on a completely different note. So why present them as concrete, unapproachable objects? By presenting the documents in barely-styled (yet thoughtfully laid out) monospace text, their role as intermediate objects becomes more obvious.
Rapid-prototyping plastic. The not-quite complete has not just look, but also feel, and as rapid-prototyping becomes more and more commonplace - and better understood by a wider audience - that unusual texture of fabbed plastic will quickly become another useful shorthand for “not a sketch, but not complete either”. This is a tactile shorthand that emphasises the boundaries between the world (of complete, final materials) and the work-in-progress.
One technique that S&W has been using recently to illustrate design work is placing sketches or wireframes in situ. Whilst wireframes themselves are incomplete artefacts, designed to be work in progress, they still suffer for being uniformly incomplete. Wireframes themselves can be almost too beautiful, and this means that it becomes all-too-easy to criticise them as only wireframes, rather than as part of a product that exists in the world. Contextualising the sketches into the photograph places the design into the world. This enables the design to be understood within the world, and also (importantly) to highlight the seams between the unfinished design and the finished world around it.
How finished an artefact is is an important indicator of its relationship to the world: not just an indication of where it is in its lifecycle, but also one that explains how it should be understood, and that opens a dialogue between the observer and the artefact. It’s important that there is authenticity in the unfinished state. All the examples above are of things that are in a transition state between non-existant and final; they are not finished items that have then been distressed or made to appear cosmetically unfinished.
This is unlikely to be the last time I’ll write about this stuff on Pulse Laser; it feels like it has legs, and it’s something that I’m noticing more and more examples of. Given that, it only seems appropriate that this post remains