• WWW.CORE77.COM
    Core77 Weekly Roundup (4-14-25 to 4-18-25)
    Here's what we looked at this week:An IRL version of the keyboard from "Severance" is supposedly going into production. Because buying one of these will surely fill that void. Luxury…sketchbooks?!? This one is bound with brass rings, not some lame spiral.Why does no one make milk crate accessories, like interior drawers?A window-mounted object that invites birds into your home.Rumpl's burrito-style Wrap Sack: Re-thinking the design of the sleeping bag, for more freedom of sleeping positions.Functional Mad Max bikes vs. the Motototem art bike. Which do you prefer?Researchers develop low-cost robot hands made of measuring tape.Sisto, by furniture designer Edoardo Lietti, is a simple piece of furniture with multiple configurations.Augmented Carpentry: An AR system that tells workers where to cut the wood, no marking. (I don't think this is a good idea.)JPA Design rethinks long-haul flight blankets.1980s design commentary: Ron Arad's Concrete Stereo.A 1960s design classic: Erik Magnussen's Z-Down chair.Ant Mag's Modernist magnetic hooks.French company Strong Locks invented this snap-shut bike lock. It works like a bear trap.If only all charging blocks were like this. The diminutive Torras ZipGo features a retractable USB-C cable.Long-lived design: Todd Bracher and Steelcase's elegant Trea series of chairs, still winning awards ten years on.This BottleLoom gizmo cuts plastic bottles into neat strips for harvesting.Red Rebane's EXO MAX is a bike bag designed to carry unusual-shaped objects.Industrial design case study: Whipsaw on using AI for digital product prototyping.
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  • WWW.YANKODESIGN.COM
    RedMagic 10 Air crams top gaming chops in a slim and discreet design
    Mobile gaming fans know the struggle: you want the raw power of a gaming phone, but not everyone wants to carry around a chunky device that screams “gamer” from a mile away. It feels like you’re always forced to pick between beastly specs or a phone you wouldn’t be embarrassed to pull out at lunch. The RedMagic 10 Air steps in to say you can have your cake and eat it too. Standard flagship phones can handle a round of Genshin Impact just fine, but gaming smartphones are designed for people who want every advantage possible. Usually, that means phones so thick and heavy they could double as a paperweight, with flashy designs that leave no doubt about their purpose. The RedMagic 10 Air flips the script by packing serious gaming muscle into a slim, understated body. Designer: RedMagic (nubia) Compared to its big sibling, the RedMagic 10 Pro, which boasts an 8.9mm profile, the 10 Air shaves things down to just 7.8mm according to official numbers. For perspective, that’s even slimmer than the iPhone 16 Pro Max, a device often praised for its sleekness. It may just be the thinnest gaming phone around right now, making it easy to slip into pockets and blend in on any occasion. What’s wild is that RedMagic doesn’t sacrifice much to pull off this slim look. Inside is a Snapdragon 8 Gen3, which still delivers top-tier performance for the latest games. The camera setup skips the gimmicky macro lens but keeps a strong dual 50MP wide and ultrawide combo. The battery is slightly smaller at 6,000mAh, but it charges up fast with 80W support, so you’re never sidelined for long. One feature longtime fans might notice missing is the iconic cooling fan found in previous RedMagic models. With its thinner build, the 10 Air relies on passive cooling to keep temperatures manageable. While there’s no whirring fan sound, the phone’s performance promises to remain steady, even during marathon sessions of your favorite titles. On the outside, the minimalist design of the RedMagic 10 Air keeps things refreshingly simple. Except for a bold orange version that sports a narrow LED strip for a pop of character, there’s little to tip off its gaming pedigree. For mobile gamers who want powerhouse specs in a phone that looks at home anywhere, the RedMagic 10 Air is shaping up to be a game-changer. The post RedMagic 10 Air crams top gaming chops in a slim and discreet design first appeared on Yanko Design.
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  • WWW.CREATIVEBLOQ.COM
    This vibrant fantasy style was inspired by classic French comic artists
    Inside the illustrator's vibrant fantasy style inspired by classic French comic artists
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  • WWW.WIRED.COM
    FEMA Isn't Ready for Disaster Season, Workers Say
    Instability, cuts, and a looming sense of dread have FEMA employees unsure the agency is ready for hurricanes, fires, and floods. “We are being set up for a really, really bad situation," says one.
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  • WWW.NYTIMES.COM
    Google Makes History With Rapid-Fire Antitrust Losses
    Within a year, two federal judges declared the tech giant a monopoly in search and ad technology. The tide may be turning for antitrust.
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  • WWW.MACWORLD.COM
    I’m done with Apple’s USB-C charging cables. Here’s what I’m buying instead
    Macworld Apple’s Beats brand has a habit of one-upping its parent company with products that are a little less restrictive, a little less one-size-fits-all, and a little more colorful, while still offering the same Apple quality (and indeed, often the same exact technology). Now, there are official Beats charging cables, and honestly, I’ll probably never buy an Apple-branded one again. A single Beats cable costs the same as Apple’s ($19 for a single USB-C to USB-C cable, USB-A to USB-C cable, or USB-C to Lightning cable), and they have the same specs: USB 2.0 data transfer speeds, charging support up to 60W. They’re probably identical inside. But they’re better in three significant ways. First, they come in colors. Apple’s basic charge cables are only white. The Beats cables come in black, navy, red, and a sort of sandstone color. Color is good! (Some colors are not available in some cable types, though.) Second, they’re longer. Apple’s $19 cable is 1 meter (39.5 inches). The Beats cable is 1.5 meters (59 inches). It makes a big difference. The Beats cable is 50% longer than the Apple-branded one.Foundry Finally, they’re probably a little more reliable. Both cables are braided, which is nice, but the Apple cable goes straight from the connector to the cable while the Beats cable has a little half-inch sleeve. This should help keep it from bending too sharply right next to the connector, which is a primary cause of cables splitting over time. Foundry The Beats cables distinguish themselves in a few other ways. First, you can get the USB-C to USB-C or USB-A to USB-C cables in a two-pack for $35 (but only in black). Apple-branded cables are only sold separately. Also only available in black are neat little 20cm (8 inches) short cables, in USB-A to USB-C, USB-C to USB-C, and USB-C to Lightning. They are still $19 despite the tiny length, but if you plug in a battery pack or portable drive a lot (especially inside a backpack or purse), a very short cable can really reduce clutter. The Apple-branded cables still have their place. If you want really high-power charging support for your laptop, you’ll want to step up to Apple’s 240W cable. Or if you’re moving lots of data between a fast external drive and your Mac, you’ll want a Thunderbolt 4 or Thunderbolt 5 cable. These new Beats cables don’t cover any of that ground. But if all you really need is a good USB cable for charging your iPhone, iPad, MacBook, or headphones and maybe moving around a bit of data on occasion, and you don’t trust third-party cables (of which there are so many), you should go grab the Beats cable over the Apple-branded ones. You can even grab ’em at the Apple Store.
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  • WWW.TECHNOLOGYREVIEW.COM
    How creativity became the reigning value of our time
    Americans don’t agree on much these days. Yet even at a time when consensus reality seems to be on the verge of collapse, there remains at least one quintessentially modern value we can all still get behind: creativity.  We teach it, measure it, envy it, cultivate it, and endlessly worry about its death. And why wouldn’t we? Most of us are taught from a young age that creativity is the key to everything from finding personal fulfillment to achieving career success to solving the world’s thorniest problems. Over the years, we’ve built creative industries, creative spaces, and creative cities and populated them with an entire class of people known simply as “creatives.” We read thousands of books and articles each year that teach us how to unleash, unlock, foster, boost, and hack our own personal creativity. Then we read even more to learn how to manage and protect this precious resource.  Given how much we obsess over it, the concept of creativity can feel like something that has always existed, a thing philosophers and artists have pondered and debated throughout the ages. While it’s a reasonable assumption, it’s one that turns out to be very wrong. As Samuel Franklin explains in his recent book, The Cult of Creativity, the first known written use of creativity didn’t actually occur until 1875, “making it an infant as far as words go.” What’s more, he writes, before about 1950, “there were approximately zero articles, books, essays, treatises, odes, classes, encyclopedia entries, or anything of the sort dealing explicitly with the subject of ‘creativity.’” This raises some obvious questions. How exactly did we go from never talking about creativity to always talking about it? What, if anything, distinguishes creativity from other, older words, like ingenuity, cleverness, imagination, and artistry? Maybe most important: How did everyone from kindergarten teachers to mayors, CEOs, designers, engineers, activists, and starving artists come to believe that creativity isn’t just good—personally, socially, economically—but the answer to all life’s problems? Thankfully, Franklin offers some potential answers in his book. A historian and design researcher at the Delft University of Technology in the Netherlands, he argues that the concept of creativity as we now know it emerged during the post–World War II era in America as a kind of cultural salve—a way to ease the tensions and anxieties caused by increasing conformity, bureaucracy, and suburbanization. “Typically defined as a kind of trait or process vaguely associated with artists and geniuses but theoretically possessed by anyone and applicable to any field, [creativity] provided a way to unleash individualism within order,” he writes, “and revive the spirit of the lone inventor within the maze of the modern corporation.” Brainstorming, a new method for encouraging creative thinking, swept corporate America in the 1950s. A response to pressure for new products and new ways of marketing them, as well as a panic over conformity, it inspired passionate debate about whether true creativity should be an individual affair or could be systematized for corporate use.INSTITUTE OF PERSONALITY AND SOCIAL RESEARCH, UNIVERSITY OF CALIFORNIA, BERKELEY/THE MONACELLI PRESS I spoke to Franklin about why we continue to be so fascinated by creativity, how Silicon Valley became the supposed epicenter of it, and what role, if any, technologies like AI might have in reshaping our relationship with it.  I’m curious what your personal relationship to creativity was growing up. What made you want to write a book about it? Like a lot of kids, I grew up thinking that creativity was this inherently good thing. For me—and I imagine for a lot of other people who, like me, weren’t particularly athletic or good at math and science—being creative meant you at least had some future in this world, even if it wasn’t clear what that future would entail. By the time I got into college and beyond, the conventional wisdom among the TED Talk register of thinkers—people like Daniel Pink and Richard Florida—was that creativity was actually the most important trait to have for the future. Basically, the creative people were going to inherit the Earth, and society desperately needed them if we were going to solve all of these compounding problems in the world.  On the one hand, as someone who liked to think of himself as creative, it was hard not to be flattered by this. On the other hand, it all seemed overhyped to me. What was being sold as the triumph of the creative class wasn’t actually resulting in a more inclusive or creative world order. What’s more, some of the values embedded in what I call the cult of creativity seemed increasingly problematic—specifically, the focus on self-­realization, doing what you love, and following your passion. Don’t get me wrong—it’s a beautiful vision, and I saw it work out for some people. But I also started to feel like it was just a cover for what was, economically speaking, a pretty bad turn of events for many people.   Staff members at the University of California’s Institute of Personality Assessment and Research simulate a situational procedure involving group interaction, called the Bingo Test. Researchers of the 1950s hoped to learn how factors in people’s lives and environments shaped their creative aptitude.INSTITUTE OF PERSONALITY AND SOCIAL RESEARCH, UNIVERSITY OF CALIFORNIA, BERKELEY/THE MONACELLI PRESS Nowadays, it’s quite common to bash the “follow your passion,” “hustle culture” idea. But back when I started this project, the whole move-fast-and-break-things, disrupter, innovation-economy stuff was very much unquestioned. In a way, the idea for the book came from recognizing that creativity was playing this really interesting role in connecting two worlds: this world of innovation and entrepreneurship and this more soulful, bohemian side of our culture. I wanted to better understand the history of that relationship. When did you start thinking about creativity as a kind of cult—one that we’re all a part of?  Similar to something like the “cult of domesticity,” it was a way of describing a historical moment in which an idea or value system achieves a kind of broad, uncritical acceptance. I was finding that everyone was selling stuff based on the idea that it boosted your creativity, whether it was a new office layout, a new kind of urban design, or the “Try these five simple tricks” type of thing.  You start to realize that nobody is bothering to ask, “Hey, uh, why do we all need to be creative again? What even is this thing, creativity?” It had become this unimpeachable value that no one, regardless of what side of the political spectrum they fell on, would even think to question. That, to me, was really unusual, and I think it signaled that something interesting was happening. Your book highlights midcentury efforts by psychologists to turn creativity into a quantifiable mental trait and the “creative person” into an identifiable type. How did that play out?  The short answer is: not very well. To study anything, you of course need to agree on what it is you’re looking at. Ultimately, I think these groups of psychologists were frustrated in their attempts to come up with scientific criteria that defined a creative person. One technique was to go find people who were already eminent in fields that were deemed creative—writers like Truman Capote and Norman Mailer, architects like Louis Kahn and Eero Saarinen—and just give them a battery of cognitive and psychoanalytic tests and then write up the results. This was mostly done by an outfit called the Institute of Personality Assessment and Research (IPAR) at Berkeley. Frank Barron and Don MacKinnon were the two biggest researchers in that group. Another way psychologists went about it was to say, all right, that’s not going to be practical for coming up with a good scientific standard. We need numbers, and lots and lots of people to certify these creative criteria. This group of psychologists theorized that something called “divergent thinking” was a major component of creative accomplishment. You’ve heard of the brick test, where you’re asked to come up with many creative uses for a brick in a given amount of time? They basically gave a version of that test to Army officers, schoolchildren, rank-and-file engineers at General Electric, all kinds of people. It’s tests like those that ultimately became stand-ins for what it means to be “creative.” Are they still used?  When you see a headline about AI making people more creative, or actually being more creative than humans, the tests they are basing that assertion on are almost always some version of a divergent thinking test. It’s highly problematic for a number of reasons. Chief among them is the fact that these tests have never been shown to have predictive value—that’s to say, a third grader, a 21-year-old, or a 35-year-old who does really well on divergent thinking tests doesn’t seem to have any greater likelihood of being successful in creative pursuits. The whole point of developing these tests in the first place was to both identify and predict creative people. None of them have been shown to do that.  Reading your book, I was struck by how vague and, at times, contradictory the concept of “creativity” was from the beginning. You characterize that as “a feature, not a bug.” How so? Ask any creativity expert today what they mean by “creativity,” and they’ll tell you it’s the ability to generate something new and useful. That something could be an idea, a product, an academic paper—whatever. But the focus on novelty has remained an aspect of creativity from the beginning. It’s also what distinguishes it from other similar words, like imagination or cleverness. But you’re right: Creativity is a flexible enough concept to be used in all sorts of ways and to mean all sorts of things, many of them contradictory. I think I write in the book that the term may not be precise, but that it’s vague in precise and meaningful ways. It can be both playful and practical, artsy and technological, exceptional and pedestrian. That was and remains a big part of its appeal.  The question of “Can machines be ‘truly creative’?” is not that interesting, but the questions of “Can they be wise, honest, caring?” are more important if we’re going to be welcoming [AI] into our lives as advisors and assistants. Is that emphasis on novelty and utility a part of why Silicon Valley likes to think of itself as the new nexus for creativity? Absolutely. The two criteria go together. In techno-solutionist, hypercapitalist milieus like Silicon Valley, novelty isn’t any good if it’s not useful (or at least marketable), and utility isn’t any good (or marketable) unless it’s also novel. That’s why they’re often dismissive of boring-but-important things like craft, infrastructure, maintenance, and incremental improvement, and why they support art—which is traditionally defined by its resistance to utility—only insofar as it’s useful as inspiration for practical technologies. At the same time, Silicon Valley loves to wrap itself in “creativity” because of all the artsy and individualist connotations. It has very self-consciously tried to distance itself from the image of the buttoned-down engineer working for a large R&D lab of a brick-and-mortar manufacturing corporation and instead raise up the idea of a rebellious counterculture type tinkering in a garage making weightless products and experiences. That, I think, has saved it from a lot of public scrutiny. Up until recently, we’ve tended to think of creativity as a human trait, maybe with a few exceptions from the rest of the animal world. Is AI changing that? When people started defining creativity in the ’50s, the threat of computers automating white-collar work was already underway. They were basically saying, okay, rational and analytical thinking is no longer ours alone. What can we do that the computers can never do? And the assumption was that humans alone could be “truly creative.” For a long time, computers didn’t do much to really press the issue on what that actually meant. Now they’re pressing the issue. Can they do art and poetry? Yes. Can they generate novel products that also make sense or work? Sure. I think that’s by design. The kinds of LLMs that Silicon Valley companies have put forward are meant to appear “creative” in those conventional senses. Now, whether or not their products are meaningful or wise in a deeper sense, that’s another question. If we’re talking about art, I happen to think embodiment is an important element. Nerve endings, hormones, social instincts, morality, intellectual honesty—those are not things essential to “creativity” necessarily, but they are essential to putting things out into the world that are good, and maybe even beautiful in a certain antiquated sense. That’s why I think the question of “Can machines be ‘truly creative’?” is not that interesting, but the questions of “Can they be wise, honest, caring?” are more important if we’re going to be welcoming them into our lives as advisors and assistants.  This interview is based on two conversations and has been edited and condensed for clarity. Bryan Gardiner is a writer based in Oakland, California.
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  • APPLEINSIDER.COM
    EU puts Apple fine on hold while US trade talks continue
    The European Union has reportedly postponed fining Apple and Meta over alleged Digital Markets Act violations, specifically so the decision would not affect trade negotiations.The European Union has reportedly postponed fining AppleIn January 2025, it was reported that the EU appeared to have put its planned rulings and fines against Apple on hold. It was partly because key EU staff were being replaced, but also because the European Commission was waiting to assess what the then-new Trump administration would do.Subsequently, it was reported that the EU was planning to drastically reduce its fines against Apple and Meta, because of fears it Trump would impose retaliatory tariffs. Now according to the Wall Street Journal, the EU has delayed fines still further. Continue Reading on AppleInsider | Discuss on our Forums
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  • ARCHINECT.COM
    New architecture and design competitions: Market Street Reimagined, Denver Affordable Housing Challenge, Europan Europe​, and AIA Canada Student Design Awards
    It's time for another round of curated picks of architecture and design competitions listed recently on Bustler. This week, we are featuring four unique challenges aimed at areas as far-reaching as delivering better quality affordable housing in Denver, a dramatic reinvisioning of the iconic Market Street in San Francisco, innovative strategies for European cities by emerging architectural, urban, and landscape designers, and the chance to be included in the annual AIA Canada Student Design Awards. For the complete directory of newly listed competitions, click here.
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  • GAMINGBOLT.COM
    Saros Will Receive Extended Gameplay Reveal Later This Year
    Among Sony’s first-party exclusives, Housemarque’s Saros is one of the more intriguing despite how far off its launch. The developer promised more details later this year, and thankfully, that’s not all, as an extended gameplay reveal is also on the cards. The set-up for the title will sound very familiar to Returnal fans. As Arjun Devraj (played by Rahul Kohli), you’re trapped in an endless cycle on Carcosa, looking for someone. Each death causes the world to change, but unlike Returnal, you can find resources that carry over and permanently upgrade your loadout. Arjun will thus become stronger and more capable of tackling Carcosa’s mysteries, including the strange multi-armed figure and the eclipse. Housemarque also promises an “evolving set” of weapons and suit upgrades, though we’ve yet to see much beyond the debut trailer. Saros launches in 2026 for the PS5, so stay tuned for more updates. In the meantime, check out our review for Returnal on PC. Expect our first look at extended gameplay later this year. #HMQ30 #SAROS pic.twitter.com/tpqPlPlzUN— Housemarque (@Housemarque) April 17, 2025
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