Hubbub has gone into hibernation.

A tiny coffee tasting game for you to print and play

Before Simon, Alper and I launched our lit­tle cof­fee guide as a side project, Cup­pings was going to be a cof­fee tast­ing diary. And some­where in between the diary and the guide, I got intrigued by the idea of a cof­fee tast­ing game. So, with help from Alper, I decid­ed to make one and here it is for your enjoy­ment: a print-it-your­self pok­er-card-sized game which you can play with some­one else as you atten­tive­ly taste and dis­cuss a fine cup of ‘slow’ cof­fee.

Cuppings coffee tasting game card front and back

The game’s instruc­tions are on one side of the card, and a care­ful­ly tuned list of aro­mas is on the oth­er side. You’ll mark these aro­mas as you play so you’ll need a pen or pen­cil, too. Cards are one use only and after­wards kind of serve as a col­lab­o­ra­tive­ly cre­at­ed aro­ma pro­file of the cof­fee you tast­ed.

Playing the Cuppings coffee tasting game at The Village

My main moti­va­tion for mak­ing this game was a fas­ci­na­tion with the high­ly sub­jec­tive nature of our expe­ri­ence of tastes and aro­mas. It’s a bit like that old rid­dle about wether the col­or green looks the same to you as it does to me. I might find the aro­ma of a cup of cof­fee to be nut­ty, while you describe it as fruity. Who’s to say who’s right? No one, in fact, because that’s not the point.

The point is to have exact­ly such a con­ver­sa­tion because it focus­es your atten­tion on your sens­es. As I got more fond of light­ly roast­ed cof­fees made with var­i­ous poor-over drip meth­ods, I found myself hav­ing these con­ver­sa­tions with bar­risti who would come up with out­landish descrip­tions such as “ketchup” or “leather jack­et”.

With this lit­tle game, we hope to spark sim­i­lar con­ver­sa­tions between peo­ple. And we’ve got­ten feed­back from many play­ers that even when they don’t real­ly get into the con­ver­sa­tion part and play it more like a straight guess­ing game, it still inten­si­fies their expe­ri­ence of drink­ing cof­fee. So it’s kind of a men­tal flavour enhancer. Neat, right?

Playing the Cuppings coffee tasting game at The Village

Mak­ing this game turned out to be more com­pli­cat­ed than we’d ini­tial­ly thought, and you’d be for­giv­en to think it was an after­noon’s work based on the sim­plic­i­ty of the rules. In fact both the rules, the aro­ma list and the mate­ri­als went through numer­ous iter­a­tions with help from Alper, my wife, my bar­risti and numer­ous playtesters.

At one point I sat down and drew a lot of aro­mas, because back then we were on the track of pro­duc­ing a set of aro­ma cards which you’d use to play. This idea was aban­doned in favour of extreme porta­bil­i­ty. We like the idea of hav­ing a game that can fit on just one card. Some­thing that might sit in a tiny stack at the cash reg­is­ter of your favourite cof­fee bar. You order your cof­fee, grab two cards and you’re good to go.

Playing the Cuppings coffee tasting game at The Village

One of the hard­est nuts to crack was how to get play­ers to col­lab­o­rate on an aro­ma pro­file while at the same time being each oth­ers’ source of con­flict. We tried a straight col­lab­o­ra­tive game, but this required a much larg­er rule­set to pro­duce a chal­leng­ing game.

Com­pe­ti­tion between play­ers seemed a bet­ter fit, but then we got side­tracked by how to decide who would ‘win’ in any giv­en case: should each cof­fee come with a pre-pro­duced aro­ma card that would be used as the judge? That seemed rather imprac­ti­cal for some­thing we intend­ed to be used in as many dif­fer­ent set­tings and with any cof­fee that play­ers might have at hand.

So we ulti­mate­ly set­tled on this weird guess­ing game in which the puz­zle is to fig­ure out what the oth­er per­son is pick­ing out of the same cup of cof­fee you’re drink­ing. What I like about this is that the task seems triv­ial­ly easy until you actu­al­ly try it. You real­ly need to get into the oth­er per­son­’s head and taste the cof­fee super atten­tive­ly. I’ve hard­ly played any games in which both play­ers choose the same aro­ma, which is inter­est­ing in itself.

Playing the Cuppings coffee tasting game at The Village

Once the rules and aro­mas had sta­bilised we debat­ed turn­ing this into a full-fledged prod­uct: doing addi­tion­al graph­ic design, a small print run and putting it up for sale on the web or some­thing. But ulti­mate­ly, our pri­or­i­ties shift­ed. We might revis­it Cup­pings-as-cof­fee-tast­ing-game in the future, but for now down­load the PDF, print and cut a few cards and have a go with a friend. If you do, we’d love to hear from you.

Playing the Cuppings coffee tasting game at The Village

The pho­tos in this blog post were tak­en by Hes­sel Bonenkamp at The Vil­lage in Utrecht and fea­ture Syreetha Domen and Tim Bosje. I would also like to thank Tim for addi­tion­al help with the game design when the project was in its infan­cy.

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Week 224

Mon­day Kars prepped a KAZUNOKO ses­sion with some games to play both to serve as an ice­break­er and to show the breadth of expe­ri­ence pos­si­ble in games. For this the clas­sic This Is My Nose and the card game Sco­pa proved to be a great fit. If you have nev­er played This Is My Nose yet, grab some­body and try it out right now with these rules.

The new Hangouts look much better but still are a pain to setup

I spent the day in admin­is­tra­tion and work­ing on Beesten­bende (which will be a com­mon theme for the rest of the week). That evening I attend­ed Talk and Play a nice game cen­tric event orga­nized in Berlin by Loren­zo Pil­ia and played a lot of games (Omi­cron, SwapQuest and many oth­ers) that are in devel­op­ment or just out.

Thorsten

Tues­day Kars went to the client togeth­er with Niels and got back with a huge pack­et of infor­ma­tion about the future of Dutch health­care. The rest of that day he was in errands and I was in con­tracts.

Wednes­day we kicked off CHUTORO with a client call and start­ed prepar­ing Beesten­bende for deliv­ery. I got my Håg chair deliv­ered which is turn­ing into a Hub­bub stan­dard issue. On Thurs­day we shipped Beesten­bende which always takes more time than expect­ed.

Upgraded the desk a bit further

On Fri­day we were deep into con­tracts and agree­ments again and Kars received a group of stu­dents from the Hogeschool Utrecht and told them about play. I pub­lished the video edit that we made of our ses­sion at the Mozil­la Fes­ti­val.

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Video of our Playing with Rules workshop at Mozilla Festival 2013

This Octo­ber Kars and I were in Lon­don (see notes for that week) to do a work­shop titled Play­ing with Rules at Mozil­la Fes­ti­val among many oth­er things. We mod­i­fied an exer­cise we had used pre­vi­ous­ly in a work­shop with Sebas­t­ian Deter­d­ing. The task is to take Parcheesi and mod­i­fy it to address a social issue of your own choos­ing. Any issue goes, real­ly, and any kind of mod­i­fi­ca­tions are fine as well. Parcheesi is a great game for this because it is both well known enough that you don’t have to explain it and because it is bad enough that most changes improve the game.

We had a great group of par­tic­i­pants that joined us for the work­shop with all lev­els of game mak­ing expe­ri­ence present. That bal­anced out nice­ly and the groups quick­ly made pro­to­types that they then playtest­ed with each oth­er.

You can see the results of each group in the above video. It is inter­est­ing how cur­rent issues man­aged to work their way into the game designs and above all I think you can see the fun every­body had in mak­ing their games.

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Week 223

I spent a fair part of last week video edit­ing the results of the work­shop we did at the Mozil­la Fes­ti­val in Lon­don a cou­ple of weeks ago. Edit­ing demoes into some­thing con­cise with­out los­ing the essence is a very time con­sum­ing but fun process. We’ll share the video as soon as we get a go-ahead from the orga­niz­ers.

Talk­ing about video: Kars went to De Gids offices in Ams­ter­dam last week to shoot a short doc­u­men­tary of the Vic­to­ry Boo­gie Woo­gie game we made for them. Bram Ruiter and Kim Idsin­ga were crew and they inter­viewed Dirk Vis (a writer in the game) and Gera Pronk (a play­er in the game) about their expe­ri­ences.

Bram shooting Dirk for the mini documentary on Victory Boogie Woogie

Kars pre­pared the Cup­pings cof­fee tast­ing game for pub­li­ca­tion which we’ll send out into the world as soon as we have a breath to spare.

Playing the Cuppings coffee tasting game at The Village

In between I worked on Beesten­bende as did Kars based on feed­back from the Uni­ver­si­ty Muse­um. That is real­ly near­ing com­ple­tion and we’ll be hap­py to wrap that project tidi­ly and send it off in time for Christ­mas. I also spent alto­geth­er too much time on admin­is­tra­tion.

We also pre­pared KAZUNOKO and CHUTORO, our two final engage­ments for this year. KAZUNOKO is an explo­ration for a game to be made about the nation­al Dutch health care fore­sight report. CHUTORO is a project we’re doing in col­lab­o­ra­tion with the GEE­lab in Karl­sruhe.

With the end of the year approach­ing and a lot of stuff that needs fin­ish­ing Kars worked on Beesten­bende into the week­end (while also attend­ing Le Guess Who?). We don’t pre­fer doing this but we do it when we have to. I caught up with a cou­ple of friends who are strik­ing out on their own in the Berlin design scene and those con­ver­sa­tions prompt­ed me to revis­it The Heist Mod­el. This is a way of col­lab­o­ra­tion that we set out on a cou­ple of years ago but con­tact with real­i­ty has inevitably changed the orig­i­nal prin­ci­ples. I will write some stuff about how we work right now and how that may be a way for­ward for oth­er cre­atives who don’t feel they have a lot of options.

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Week 222

Last week con­clud­ed our vis­it to New York. We’re very hap­py that we man­aged to squeeze in meet­ing lots of friends in those cou­ple of days. We also attend­ed Sleep No More, an immer­sive the­ater project by Punch­drunk which is tout­ed as the best in this field. The expe­ri­ence and set dec­o­ra­tion were impec­ca­ble but the show felt like an uncom­fort­able inter­me­di­ate between the­ater and instal­la­tion with more of a muse­um feel­ing than any­thing else.

Today's office

All the while we were in the cof­fee shops of New York con­tin­u­ing work, plan­ning and e‑mails. We also shot some footage for AJI in the finan­cial dis­trict to see whether we can show bet­ter what it is we are plan­ning.

Working

Tues­day evening both of us flew back to our respec­tive home cities and spent the rest of the week get­ting back into the swing of things hob­bled by a mod­icum of jet lag. Our work on Beesten­bende was received pos­i­tive­ly and we are mov­ing that project for­ward to a quick con­clu­sion. I spent time on con­tracts and future engage­ments.

Morning sky

What could have turned into a slow week was fin­ished in Utrecht with a major get togeth­er of game design­ers for Pro­to­type Fri­days (pho­tos). Pro­to­types of three board games and two videogames were played and cri­tiqued after which every­body retired to De Zaak for a FRIDAYS AT 7 to close off the week with a nice crowd of peo­ple.

Testing Joris' boardgame about oil at Prototype Fridays #2

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Week 221

So, hel­lo from NYC. We’ll be here for a few more days before head­ing back to Utrecht and Berlin.

After spend­ing a week see­ing the sights with my love­ly wife, last week I moved to an apart­ment in the Low­er East Side and start­ed work on Beesten­bende. Simon had designed the new UI in record time and I had the dubi­ous hon­or of mov­ing them into Xcode. For­tu­nate­ly, export­ing assets from Sketch is almost pain­less. The recent addi­tion of asset cat­a­logs in Xcode is a sig­nif­i­cant improve­ment too, although as a tool it remains an unwieldy beast.

Alper arrived on Tues­day and pro­ceed­ed to assist me with some minor code adjust­ments. By the time Fri­day turned around we had hit our mile­stone with time to spare. The app is now wait­ing on feed­back from the client.

In the evenings, we sam­pled some of the many events NYC has to offer on an almost dai­ly basis. On Wednes­day, I head­ed over to E‑flux for three per­spec­tives on accel­er­a­tionism. It was stim­u­lat­ing at times, but I was a bit dis­ap­point­ed with the seem­ing­ly delib­er­ate use of obscure lan­guage. Maybe I have been spoiled by read­ing quite a bit of Latour recent­ly, who blows your mind with­out resort­ing to jar­gon.

That same night Alper went to see a bunch of friends from the pri­va­cy move­ment at the Snow­den and the Future lec­ture by Eben Moglen at Colum­bia.

On Thurs­day we both head­ed to NYU for the Ludic Cen­tu­ry Debate. It nev­er real­ly caught fire but Ben John­son and Abe Stein made a valiant effort to cri­tique Eric Zim­mer­man’s man­i­festo.

And then, on Fri­day, the main rea­son for mak­ing this trip final­ly hap­pened: PRACTICE. As promised, this turned out to be an inti­mate gath­er­ing of game design­ers to dis­cuss the details of their craft. High­lights includ­ed:

  • a won­der­ful talk by two awe­some b‑girls (Katia and Susan­na) on break­dance bat­tles, fol­lowed by a fun live demo;
  • a minute decon­struc­tion by Rob Davi­au of the design process of Risk Lega­cy, a boardgame that per­ma­nent­ly changes across games;
  • Michael Brough’s sur­vey of the design specifics of his weird rogue­likes;
  • the mind-blow­ing Mon­i­tor Celestra, prob­a­bly the larp with the most ambi­tious pro­duc­tion val­ues I’ve ever seen;
  • Robert Yang’s close read­ing of Half-Life’s source code and polit­i­cal cri­tique of some of the entrenched prac­tices in the games indus­try;
  • and final­ly, Quintin Smith wrapped up the event by call­ing for the cre­ation of new hybrid games, hope­ful mon­sters that will pave the way for game design’s future.

The con­fer­ence was def­i­nite­ly worth the trip. I would rec­om­mend it to any game design­er look­ing for some thought­ful reflec­tion on the craft.

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Week 220

Last Mon­day Kars hand­ed over the run­ning engage­ments to me and tied up some loose ends for ASARI and SABA before jump­ing on a plane to NYC. He’s there for a week of sight-see­ing with his love­ly wife before I fol­low him for work.

That left me with a pro­duc­tive week where I inte­grat­ed the design for AJI into some­thing we should be able to shoot a movie of in New York. I was sup­posed to see the results on our brief for the RCA but Skype effec­tive­ly pre­vent­ed that from hap­pen­ing. I do hope to see them in the near future and maybe share some stuff.

I worked a bit on Beesten­bende coor­di­nat­ing the visu­al design of the iPad con­ver­sion and div­ing into the tech­ni­cal glitch­es that result­ed in the tran­si­tion­ing to iOS7. Almost every­thing is still work­ing but AVCap­ture­Ses­sions are a bit less for­giv­ing than they used to be forc­ing me to spend some time chas­ing a mem­o­ry leak.

For the rest I wrote some pro­pos­als and met with a bunch peo­ple at our Berlin office. I’ll be wrap­ping up work there today before I hop on a plane to NYC myself on Tues­day. There Kars and I will attend PRACTICE and meet as many inter­est­ing peo­ple as we can.

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Week 219

Hav­ing returned from Lon­don over the week­end, I was back in the Utrecht stu­dio and joined by Alper who would be here the whole week. Our nor­mal rou­tine of remote col­lab­o­ra­tion is pret­ty effec­tive but it’s fun—and useful—to have the occa­sion­al week of work­ing face-to-face.

Hanging

On Mon­day I tied up some loose ends from our work at the RCA the pre­vi­ous week. I also did some prepa­ra­tions for our work on Beesten­bende that week. Mean­while, Alper wrote an epic wee­knote cov­er­ing our adven­tures in Lon­don.

The next day, Alper worked on Beesten­bende, push­ing out anoth­er update of the iPod/iPhone ver­sion which should be the one we base the iPad mini ver­sion on. This update was relat­ed to an edge case in which two teams would fin­ish the game with the same score. We had already built in a tie-break­er but the feed­back when this kicked in was­n’t as clear as it could be. So we fixed that. It’s anoth­er tiny improve­ment to what is slow­ly but sure­ly turn­ing out to be a very pol­ished muse­um game app.

Mean­while, I most­ly took care of some finances, punc­tu­at­ed by some assis­tance with the Beesten­bende improve­ments.

On Wednes­day Simon joined us for a full day of design work on iPad mini Beesten­bende. He had already sketched out some visu­al designs, which we reviewed and improved on. By the end of the day they were off to the client with an accom­pa­ny­ing ratio­nale.

That day Alper and I also found the time to fid­dle with AJI, get­ting more than a lit­tle annoyed with Xcode’s obscure han­dling of con­straints.

The main rea­son for Alper’s stay in NL hap­pened on Thurs­day. We were vis­it­ed by a few folks from Shell to reflect on our work with them ear­li­er this year on Rip­ple Effect. We explored the pos­si­bil­i­ties for a next stage of the project and we played a phys­i­cal pro­to­type con­tain­ing many improve­ments over the ver­sion we pilot­ed. I always enjoy doing this with clients. There’s some­thing very approach­able about phys­i­cal pro­to­types which makes them excel­lent tools for cre­ative col­lab­o­ra­tion. The fact that you can just imme­di­ate­ly apply a rules change and see its effect makes it a use­ful and fun way to dis­cuss design direc­tions.

On Fri­day I took care of a zil­lion tiny things on my to-do list in prepa­ra­tion for a week of vaca­tion in NYC. I hand­ed over some things which Alper will take care of in my absence, after which he hopped on an ICE to Berlin, and I hopped on my bike home.

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Week 218

Last week Kars and I went on a trip to Lon­don which was chock-full of things to do and peo­ple to meet. What had start­ed out as a vis­it to Play­ful quick­ly snow­balled out of con­trol. Take a seat, these wee­knotes are a bit longer than usu­al.

We put some fin­ish­ing touch­es on our work and pre­pared stuff for the trip on Mon­day after which on Tues­day both of us flew into Lon­don from Berlin and Schiphol. Kars met with Joris Dor­mans and Karel Mil­lenaar to dis­cuss auto­mat­ed game design tools for prac­tic­ing game design­ers.

I hung around in Hox­ton while wait­ing for Kars to arrive.

Look mum no hands

Wednes­day we start­ed the day with our first engage­ment in Lon­don. John Fass had invit­ed us to give a brief for stu­dents in the decom­pu­ta­tion elec­tive of IED. After his intro­duc­tion on play and phi­los­o­phy, we pre­sent­ed on how we approach game design and then gave them the brief to apply free to play game design prin­ci­ples to a real world trans­porta­tion sys­tem.

RCA

It is very grat­i­fy­ing to present for such high­ly moti­vat­ed stu­dents. What struck us was their inter­est in how we use mod­el­ing and sim­u­la­tion with the help of Machi­na­tions in our work.

The brief is com­plex but the eco­nom­i­cal ques­tions in it are cur­rent in games and oth­er fields. There is a lot of poten­tial to crit­i­cal­ly apply game design to the real world and we look for­ward to the results in two weeks.

IMG_0152

On Thurs­day I explored the cof­fee scene of Lon­don while Kars caught up with Adri­an Hon (see this pro­file on Poly­gon) and Tom Armitage. While he was work­ing at Makielab I caught up with my Berlin stu­dio mate Peter Bihr and we worked for a bit at the Shored­itch Grind.

Shoreditch Grind (so past the shark)

Kars had asked Matt Sheret if we could tour the Gov­ern­ment Dig­i­tal Ser­vice so all of us head­ed to Hol­born at the end of the after­noon. The tour was unfor­get­table and I think it man­aged to impress every­body there (read these notes Peter wrote about it). The team and the work they are doing there are immense­ly inspir­ing and we long to see sim­i­lar work in the Nether­lands and Ger­many.

at GDS

What was very inter­est­ing for us as well is to see the prag­mat­i­cal agile process that adorns most of their walls and how their way of work­ing pro­duces cul­ture right there on those same walls.

at GDS

We then hit a pub near­by with Matt, Anne and Greg & Richard from Mud­lark.

Ale

And at the end of the evening we dropped by the GV Art gallery for the open­ing of the Helix exhi­bi­tion and briefly met Dan Williams and Hon­or Harg­er.

HELIX

Then on Fri­day we attend­ed Play­ful which was a bril­liant day of talks about play in the widest sense pos­si­ble. Greg and the team at Mud­lark always man­age to curate an excel­lent pro­gram and going to an event in Con­way Hall always feels a bit like com­ing home.

Anne Holiday at Playful

Kars’s sum­ma­ry of the even­t’s high­lights includes:

Anne Hol­low­day’s doc­u­men­tary films show­ing the work habits of old-school mak­ers and inven­tors. George Buck­en­ham’s geek­ery over game feel and phys­i­cal con­trols. Ben Read­e’s envi­able posi­tion as mad food pro­fes­sor at Nordic Food Lab. And final­ly Dan Cat­t’s humor­ous, herculean—and arguably total­ly misguided—effort to breed the “best” Snakes & Lad­ders board.

It was also a lot of fun to hang out with lots of old and new friends from the games scene.

Hanging out after Playful

On Sat­ur­day we attend­ed Mozil­la Fes­ti­val. We con­tributed to what turns out to be a mas­sive event by facil­i­tat­ing a ses­sion on applied game design. We mod­i­fied a for­mat I had run with Sebas­t­ian a while back on mod­i­fy­ing Parcheesi but we added the free­dom for every­body to choose a social issue them­selves to mod­i­fy the game for.

Game designing

We got a spec­tac­u­lar group of peo­ple with both peo­ple with lots of game design expe­ri­ence and novices in it and they took to the chal­lenge with gus­to. Immi­gra­tion seems to be an issue on every­body’s mind right now and the adap­ta­tions ranged from heart­felt to some­what offen­sive. We called it a win.

Playing with Rules workshop at Mozilla Festival 2013

Mozil­la Fes­ti­val is a huge­ly inspir­ing event for the open web and we were hap­py to be a part of it. We then rode the cable cars back to the city, ran into Com­ic-Con cos­play­ers and hung around Lon­don a bit more before fly­ing back on Sun­day. All in all this was a week to remem­ber.

Cars

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Week 217

Alper start­ed last week putting the final touch­es on the code‑y bits behind a Tum­blr we set up to cap­ture a part of the things that pass through Hub­bub’s semi-closed stu­dio chat chan­nel.

Mean­while, I did some work on a Pro­cess­ing sketch that would help Simon with the art for the playable info­graph­ics we’re mak­ing for ASARI. In stead of assum­ing a cer­tain amount of data could be rep­re­sent­ed visu­al­ly, I did a small soft­ware exper­i­ment to make sure it would be.

On Tues­day, I wrote up our brief for the work we’ll be doing with IED stu­dents at the RCA this week. It is titled “A Free-to-Play World”. We’ll prob­a­bly share some of it as well as work from the stu­dents at a lat­er date.

(And yes, this means myself and Alper will be in Lon­don. We’ll be there all week start­ing tomor­row. Look for us at Play­ful and Mozil­la Fes­ti­val.)

I also appeared on Dutch nation­al radio togeth­er with Irene to talk about Pig Chase. The project, which is over two years old now, is receiv­ing atten­tion again due to its inclu­sion in the Agri Meets Design exhi­bi­tion at Dutch Design Week.

In the studio

Mean­while Alper put work into the lec­ture we’ll deliv­er at the RCA. It will be a mix­ture of talk­ing about the mak­ing of sev­er­al Hub­bub projects, as well as a dis­cus­sion of some of the themes we’re cur­rent­ly inter­est­ed in, which I’ll sum­ma­rize off the cuff as social jus­tice in the new new econ­o­my.

On Wednes­day Alper got start­ed with the iPad mini ver­sion of Beesten­bende. He con­vert­ed the cur­rent app, which is made for iPod/iPhone to an iPad project.

The next day Simon and I kicked off our work on the same project by vis­it­ing the muse­um to play the cur­rent ver­sion of the game. Simon was new to the game so we fig­ured this would be the best intro­duc­tion. We made notes of things we would do dif­fer­ent­ly on the iPad and then returned to the stu­dio to sketch out the new app.

That same day we also did a deliv­ery of art­work for the ASARI playable info­graph­ics.

The rest of the week was tak­en up with more prepa­ra­tion for our vis­it to the RCA and work on Beesten­bende.

Over the week­end, Alper spent some time fid­dling with Cup­pings and AJI.

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