design / research
While wandering the net this year I've encountered an abundance of great writing, media and commentary. Some of this material has made enough of an impression on me that it remains with me in my day to day thoughts. What follows are some personal highlights from content published this past year.

[bruce sterling - man of many decals / photo: brianfit]
Culture / Politics
Online Culture / Social Media

[joel sanders, karen van lengen and ben rubin / mix house]
Architecture / Urbanism
Gaming / Simulation

[philipp steinweber & andreas koller / similar diversity]
Art / Aesthetics
Ongoing Projects
Curating this kind of a "best of" list is somewhat of a doomed endeavour. I've attempted to pull together a lot of my favourite material from the year and no doubt forgot just as many engaging posts and projects as I included. If nothing else, hopefully some of these links are new to you folks.

For the most part I've steered clear of posting about Facebook here on Serial Consign. Outside of discussions about lifestreaming (which I intend to address at length in the near future), I'm not really interested in dissecting Facebook on this site. What does intrigue me is social media content as a tool in creative practice (i.e. turning a Facebook profile into a commodity on Meta-Markets).
This past spring Facebook opened up their API to third party developers, and tools and widgets began appearing in droves. This surge of applications has been a bit of a double-edged sword: on one hand, the move was a step towards more involved user-generated content, but this has also led to scores of tacky applications, wannabe viral media and profile-page clutter.
Yesterday I discovered Why Some Dolls Are Bad, a project by Vancouver-based artist and curator Kate Armstrong, that utilizes Facebook as a means of generating and distributing content within the space of a permutational graphic novel. The piece collects images from a tag-constrained stream of flickr images and combines them with text written by Armstrong. The statement for the project describes the scope of the project's reliance on Facebook as follows:
Users who add the application in Facebook can capture pages from the graphic novel and save, reorder, and distribute them. The novel engages themes of ethics, fashion, artifice and the self, and presents a re-examination of systems and materials including mohair, contagion, environmental decay, Perspex cabinetry, and false-seeming things in nature such as Venus Flytraps.

I think utilizing Facebook to distribute (and generate) content in art is not only brilliant, but also extremely inclusive. In Why Some Dolls Are Bad, the viewer becomes a participant, charged with curating sequences of these frames into linear narratives. In many ways, interacting with the piece reflects the act of interfacing with user-driven social media. What is using Facebook but sorting through images and tagging nodes? We create "collections" of contacts and everybody has an opportunity to reconfigure these networks into their own personal inventory of friends.
If you are a user of Facebook, and interested in exploring Why Some Dolls Are Bad you should visit the Facebook application page for the project or examine the dedicated project page for the piece. The piece was recently featured as an installation at the Interactive Futures 2007 conference in Victoria, British Columbia.
Be sure to check out Kate's personal site as she is quite prolific!