Gerald Ajam

Personal

Things I do for their own sake.

These are not hobbies in the sense of filling time. They are where I get to be a beginner, and where the feedback is immediate and unsentimental. Most of what I believe about designed experience I first learned at a table, losing.

Pursuits is what I do. The library is what I point to — other people’s work I would recommend. Mahjong, bridge, cartoons, and coffee appear in both, correctly: one is the practice, the other is what taught me. Reflections are the third thing: what I make of where I have been. Inspirations are the fourth: other people’s ideas after I have had a go at them.

Inspirations

Things I found, and could not leave alone

Other people’s ideas after I have had a go at them. The source is named first, because the idea was never mine; the build is what it turned into in my hands.

A set of five

The field guides

One mind, one group, one exchange, one set of defaults, one field. The five are built on one engine and meant to be read together: a bias is something that happens to you, a collective fallacy is something a structure does to everyone in it, a faulty argument is a move somebody makes, a working default is a rule someone chose on purpose, and a false certainty is a true finding held with more confidence than it earned. Nothing is repeated between them. Each opens as a deck; press R for the reading version, where Appendix A is an A to Z index of every entry, so a name you already have takes one click to find. The fifth, and its index, sit behind a password.

A set of nine

The phrasebooks

Four toolkits in nine volumes, for people who write, brief and review work they were never trained to make. One names what happens in the words, one on the page, one behind the screen and one in front of a camera, a microphone or an audience. Each term is defined once, in the toolkit that owns it. Each volume opens as a deck; press R for the reading version, where Appendix A is an A to Z of every term in the volume.

Instruments and Moves · 173 terms · 11 sections · 98 slides

Diagnosis and diction

The instruments that explain why communication works, and the moves of situation, economy, clarity and register.

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Instruments and Moves · 276 terms · 5 sections · 89 slides

Cadence and candour

The moves of arrangement, emphasis, delivery, candour and logic, and the seven-pass review.

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Instruments and Moves · 356 terms · 5 sections · 67 slides

Papers and protocols

Document genres, paper labels, attribution rules, levels of editing and workplace shorthand.

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Marks and Measures · 1210 terms · 11 sections · 91 slides

Glyphs and grids

Words for judging a page, and for its letters, lines, layout, images and colour.

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Marks and Measures · 2330 terms · 8 sections · 95 slides

Proofs and pixels

Decks, charts, design process, print production, sign-off, editorial marks, publishing and interface components.

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Stacks and Sprints · 1208 terms · 11 sections · 111 slides

Builds and branches

Words for judging software, and for how it is built, versioned, tested, shipped, connected and secured.

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Stacks and Sprints · 2268 terms · 10 sections · 123 slides

Runbooks and roadmaps

How software is run, fixed, planned and delivered, the patterns behind it, and the words that mean something else to engineers.

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Shots and Cues · 1264 terms · 15 sections · 117 slides

Frames and footage

Words for judging, then the camera, the edit, light, sound, photography, animation, production and live events.

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Shots and Cues · 2264 terms · 13 sections · 123 slides

Curtains and critics

Theatre, music and sound design, scripts, Foley and performance, the words for analysis, and the pairs most often confused.

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A set of four

The playbooks

Design methods for education and edtech, in four volumes, in the order a project meets them: frame and discover, define and ideate, prototype and test, then deliver and sustain, with three tracks used at any stage. 223 methods, each with what it is, its steps, the usual output, time and people, and a template to copy. Each volume opens as a deck; press R for the reading version, where Appendix A is an A to Z of every name in the set, other names included. Every template is also an A3 worksheet in the poster view.

A set of two

The Long Way Home

What experts in danger mostly know is a short list of instincts to override. Loose Change is tradecraft: the instincts spies, con artists and pickpockets use against you. Dry Matches is fieldcraft: the instincts that are simply wrong when the danger is physical. Twenty-one files across the two, each one rule to decide in advance, with the case behind it, a drill and a grade for the evidence. Each opens as a deck at night; press T for day and R for the reading version. A few things in each are hidden on purpose.

All inspirations
Singapore