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April 11, 2011

Filed under: music»performance»dance

Soul Society: This Weekend

My free time this week is going to be absorbed by Soul Society activities, including tomorrow night's parkour lesson, Thursday's MC showcase, and the DJ battles on Friday. So there won't be any posts here--except, of course, for this unsubtle pitch.

Anyone in the DC metro area looking for something to do this weekend should definitely come by the Artisphere on Saturday for the battles, and Sunday for workshops taught by our guests from around the world. There's also a free film festival and art exhibit on both days. Come by, check out the art, watch me embarrass myself in the cyphers, and see some truly amazing dancers from the area, across the country, and internationally. Details and more at internationalsoulsociety.com.

April 7, 2011

Filed under: music»tools»digital

Touch vs. Turn

If Korg's DS-10 synth is a portable Reason, all dangling virtual cables and signal flow diagrams, Nanoloop (newly released on Android this week) is like a pocket-sized Ableton Live: simple geometric shapes laid out conceptually. It's an approach designed for screen interaction and readability instead of mimicking its' non-virtual counterparts. I like both Nanoloop and the DS-10. But I suspect I like real synthesizers more, even though they're bulky and inconvenient, solely because the real thing isn't trapped behind a sheet of glass.

Which is not to say that Nanoloop is not very cool. I never owned a copy of the Gameboy version, because I couldn't quite justify spending $40 on a cartridge for a 20-year-old game system, but its simplified layout (originally created for greyscale LCDs and few buttons) works well on a touchscreen. The built-in synths don't quite have the classic feel of a Nintendo sound generator chip, but there are more of them, including a built-in sampler (the Android version even allows importing custom samples from the SD card). Nanoloop's synth engine is certainly less powerful than the DS-10 (modulation routing is one of those things where the patchbay metaphor really does make sense), but it does fit the channel controls on a single screen (Korg's software has separate screens for subtractive synthesis and patching), and that really puts the emphasis on fast, efficient composition. So while I'm still terrible at tracking, this is an easy way to burn some time while waiting for the bus.

On the other hand, neither program is anywhere near as much fun as mucking around with a big analog-style synthesizer--I'll get lost in one of those for hours, and I don't even like playing keyboard. What's the difference? Big, chunky knobs, switches and buttons that I can physically handle to get a "grip" on the sounds. There's just something viscerally better about tactile synth controls. I feel the same way, incidentally, about my bass effects--no matter how many cool things I could do with virtual pedalboards, I always went back to stompboxes eventually. Nor am I alone: even in the age of touchscreens and DAW plugins, people keep inventing ways to make music software physical through devices like the arc or various control surfaces. It's like there's something people just really like about turning knobs and flipping switches.

As a generally pro-digital kind of person, I was kind of bothered to realize this about myself. I have no sentimentality about e-books, for example, and I'd rather suck lemons than record on analog tape. The more I think about it, though, the more I see the role of the tool as the distinguishing factor. Stompboxes and synthesizers are performance-oriented--they're all about process and inspiration. It's important that they be responsive in ways that are instantly intuitive, even if that requires extra bulk or lowered flexibility. Recording and editing audio, on the other hand, are (mostly) results-oriented activities: I'm not trying to discover new sounds, just rearrange existing elements, so I'm happy to deal with them at as high a level as possible.

Clearly, then, there's a thin zone between abstraction and control that makes a performance instrument satisfying. Given too much abstraction, you take away the player's expressiveness. With too little, they're overwhelmed. Virtual instruments and touchscreen interfaces aren't inherently unsatisfying, but they almost always require musicians to maintain a higher level of mindfulness to use them, the responsiveness will be less dynamic, and the feel just won't have the same richness to it. Where each player draws the line is probably up to them. Since I don't really consider myself a synth player, software synths like Nanoloop and the DS-10 will be good enough for now. On bass, though, I'll stick with my stompboxes.

March 30, 2011

Filed under: culture»internet

Tone Matters

Last week Gina Trapani wrote an insightful post on Smarterware about designers, women, and hostility in open source, including how she has applied that to her social-networking scraper application ThinkUp, in terms of welcoming non-coders and contributors from a diverse range of backgrounds. And Trapani's been working around those kinds of problems for a while now: as the founding editor of the Lifehacker blog, she created a space for tech-minded people that was a breath of fresh air. From the post:

At Lifehacker, my original vision was to create a new kind of tech blog, one that wasn't yet another "boys worshipping tech toys" site, one that was helpful, friendly, and welcoming versus snarky, sensational, and cutting. (That was no small task in the Gawker-verse, and I learned much in the process.) ...

I learned something important about creating a productive online community: leaders set the tone by example. It's simple, really. When someone you don't know shows up on the mailing list or in IRC, you break out the welcome wagon, let them know you're happy they're here, show them around the place, help them with their question or problem, and let them know how they can give back to the community. Once you and your community leaders do that a few times, something magical happens: the newbie who you welcomed just a few weeks ago starts welcoming new folks, and the virtuous cycle continues.
One of the things that has struck me, as I've paid more attention to the tech news ecosystem online, is how rare that attitude really is. Trapani alludes to the general tone of the Gawker properties, which start at "snark" and work down, but (thanks to imitation and diffusion of former Gawker writers) most of the other big tech blogs sound pretty much the same, which is one of the major reasons that I dropped them from my usual reading habits and blocked them in my browser.

The typical industry blogger persona is aggressive, awestruck (both as irony and as an expression of genuine, uncritical neophilia), and uncompromising to other viewpoints. When they break their pose of cynicism, they usually rave in extreme superlatives, as though it simply wouldn't do to be quietly amused by something. The tone is, in other words, exactly what you'd expect from a group of young men who arrested their development at a precocious seventeen years old--and I say this as someone who is not entirely innocent of similar sins, as a trip through the archives here would show.

For as long as I can remember, Lifehacker did something different. Along with Make and Hackaday, their writers were less interested in tossing off snarky burns at the expense of the day's news, and more focused on appreciating the efforts of their communities. Even though Trapani has moved on, it remains an easy-going, welcoming read. I think they deserve kudos for that. It's certainly a style I'm trying to imitate more--to highlight the positive as much as I call out the negative.

When it comes down to it, I think each of us has to ask ourselves whose future we'd prefer to realize. If I were forced to live in a world represented by TechCrunch, or one built by Lady Ada, I know which one would feel more welcoming. The latter values knowledge, in my opinion, while the former values commerical product--like the difference between learning to cook and reviewing frozen dinners, the result is probably less polished, but ultimately more nutritious.

Tone has consequences beyond self-realization: Lifehacker and Make, in particular, have really encouraged me to take a closer look at open-source hardware and software in a positive way, just because their bloggers are relentlessly cheerful, low-key advocates for those communities. As Trapani noted, that kind of appeal can be a virtuous cycle. A diverse, positive tech community should be more likely to apply its energy to projects that reflect its membership, instead of an endless supply of hipster social networks and expensive new hardware. I'm glad there are writers like her out there, trying to make that a reality.

March 23, 2011

Filed under: gaming»software»duke_nukem

What a Mess

I always kind of hoped that they'd never release Duke Nukem Forever. It was like the game industry's version of The Aristocrats: this protracted, ostensibly-unfunny period of anticipation that became more and more amusing the longer they insisted that there would be an actual game produced at some point. After 3D Realms went kaput, publishers could have traded the title amongst themselves every few years without any intention of actually, you know, publishing it. Just to keep the joke alive, they'd change formats every few years--now it's a flight sim! A platformer! A hybrid of RTS and five-card stud poker! For people like me who played Duke3D in high school, it would be a kind of warm, nostalgic touchstone.

Unfortunately, Forever is getting a not-a-joke release this year by Gearbox, and that means we have to be reminded of how unbelievably stupid its predecessor really was--a legacy Forever seems intent on continuing (my favorite part of the linked article, in which it's explained that there will be a "capture the hysterical stripper" mode in the game: "Expect outrage from the mainstream media." Well, yeah. As there should be.) Enter the Suck Fairy, stage left.

Hey, I thought Duke3D was hilarious: the one-liners ripped out of cult action movies, the pig cops (see, they're cops--who are pigs!), the seedy locales filled with pixelated women. I was also fifteen years old. These days it's just cringe-worthy. And kind of sad, when you think about a team of forty people all working hard to build a seedy, low-fi red light district. It's true that the game was a work of shaggy creativity in multiplayer, but we forget how much of that was true of the unpolished genre of the time: Heretic let you turn your enemies into chickens with a "peck" attack, after all. Gameplay doesn't excuse content.

Duke Nukem Forever probably won't be the dumbest thing released this year, or even the most offensive. Frankly, I have difficulty getting up the energy to even be annoyed at a franchise that's so obviously lazy. But I wish they'd just be honest about it. You don't see the writers on Epic Movie insisting that their tedious, offensive film actually draws attention to the problems of sexism and plagiarism, but that's exactly what Gearbox has done with Forever: they've claimed that it's a net positive for society if women's groups get some publicity out of Duke's misogyny. On an unrelated note, the Arsonists' League of America apologizes if they set your home on fire, but you have to admit: it really drew attention to the problem of arson-related crime in this country.

March 16, 2011

Filed under: gaming»software»street_fighter

Switch Stance

Back when I was in college, I bought a Dreamcast and a copy of Marvel Vs. Capcom 2, and played a metric ton with my roommates. We actually maxed out the "time played" counter at 99 hours that summer. The thing about MvC2 is that it looks like a button-masher, but if you're at all competitive (and we were), it becomes a gateway to systematic obsession with the underlying mechanics of Capcom fighters. The Dreamcast was also the first chance I'd really had to experience the SNK style of fighting game, via Garou: Mark of the Wolves. You couldn't pick two more extreme examples, really: one being a hyperkinetic display of increasingly ridiculous special moves, while the other featured a slower, tactical focus on basic technique executed well.

Super Street Fighter IV falls as much on the SNK side as Capcom is likely to get, post-Third Strike. It's slower and more deliberative than previous iterations, with a greater emphasis on basic moves, and the dual special meters (Capcom loves special meters like Square loves RPG menus) serve to keep matches unpredictable by linking one to offense and the second (more powerful) meter to damage taken. Several of the new characters (Juri and C. Viper in particular) have a very SNK-like flavor, both in their character designs and the feel of their special moves. They also borrowed the "ridiculously cheap final boss" design, although he's toned down markedly from the non-Super version of the game.

Maybe they didn't borrow enough, though. SSIV is apparently meant to be a reboot of the series for the kind of people who, unlike me, are not interested in the nuts and bolts--the kind of people who have no idea that there are 2D fighters that aren't Street Fighter. But that isn't actually backed up by its execution. Part of what I liked about the SNK fighters is that they were diverse in character style, and special moves were almost consciously depowered. SSIV, on the other hand, continues Capcom's love affair with the Ryu/Ken shotokan move set: fully a quarter of the characters are variations on this basic template (seven, if you include Sagat). There are a lot of multi-button special triggers, some of which are overloaded (a two-button chord fires a different move than three buttons), which makes it easy to whiff on the intended move. Plus, I've got a pretty good history with the series, and I still can't pull off half of the super combos consistently, particularly the charge-based ones. I can't imagine a real newcomer jumping in without a lot of frustration.

If I were designing a casual fighter for the home console crowd (and, let's be honest: given the decline of arcade gaming, that's what they're doing here), it seems to me like the first priority would be to drop the classic six-button layout and switch to the MvC2 four-button scheme. There hasn't been a common controller on the market with six face buttons since the Genesis, and using long-throw triggers for basic attacks in Street Fighter is a timing disaster. SFIV uses all six buttons, combining them with some directional movement for alternate attacks, which is a lot for ordinary people to grasp. Although I don't typically enjoy 3D fighters, this is one thing that they got right.

And then I would think very carefully about what a "casual" 2D fighter actually means. It would be great for such a game to introduce new players to the actual, hidden dynamics of a "fighting" game: control of space, timing, priority, and reading your opponent. Piling on with a second (segmented) super meter, two-button counters and specials, and motions like "↓↘→↓↘→PPP" overcomplicates matters. It seems like they're trying to have their cake and eat it too--taking out "advanced" (but easy-to-understand) mechanics like parries and air-blocking, but refusing to cut back on years of tournament-player feature-creep (EX cancels and specials, for example). The result seems "casual" to critics and long-time players, but it's really no more accessible than it's ever been.

Some other random thoughts:

  • Surely, at some point during the conversion from 2D sprites to 3D models, it must have occurred to someone on the staff that Sakura's "fetish schoolgirl" outfit and stalker schtick are incredibly creepy and revealing about the people who created them. Cammy should also maybe put some pants on.
  • Likewise, to modern eyes there's really no excuse for blatant-stereotypes-turned-characters like T. Hawk (stoic, leather-and-warpaint-wearing Native American) and Dee Jay (maraca-shaking, breakdancing Jamaican).
  • It's definite now: the worst part about playing Street Fighter is, in my opinion, the shotokan characters: Ryu, Ken, and their variations. It's not just that there's too many of them (with Sakura being the rare version that actually feels different). It's that in mid-level play, they're just way too dominant. As I said above, fighting games are not really about simulating a fight. They're about control of space and timing, and anticipating your opponent's actions. At heart, each character represents a set of tools for accomplishing that task--some through projectiles, some through close-in attacks and throws, other via high-priority combos.

    Usually those strengths get countered with weaknesses, like a lack of long-range attacks or a difficult joystick motion. But a shoto character is all strengths: they've got a projectile (fireball), a high-priority close-in attack with anti-air and reversal (dragon punch), and a screen-covering travel attack (hurricane kick). That combination makes it easy to set traps and take control of a match. For more than a decade, a large part of the Street Fighter metagame has been devoted to overcoming the generic shotokan character, and it bores me senseless.

March 15, 2011

Filed under: music»performance»dance

Juste Debout

Congratulations to Urban Artistry's Tasha and Toyin, the first women and first entrants from the USA to win the international Juste Debout house dance competition. It's a pretty amazing battle. Just look at that stadium!

March 9, 2011

Filed under: fiction»reviews»kindle

Digital Bookshelf: End of History Edition

It occurs to me that it would be a lot easier to do these six-month roundups of whatever wanders across my Kindle--not to mention dig into the data of how much I'm reading and how quickly--if Amazon would open up the data to me. I'm sure they're collecting the information, since they have features like "Most Highlighted" for their whole Kindle userbase (invariably, it's something horrible like The Last Symbol). Just a big CSV or XML dump would be fine. Think of all the graphing I could do! Scatter plots! Histograms!

Anyway.

The Passage got a lot of good press, from both mainstream and speculative fiction outlets, and I'm entirely unclear why. Justin Theroux's book is basically The Stand with vampires, except it's not nearly as much fun. I forced my way through it, and what I remember now is that the concept was silly, the writing was clunky, and the attempt at psychological motivation dropped like a lead bar. It's bad enough that Stephen King often feels like rewriting his own books without other people trying and failing.

Joe Abercrombie has clearly staked a claim on a corner of grim fantasy, which helpful if you like that kind of thing, but in his most recent book it starts to verge on shtick. As opposed to his First Law trilogy and Best Served Cold, The Heroes covers a tight span of about a week on a single battlefield between his faux-British and faux-Norse nations. Past characters make an appearance, often in ways that redefine them or expand on them in interesting ways. It's a page-turner. But... seriously, Joe? A little non-locomotive light at the end of the tunnel wouldn't kill you.

I have been making some effort to try to read more science fiction by people of color lately, which led me to Racing the Dark by Alaya Dawn Johnson. It's okay, but not great. It's an entry into one of the new schools of fantasy--the anti-Weird fiction one, where the world-building becomes less rigorous and more fairy-tale like--which is not really my cup of tea anyway. Nice to read something that's not based on yet another Fantasy England/Fantasy Norway, though.

The first book in Ruth Downie's series of Anglo-roman medical mysteries, Medicus, was free on Kindle the other day, and the second (Terra Incognita) was only a buck. So it was easy to pick up those two and, after finishing the first, take a chance on the full-priced third book. Downie is honest about the varying degrees of (in)accuracy in her historical depiction, but that doesn't stop them from being entertaining little puzzlers, and a neat twist on the mystery genre. I really like the characterization, although the relationship between the protagonists is odd, to say the least (slave ownership is involved). I can't decide if Downie knows how discomfiting this is, and is exploiting the tension it raises for modern readers, or if it's just supposed to be a plot device.

N.K. Jemisin has followed up on last year's The Hundred Thousand Kingdoms with The Broken Kingdoms. They're largely unrelated stories, although the second does follow on the events of the first. She's expanded on the cosmology in interesting ways (gods that sell their blood as a drug, churches that think they know better than their deities). That said, I think part of the difficulty with books like these is that they're vulnerable to a lot of deus ex machina (not that Jemisin does so, but you're constantly worried that she might), and it tends to rob the main characters of agency because the institutions above them are so omnipotent. But then, that's probably the point.

Johannes Cabal the Necromancer is really less of a novel than a collection of linked short stories. Author Jonathan L. Howard retells a variant on the old Faust story: Cabal sells his soul for the secrets of necromancy, and then, years later, tries to win it back in a bet: if he can persuade one hundred others to give up their own souls, Cabal will go free. And so, of course, he opens a traveling carnival. This is a surprisingly funny book, with the main character as a grimly humorless straight man struggling against his own bad nature. It's also easy to read in small bites, which makes it natural Metro fodder.

I'm just about done with both steampunk and zombies, personally, so I'm surprised that I enjoyed Cherie Priest's Dreadnought despite a heavy handful of both. I think it's better than her previous attempt at combining the two, Boneshaker, for what that's worth. The characterization is more interesting, it feels less frantic, and there's some interesting attempts to address the revisionism that pops up in some alternate history. That said, it's still a steampunk book with zombies in it. It's not subtle, is what I'm trying to get across here.

Chris Braak started off strong with the Weird Fiction novel The Translated Man. His follow-up, Mr. Stitch, has a lot of fine moments, but the central mystery is a let-down--I saw it coming from a mile away, and I'm pretty sure you will too. That said, Braak's books are (for some reason) relatively cheap on Kindle, clocking in $9 for the pair. At a time when most of the genre seems to be blending back into either urban fantasy or steampunk, it's good to see someone messing with the gothic without forgetting to write an actual story.

I read relatively little non-fiction over the past half-year, for some reason, but I did finally get around to Matt Taibbi's Griftopia, prompted by his fantastic reporting on the fallout of the economic crisis. It's got a lot of original material, particularly on the trend of public functions being sold to private companies at a ridiculous cost, and it does include his now-infamous "vampire squid blood funnel" piece on Goldman Sachs. But I can't help but feel like it should have hit harder. When I read something like his piece on Florida's bankruptcy courts, there's a rawness to it that I think is missing from the novel-length argument.

The other big non-fiction title I read was Jay-Z's biography-slash-guide to the art of writing rap, Decoded (ghost-written, apparently, with hip-hop critic dream hampton). It's a bit of a mess: rambling from topic to topic, repetitive in parts, aggressively designed (which does not play well in the Kindle version). In these things, it's not unlike Jay-Z's musical output. But Decoded is also sharp and readable, and when it's hitting on all cylinders (particularly in its footnoted lyric sections, which explain the hyper-compressed imagery of each line), it's a great entry point for learning to read and contextualize hip-hop.

Finally, for an online discussion group I read Umberto Eco's The Name of the Rose. As Sherlock Holmes fan-fiction goes, it's not bad. There were some very funny moments, some intriguing historical tidbits, and a number of reminders that I am very happy not to live in the Middle Ages.

So that's this year's first set of e-book notes. Lots of fantasy and alternate history, even though I could have sworn that's exactly what I wasn't in the mood to read. If my list of samples is any indication, the next six months will be much more non-fiction heavy, but that's before taking into consideration the new Mieville, Richard K. Morgan, and and Scott Lynch books due by the end of 2011. Either way, looks like a good year for reading.

March 2, 2011

Filed under: music»performance»dance

B-Boy Year One: Learning to Fall

Part of a series looking back at my first year of breakdancing. I didn't post this with the others, for some reason.

"The ground is your friend," said my first breaking teacher, Emily. "It's always there for you. You've got to get comfortable with the ground."

I am not naturally friends with the ground. At best, it is a dirty, hard surface. At worst, it is covered in things to trip me, and filled with burrowing insects. I don't instinctively trust the ground, and my basic ground-related strategy--cultivated over years of low physical exertion--has been to keep it at a neat distance by walking upright.

But you can't dance without paying attention to the space around and beneath you, especially in hip-hop dance (which has a playful relationship with illusions of weight and time) and especially in breaking. Its central feature, after all, is that dancers drop to the floor and move rapidly on all fours--to the point that b-boys and b-girls have reappropriated the word "footwork" for it. This kind of movement means that I've had to get used to being much closer to the ground than usual, and also that I have to get there from a standing position. In both cases, this means learning to fall down, on purpose.

Falling is something that kids do naturally. They don't think twice about it, because they're deeply convinced of their own invincibility. Adults have mostly lost the knack. Learning to fall (and by extension, learning to breakdance) means reacquiring the confidence that if you hit the ground the wrong way, the worst injury you'll incur is to your dignity. Take that step, and you're on the path to awareness of the ground, and the gravity that pulls you down to it. Both are constant companions that we might otherwise ignore, much as a fish might ignore bouyancy.

I am not quite there yet, mind you. I still freak out a little when I try to flip over into a backspin. But I'm starting to get the idea--I'm starting to make friends with the ground. Much like the cypher, I think that a b-boy or b-girl's close relationship with the floor surface shapes an important part of their mentality. A dancer needs to account for enough space to perform on the ground, as well as keeping enough control to move in tight confines. They need to be able to edit their vocabulary to fit the particular limitations of a given surface, be it concrete, lineoleum, wood panel, or marble. A b-boy or b-girl is always battling, not just with another dancer, but also with the dance environment. And from that struggle comes creativity and flavor.

February 24, 2011

Filed under: random»linky

The Bottom Link

Last week was the budget. This week is the leftovers.

  • I've developed an interest in correction tracking for new media lately, and there are two interesting developments on that front. Kurt at Ars Technica has debuted Copypasta, a tool for adding collaborative editing to any site. Mediabugs, on the other hand, is more of a centralized database of errors, and they just introduced a WordPress plugin for journalism blogs.
  • Know how we used to post corrections to blogs in the old days? The comments. Uphill, both ways. Now get off my lawn.
  • I don't know what's more terrifying: that they've actually finished Atlas Shrugged, The Movie, or that this is "part one." As always, we quote John Rogers:
    There are two novels that can change a bookish fourteen-year old's life: The Lord of the Rings and Atlas Shrugged. One is a childish fantasy that often engenders a lifelong obsession with its unbelievable heroes, leading to an emotionally stunted, socially crippled adulthood, unable to deal with the real world. The other, of course, involves orcs.
  • Yeah, so maybe buying a Robocop statue for Detroit is not the best use of $50,000. But on the other hand, if you needed a great example of the ways that the Internet tends to privilege frivolous gestures over useful action, it's the best thing since OLPC.
  • Speaking of Detroit, it does actually have grocery stores. Some good thoughts on urbanization, corporate branding, and perceptions of poverty.
  • I complain a lot about the current state of rich HTML graphics: <canvas>, for example, is in the running for the worst API I've seen since the original DOM. If you're used to Flash's excellent display tree API, you may want to look into AS3 guru Grant Skinner's Easel.js library. Myself, I think it's still unclear that browser performance is there yet.
  • Android 2.3 ("Gingerbread") was just pushed out to my Nexus One. Right off the bat, the new power off animation cracks me up--it's basically the "shrink to a white dot" from very old CRT television sets. Of course, that effect was caused by the physical movement of the cathode ray gun inside the set, which has no equivalent in the LCD/OLED screens we use for almost everything today. It's like a comedy record-scratch: cultural artifacts that everyone recognizes more for semantic meaning than through any direct physical experience with the original. There ought to be a name for that.
  • I switched my laptop to a solid-state drive this week (an Intel X25, after a Corsair drive flaked out during sleep mode). I'm not getting the full use out of it, because my BIOS doesn't support full SATA2 speeds without a hack that I'm a little scared to install, but the improvement I have seen is impressive--games, especially, load almost instantly, which has done a lot to move my spare time from the XBox to the PC. Given that CPU speeds have topped out, if you're looking to rejuvenate an aging laptop, this is probably the way to go.

February 15, 2011

Filed under: culture»corporate

Deal

About five years ago, I designed my own business cards. On the front, they had my contact info and a stamp of my name in Mandarin Chinese that I'd gotten in Xi'An. On the back, there was a QR code containing a vCard of everything on the front, which was supposed to show people that I was way ahead of my time (this was, in fact, so far ahead of its time that nobody was ever able to scan one of the stupid things until last year).

Anyway, of the 500 or so cards I had printed, I probably still have 450 of them sitting on a shelf at home. Partly this is because I wasn't nearly as big on actual networking as I was on having a cool business card, but it's also a function of where the world is going: nobody keeps a rolodex full of cards anymore, and our address "books" live behind a touchscreen or on an Exchange server. And while I may have been a bit hasty in adopting them, these days QR codes and digital tags are everywhere. Machine-readable data has invaded the everyday world.

So this year, I'm taking an admittedly small risk and calling it: now is the time to ditch physical business cards. It'll save paper and money, reduce clutter and littering at conferences, and best of all, it'll genuinely put you on the cutting edge of digital networking.

Now you may be saying to yourself, sure, Thomas can do this: he's a bona fide misanthrope, but how can regular people get away with it? Good question. Here's a few easy strategies for going cardless:

  • Install a QR code generator on your smartphone: If you're an Android user, you probably have one already--it comes with Google's stellar Barcode Reader application. Pick a contact, choose "Share" from the menu, and presto: a code pops up that someone can scan right off the screen. I'm sure other platforms have something similar. You'll need to create an address book entry for yourself--something old-school Palm users will remember from the days of IR contact beaming.
  • Upload a vCard: I tried this the other day, and it's surprisingly nifty. Give someone the URL to the card, and it'll download to their phone or computer and prompt to be added to their address book. Once you've got it working, you even could use a link shortener like bit.ly to make a custom (trackable) URL, and just update the .vcf file when your details change. You'll need a server you can control, because it needs to send the content-type as "text/x-vcard" and the content-disposition as "attachment" for Android and Blackberry phones to understand it correctly (an .htaccess file even lets you set the card as the 'index' for a directory). iPhones are, perhaps unsurprisingly, slightly less cooperative.
  • Once again, own your name: I can't repeat this enough. Of course, it helps if your name is relatively uncommon, and even then you never know when an ad agency will try to steal your thunder. But owning a searchable, easy-to-remember domain is a great way to present yourself, not to mention a fine place to host a copy of your QR code and your vCard file.

In a few years, this'll all probably seem like old hat. That's why it's important to jump on the card-less trend now, so we can look down our noses at the luddites handing out paper slips (and manually copying them into their computers) while we still can.

I kid, of course. Seriously, though: set aside the snobbery, the savings in money and paper, the confetti of unwanted cards after a professional meetup, and the chance to demonstrate your new media credentials. Won't it feel good just to not have to carry around a stack of disposable business cards wherever you go? I feel lighter already.

Past - Present - Future