Hubbub has gone into hibernation.

Week 233

This week was all about Lift 14. Alper and I trav­eled to Gene­va on Tues­day. We prepped our work­shop at a local cowork­ing spot and lat­er at our apart­ment.

Warming up for the Playing with Rules workshop with online "Mens erger je niet!"

The next morn­ing, we ran Play­ing with Rules. We fol­lowed rough­ly the same for­mat as at Mozil­la Fes­ti­val last year, slight­ly adjust­ed based on feed­back from some of the par­tic­i­pants from back then. We had a nice group with a var­ied back­ground. There were less peo­ple with game design expe­ri­ence this time around, which was fine as we have train­ing wheels built into the for­mat. Out­comes were inter­est­ing, includ­ing one game about road rage with some mechan­ics that actu­al­ly gen­er­at­ed traf­fic jams on the board.

In the reflec­tion dur­ing the wrap-up we dis­cussed things like how to argue with games, how with applied games it’s not so much about being real­is­tic as it is about inter­est­ing. We also observed that some issues seem to nat­u­ral­ly emerge from the starter game we picked, things like immi­gra­tion, traf­fic, dis­crim­i­na­tion. It might be inter­est­ing to swap out Mens erg­er je niet! for some­thing else next time. The main point of the workshop—the impor­tance of iter­a­tion and the impor­tance of expe­ri­enc­ing a design first-hand as soon as possible—clearly came across.

Workshop

Workshop

Workshop

Workshop

After the work­shop, Lift 14 kicked off in ernest. On the first day, I par­tic­u­lar­ly enjoyed Alex­is Lloyd’s crit­i­cism of seam­less design, the mak­ing-of of the first lab-grown ham­burg­er and gor­geous still and mov­ing images pro­duced by Lia Giraud using algae.

Countdown till launch at Lift 14

Lift 14

That evening, we head­ed to the tra­di­tion­al Lift fon­due, ate lots of cheese and drank a suf­fi­cient amount of wine. Good con­ver­sa­tions were had.

Fondue

Fondue

Dur­ing the remained of the con­fer­ence, we found some time to play around with the work on dis­play at the exhi­bi­tion, includ­ing a demo of third-per­son per­spec­tive live video gog­gles by Out­er­Body Labs (which remind­ed me of 3RD by Monoban­da) and neat retro-com­pat­i­ble games and play­ful inter­faces made by HEAD media design stu­dents.

Playing with the OuterBody Labs exhibit

Endless

Towards the end of the con­fer­ence we were treat­ed to two excel­lent talks on algo­rith­mic cul­ture. Ian Bogost revealed how the algo­rithm has become a dom­i­nant metaphor of our time, high­light­ing but also obscur­ing cer­tain aspects of the world, such as the fact that much work still involves humans, even when we think it’s just code. (I was remind­ed of recent reads Metaphors We Live By and We Have Nev­er Been Mod­ern.) Dan Williams took us on an enjoy­able tour of what it means to be a mak­er in a world dom­i­nat­ed by the algo­rithm, and arrived at sim­i­lar con­clu­sions. Mak­ing things—physical things especially—is still messy and a lot of work. It won’t do to defer all respon­si­bil­i­ty for how the world is organ­ised to engi­neers or even design­ers. Real­i­ty is messy and demands equal­ly messy assem­blages of dis­ci­plines to deal with it.

We would depart on Sat­ur­day, but not before we were treat­ed to a gen­uine­ly mind-blow­ing tour of CERN, includ­ing a vis­it to the con­trol cen­tre and down below to the LHC. It’s amaz­ing to think humans are capa­ble of projects of such enor­mous scale and encour­ag­ing to know sci­ence can bring nations togeth­er to joint­ly pur­sue such peace­ful ends. James Bri­dle wrote a nice thing about this after his vis­it two years ago. I’ll leave it there, and let the pho­tos below speak for them­selves.

Control Room

CMS Badge

Packed elevator

Detector thing

CERN

More racks

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Week 232

Last week was a bit of an in between week for us prepar­ing for some changes that will realign Hub­bub in 2014.

One such change is Kars mov­ing his stu­dio out of the Dutch Game Gar­den into a hold­ing state before he moves into Vecht­club XL. Vecht­club and Vecht­club XL togeth­er are one of the most excit­ing cre­ative devel­op­ments in the city of Utrecht and we look for­ward to be a part of that in the future. I’m sure he will write more about this when he’s set­tled in.

Kars also pub­lished the write-up of our brief over at the RCA. The work the stu­dents deliv­ered was great and I encour­age you to take a look at it.

I kept stuff run­ning over here in Berlin wrap­ping up our client engage­ment for CHUTORO and work­ing on paper­work and on my skill­build. I’m explor­ing doing more video sketch­es here at Hub­bub since that is one of the most effec­tive ways to com­mu­ni­cate our kind of work.

Censorship game

I dropped by our friends from Third Wave Berlin to catchup over drinks on Mon­day. On Thurs­day I also dropped by the Berlin Uni­ver­si­ty of the Arts to see the boardgames devel­oped by the Preen­ac­tion group. They are also using games as a way of address­ing social issues but with total­ly dif­fer­ent con­sid­er­a­tions.

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A Free-to-Play World, our brief for IED students at the RCA

A while ago, we were invit­ed by John Fass to come up with a play-focused brief for stu­dents of the Infor­ma­tion Expe­ri­ence Design pro­gramme at the RCA. De-Com­pu­ta­tion is a theme run­ning through a lot of the work there, so we though it would be it would be inter­est­ing to ask the stu­dents to decon­struct a log­ic preva­lent in the games indus­try (F2P) and to then apply that log­ic to a real-world sys­tem (in this case, a Lon­don trans­port) ser­vice.

Outcomes

Stu­dents worked in groups on the assign­ment over the course of two weeks. With­out a doubt, we chal­lenged them with the assign­ment as it not only required them to digest a con­cept from a field not cen­tral to their area of study, but to also for­mu­late a design using tools and tech­niques from that field. Nev­er­the­less, we were pleas­ant­ly sur­prised by the out­comes. Here are some high­lights.

Jaekyung Kim and Car­rolynne Hsieh, going slight­ly off-brief by clev­er­ly sug­gest­ing tele­pho­ny trans­ports voic­es, pro­posed a new life for Lon­don’s phone box­es in the form of a loca­tion-based free-to-play game. I am remind­ed of the com­mon ges­ture of check­ing for coins left in the dis­penser before mak­ing a call and like to think this design breathes new life into it. That phone box­es can be a viable plat­form for gam­ing has been shown in the past by games as I Love Bees and Nike’s GRID.

Carrolynne-JaeKyungKIOSK1924presentation 7-07

Carrolynne-JaeKyungKIOSK1924presentation 8-08

Carrolynne-JaeKyungKIOSK1924presentation 14-14

Francesco Tac­chi­ni, Michael Pecirno and Emi­ly Groves pro­posed an alter­na­tive to TfL’s Oys­ter in the form of Gold­en Wheels, a tiered sys­tem sure to height­en the ten­tion on dai­ly com­mutes. Par­tic­i­pants try to achieve gold sta­tus by play­ing com­pet­i­tive games against oth­ers. Gold users get perks such as free cof­fee but are required to con­stant­ly pro­tect their sta­tus from chal­lengers in the low­er tiers. Cer­tain­ly dystopi­an, but not that far removed from some of the shenani­gans air­line com­pa­nies engage in on a dai­ly basis with their loy­al­ty pro­grams.

FrancescoMichaelEmilyPresentation 13-13

FrancescoMichaelEmilyPresentation 4-04

FrancescoMichaelEmilyPresentation 5-05

FrancescoMichaelEmilyPresentation 6-06

FrancescoMichaelEmilyPresentation 16-16

The Vimeo video that was embed­ded here has been removed.

Below is the brief we came up with. We cer­tain­ly enjoyed doing this, pre­sent­ing the brief and see­ing the stu­dent work after­wards. We think it could be devel­oped fur­ther in the con­text of oth­er stud­ies and are very keen to run it again with oth­er groups of stu­dents. If you’re an edu­ca­tor and this is some­thing you’d be inter­est­ed in, get in touch.

Brief

The games indus­try has been tak­en by storm by free-to-play. As a busi­ness mod­el, its sim­ple premise is that play­ers do not need to pay for access to the game. A wide range of oth­er tech­niques have been intro­duced to gen­er­ate rev­enue instead. For exam­ple, a free-to-play MMO (mas­sive­ly mul­ti­play­er online game) play­er might pay real mon­ey to obtain a pow­er­ful in-game item with­out hav­ing to go through the drudgery of obtain­ing it in-game. In recent years vir­tu­al­ly every game genre has been re-imag­ined as a free-to-play game. While clear­ly a com­mer­cial suc­cess, it has also received crit­i­cism. For exam­ple, peo­ple have argued free-to-play leads to exploita­tive game design. (In many free-to-play games a very small part of all play­ers gen­er­ate the major­i­ty of rev­enue.)

Expe­ri­ences with dig­i­tal media con­di­tion our expec­ta­tions of how the world works. Peo­ple might be annoyed (or relieved) to find a sim­ple ser­vice such as a bak­ery oper­ates accord­ing to some­thing oth­er than the free-to-play log­ic. On a dif­fer­ent lev­el, free-to-play as a ‘busi­ness mod­el’ is a per­sua­sive idea. Entre­pre­neurs, tech­nol­o­gists, artists and design­ers might be seduced to imag­ine new prod­ucts, ser­vices or expe­ri­ences that oper­ate on the free-to-play log­ic. For exam­ple, one could argue col­lab­o­ra­tive con­sump­tion ser­vices such as AirBnB are free-to-play. Things can be free at the point of sale when the val­ue of the object is reim­bursed in a non-mon­e­tary way.

Any­thing can be framed as a game. What hap­pens when we delib­er­ate­ly think with a gam­ing mind­set as we (re)design a thing? Does this triv­i­alise the beau­ty of play? Is this dystopi­an game design?

We chal­lenge you to decon­struct the log­ic of free-to-play and to apply it to a trans­port ser­vice oper­at­ing in Lon­don. This could be a pub­lic or pri­vate ser­vice con­sist­ing of one or more modes (air, rail, road, etc.) aimed at the move­ment of peo­ple, ani­mals or goods from one loca­tion to anoth­er. Rein­vent such a sys­tem so that it becomes free-to-play. In doing so, we will ask and pos­si­bly answer the ques­tion: Who does the code of free-to-play com­pute for? The play­er, or someone/something else?

Suggested activities:

  • Visu­al­ly map the net­works of actors and inter­ac­tions of both free-to-play games and the trans­port ser­vice of your choice.
  • Cross-breed and mutate such net­works, invent­ing new forms of play.
  • Rapid­ly pro­to­type your sys­tem. Phys­i­cal­ly act it out; body-storm, don’t brain­storm.
  • Write up your free-to-play sys­tem as the rules of a phys­i­cal game. Test it for intel­li­gi­bil­i­ty.
  • Design and pro­duce the mate­ri­als required for your free-to-play sys­tem.
  • Tell a short visu­al sto­ry of a per­son­’s expe­ri­ence with the sys­tem.

Suggested reading

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Week 231

Last week both Alper and I were almost ful­ly occu­pied with wrap­ping up CHUTORO. On Mon­day, I built a deck of slides pro­vid­ing a ratio­nale for the design while Alper put the fin­ish­ing touch­es on the pro­to­type. On Tues­day, we both trav­eled to Karl­sruhe. I read a lot of Metaphors We Live By. I believe Alper played a lot of Hearth­stone or Dota 2 or both. On Wednes­day, we demoed the pro­to­type and pre­sent­ed the ratio­nale. Despite a small glitch things went quite well. Since this is a project about exer­cise, I was pleased we man­aged to get every­one out of their chairs and into the fresh air for a stroll through a park near­by. We also cri­tiqued the work of oth­er par­tic­i­pat­ing stu­dios. As with last time around, I felt a bit like being a stu­dent in art school again. When done well, I real­ly like crits. The day after it was back to Utrecht for me and back to Berlin for Alper. The rest of the week was tak­en up by doc­u­ment­ing the design fur­ther, and some admin, ops and deliv­ery stuff on the side. It’s a lux­u­ry to be able to focus exclu­sive­ly on one project. This was a good week.

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Week 230

Last week went by pret­ty quick­ly and by now it turns out we are almost through this week already before I had a chance to write the wee­knotes. In brief: we were ful­ly engaged prepar­ing deliv­er­ables for CHUTORO.

Kars spent a lot of time knee deep in sci­en­tif­ic mod­els to fur­ther ground our design work. Apply­ing sci­en­tif­ic results to real world solu­tions has been very refresh­ing and it is some­thing we think that many oth­er projects could great­ly ben­e­fit from. We have been lucky to get a sol­id feed of sci­en­tif­ic lit­er­a­ture for this project to work with.

Mean­while I was work­ing on tech­no­log­i­cal re-enact­ment by build­ing an app rely­ing on SMS as its main medi­um of inter­ac­tion. I real­ized that this is the sort of thing that many of my friends have been work­ing on in the ear­ly 2000s. It still takes an awful lot of effort to get things to work across non-inter­net cell phone net­works but it is def­i­nite­ly worth the effort.

Dusting off the Hubbub feature phone

For our SMS needs we are using Nex­mo who have been very easy to set­up and actu­al­ly do work in Ger­many (many oth­er providers say they do but in fact do not).

We worked on this project exclu­sive­ly the entire week and the time we spent made that we were both the­o­ret­i­cal­ly and tech­ni­cal­ly in good shape for this week’s meet­ing.

Playing Maharaja

In the week­end there was time to play some games. Kars high­ly rec­om­mends Mahara­ja and I rather enjoyed my Dri­ve on Moscow.

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The Gameful City, a preview of my chapter for The Gameful World

This year, MIT Press will pub­lish The Game­ful World, a book edit­ed by Stef­fen P. Walz and Sebas­t­ian Deter­d­ing to which I’ve con­tributed a chap­ter. The book will cov­er approach­es in game­ful and play­ful design, how it can be applied to a range of fields and its com­mon issues. For exam­ple, Ian Bogost will expand on his infa­mous essay Gam­i­fi­ca­tion is Bull­shit and Eric Zim­mer­man has con­tributed the much dis­cussed Man­i­festo for a Ludic Cen­tu­ry.

Those who dis­like jar­gon might be thrown off by the term “game­ful”. I admit at first I was­n’t too con­vinced we need­ed yet anoth­er new term either. With­out going in too much detail—those who enjoy chew­ing on def­i­n­i­tions might want to dig into the paper From Game Design Ele­ments to Game­ful­ness: Defin­ing “Gam­i­fi­ca­tion”—game­ful­ness serves as an alter­na­tive to gam­i­fi­ca­tion, the idea of using game design ele­ments in non-game con­texts. Com­pared to gam­i­fi­ca­tion, game­ful­ness pro­po­nents often empha­size the impor­tance of retain­ing peo­ple’s agency and focus on sup­port­ing intrin­sic moti­va­tion.

My chap­ter is an essay on the rela­tion­ship between game design and the built envi­ron­ment and how the for­mer can be used enliv­en the lat­ter in var­i­ous ways. It has turned out to be a nice sum­ma­ry of my think­ing on the top­ic over the course of the past few years (if you can call over 13000 words a sum­ma­ry). Below is the abstract for the chap­ter. I look for­ward to when the book will be avail­able and you can read the chap­ter in full, and tell me what you think. For now, this will have to do.

“In this chap­ter, design­er Kars Alfrink argues game­ful design can con­tribute to the live­abil­i­ty of cities. His approach is ground­ed in his pro­fes­sion­al prac­tice of mak­ing games for pub­lic urban spaces. Kars argues game­ful design can pro­vide cit­i­zens with tools with which they can coun­ter­bal­ance the top-down plan­ning actions of gov­ern­ments and cor­po­ra­tions. Such organ­i­sa­tions have a pref­er­ence for high­ly leg­i­ble struc­tures, which tend towards fragili­ty in the face of uncer­tain­ty. A recent exam­ple would be the inter­est in ‘smart city’ solu­tions to prob­lems faced by the new megac­i­ties. In this chap­ter Kars describes the work­ings of many forms of game­ful resis­tance from cit­i­zens. These include urban sports, neo-sit­u­a­tion­ist street games, play­ful plat­forms for civic organ­i­sa­tion, sub­ver­sive art inter­ven­tions and par­tic­i­pa­to­ry plan­ning tools. Togeth­er, these enable cit­i­zens to act as a gen­er­a­tive force which injects the city with some much-need­ed illeg­i­bil­i­ty, giv­ing rise to a game­ful city.”

Sign up to be noti­fied of the book’s pub­li­ca­tion at gamefulworld.org. Update: The book is out now and can be ordered through MIT Press.

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Week 229

This was was the first full work­week of the year, which meant it was time to review our work of 2013 and set goals for 2014. To this end, Alper trav­eled to Utrecht and on Mon­day we sat down and strate­gised. We’re still using Google’s OKR method, which con­tin­ues to be a use­ful and rel­a­tive­ly pain­less way of turn­ing what are some­times neb­u­lous busi­ness goals into action­able, mea­sur­able things.

The rest of the week, we worked on CHUTORO. Hav­ing fin­ished and doc­u­ment­ed the first two-week sprint, we start­ed up the sec­ond and already final one on Tues­day. We had a num­ber of calls with our friends at GEE­lab in Karl­sruhe in which we joint­ly decid­ed on which con­cept to devel­op fur­ther from the port­fo­lio we had deliv­ered in sprint one. Sat­is­fied with the course to take, we got to work on Wednes­day through Fri­day.

It had been a while since I last expe­ri­enced a design process which did not flow. For a large part of the week I was­n’t sat­is­fied with the work we were doing. Not that it was bad—it cer­tain­ly was good enough, but it just lacked a cer­tain char­ac­ter and whim­sy. We worked through the con­cept, detailed its inter­ac­tions and did some tech­nol­o­gy explorations—with help from Tom, who gen­er­ous­ly shared his expe­ri­ences work­ing with SMS and con­ver­sa­tion­al UIs from Hel­lo Lamp Post and Hava­su. We detailed all the mes­sages going in and out of the sys­tem. We con­sid­ered embell­ish­ments and alter­na­tives to the core con­cept. Etc. etc.

It was only when we went over the main sce­nario of use once more that we realised a sub­set of all the things a user would do—which we ini­tial­ly saw as a minor prac­ti­cal hur­dle to smooth out with some clever design—that we realised we could take that activ­i­ty and turn it into a fun, inter­est­ing thing to do in and of itself. In stead of smooth­ing it out so that we could move on to the thing we’d ini­tial­ly felt we want­ed peo­ple to do, we could leave it as a fun chal­lenge and offer it to peo­ple as such. Final­ly, I was sat­is­fied with what we’d come up with. Relief.

In between, we had the usu­al range of activ­i­ties on the side, such as a call on Tues­day with Mag­a­ly in prepa­ra­tion of our soon-to-be-announced work­shop at Lift 14 and new year’s drinks host­ed by the Dutch Game Gar­den where we got to catch up with many friends of the stu­dio.

A sol­id first full week of the year, in oth­er words.

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Week 228

So we’re back from break and man­aged to get some projects wrapped up just around the turn of the year which is a great way to start with a clean slate. I’m writ­ing this from the Nether­lands where I’m keep­ing touch with the moth­er­land though I can’t wait to be back in Berlin.

We wrote up and sent out the final doc­u­ment for KAZUNOKO which is meant to be used for the fol­low­ing steps of the project. A design project like this is a lot of fun for the breadth of ideas you explore and the poten­tial of the var­i­ous con­cepts. The final doc­u­ment con­tains all of them so as not to pre­ma­ture­ly close off any poten­tial avenues of explo­ration.

We have shipped a final update for Beesten­bende with a fix for a tena­cious last bug in it so the iPad ready ver­sion of the game should make its way into the muse­um pret­ty soon now.

And we wrote up our inter­me­di­ary con­cepts for the CHUTORO project which we’re about to dive into again right about now.

Kars made an end of year list and col­lect­ed all of our Recess! posts from ear­li­er this year. Writ­ing some­thing like this reg­u­lar­ly bored me quick­ly but look­ing at the col­lec­tion I’m pret­ty proud of what we man­aged to churn out.

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Week 226

These will be the final wee­knotes for 2013. We’re putting the stu­dio in sta­tion­ary until Jan­u­ary 6. The last prop­er work­week was a mean one though, let me tell you…

On Mon­day, I was fran­ti­cal­ly sketch­ing out sce­nar­ios for CHUTORO while Alper wrote up each con­cept. He did the same for KAZUNOKO. Alper has a par­tic­u­lar knack for com­ing up with catchy con­cept titles. That day I also had a meet­ing with Irene and Clemens to dis­cuss the future of Pig Chase.

Tues­day, we met with Niels to review his and our work on KAZUNOKO so far and to talk about how we were going to do the con­cept review meet­ing that Thurs­day.

After­wards Alper and I both hopped on a train to Karl­sruhe from Berlin and Utrecht respec­tive­ly. Dur­ing the ride I worked on fin­ish­ing the CHUTORO deck. I also start­ed doing quick sketch­es for KAZUNOKO using a Japan­ese brush pen on index cards, a bit of a chal­lenge giv­en the unex­pect­ed bumpi­ness of the ICE’s ride. Alper did some more writ­ing for KAZUNOKO in the mean­time.

Iron­i­cal­ly, Karl­sruhe is a bit clos­er to Utrecht than Berlin so while Alper was still on his way I checked into the hotel and imme­di­ate­ly took a taxi to neigh­bour­ing Durlach. There I caught up with the GEE­lab team at a medeaval Christ­mas mar­ket. We had glüh­wein and flammkuchen.

On Wednes­day we spent the whole day at GEE­lab, who have their offices in a con­vert­ed slaugh­ter­house filled with ship­ping con­tain­ers. In a few of these con­tain­ers we pre­sent­ed the results of our first CHUTORO con­cept sprint and cri­tiqued the work of oth­er stu­dios who are also par­tic­i­pat­ing in the project. These things are always chal­leng­ing, but reward­ing. I look for­ward to our sec­ond sprint, which we’ll start in the new year.

Containerland

The next day I took an ear­ly train back to Utrecht. Dur­ing the ride I fin­ished the final draw­ings for KAZUNOKO and built a deck of slides. Upon arrival I more or less imme­di­ate­ly trav­eled to Bilthoven where I met Niels and pre­sent­ed our work. The ideas elicit­ed a good amount of response from the peo­ple at RIVM. Next, we’ll process their feed­back, elab­o­rate on a few promis­ing ideas and doc­u­ment it all for future ref­er­ence.

As I’m sure you can imag­ine, by the time Fri­day rolled around we were rather pooped and so took it easy. I was inter­viewed for a report on Vic­to­ry Boo­gie Woo­gie. We sur­veyed all the work on deck and dis­cussed its sta­tus in a video call. Then, we wished each oth­er hap­py hol­i­days, and called it a day, a week and a year.

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Week 225

Last week was filled with high inten­si­ty ideation for which Kars was present at our Berlin out­post at KANT. We filled the week with hard work and refu­eled on the great food avail­able near our stu­dio on Oranien­straße.

Kars at Work

I vis­it­ed the Berlin IoT meet­up on Mon­day before pick­ing up Kars from the air­port. We spent Mon­day going over the details for both KAZUNOKO and CHUTORO and prepar­ing the brais­torm­ing.

For the rest of the week we did our flow of ideation, con­cept devel­op­ment and sketch­ing in turns for CHUTORO and KAZUNOKO. We have client meet­ings this week for both of them in Ger­many and the Nether­lands. For the sketch­ing we use the meth­ods in Bux­ton’s bril­liant Sketch­ing User Expe­ri­ences. Source mate­r­i­al was act­ed out on the streets of Kreuzberg, pho­tographed and sub­se­quent­ly drawn on top of.

In between things we also pushed out a final update for the iPad ver­sion of Beesten­bende and launched the Cup­pings cof­fee tast­ing game that we had been work­ing on for a while. You can read the write-up here and print out the cards to play it your­self. We’re pleased with the inter­est it got and we would love to hear what you think of it.

Playing the Cuppings coffee tasting game at The Village

In the evenings we dropped by a sauer­kraut flash­mob, drinks with a bunch of friend­ly iOS pro­gram­mers and a Wei­h­nachts­feier as is cus­tom­ary in Berlin this sea­son.

Wigwam

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