Installing PubCoder

I’m leaving for the USA in a while for a holiday, so been busy preparing for that.

Why this post about installing PubCoder?

In my last post, I determined the first of 10 heuristics/criteria for choosing a tool that helps you create and publish ebooks. When critiquing an ebook creation tool, I ask:

  1. Does the tool support effortless writing?

I can’t answer that question before installing PubCoder. Also, the installation process is a herald of the kind of interaction design decisions designers made about the rest of the application. So if I struggle to set it up, I’ll likely struggle to get into it.

I’ll be using PubCoder as a tool to create fixed-layout interactive ebooks that can be published on a variety of platforms. I suggest checking out Non-Fiction Fixed Layout eBooks from my mentors, eBook Architects to get a sense of how complicated it can be to make these kinds of books. Which is why ebook designers ask a hefty fee for making them.


Installing PubCoder: A “meh” experience

Here are the screenshots and my thoughts about installing PubCoder as comments. My verdict so far is that PubCoder’s installation process is needlessly complicated, requires an internet connection, and leaves the user without much guidance at first startup.

However! I did play with PubCoder after installing it, and am finding a lot of promising interaction design decisions which, I think, will prove it to be a powerful tool for creating fixed-layout or interactive ebooks. But that’s for another post.


1. Requiring access through your computer’s safety net, the firewall, makes installation difficult, but isn’t the developer’s fault. Most users should be familiar with this dialog, and know what to do. 


2. First annoyance, a random crash. Errors are hard to explain to users, and the reassurance that “you will be able to send a crash report” is fine, but still doesn’t help the user feel in control. Why not add an option to send a crash report within that error message?


3. Requiring users to sign in online all the time is an understandable security precaution, but it’s also an added step. The more steps it takes to install software, the less likely users will be to complete installation (totally anecdotal, not a rule that I know of). 


4. Do you really need all this information? If company isn’t required, why have that field there at all?


5. A decent captcha. 


6. The verification email was pretty easy. Yet another step, though. 


7. Alright, one month to go! 


8. Confirmation that you may have to be online at all times. 


9. All done! Time to look at example ebook projects. 


Ten rules for evaluating book creation software. 1: Does the tool support effortless writing?

I tell people how they should fix their information products. When I do, I follow some obvious rules, and them some less obvious one. These tips are to enable customers (readers, clients, whatever) to more easily use one’s information product (book, web site, whatever). For example, this farm (where we’re celebrating a family member’s birthday; it’s his big 3.0.!) uses a clunky, slow and inaccessible Flash animation as a banner. That’s one of the biggest no-nos among web developers! But they’re not paying me to tell them that.

How do you decide which of these is the most readable? Go look up “kerning”. 

The tips and tricks that I’ve taught software developers over the years are as just as relevant to people who create publications such as print or digital books. Today, I’m writing specifically for writers.

Writing is complicated, and good writing is hard. When I write, I use dictionaries, thesauruses, search engines and all kinds of tools unrelated to me physically typing or scribbling. Assuming that tools such as these are part of the process of writing, then software should make it natural and effortless to use those tools, too.

Also, we need different tools — mental, physical or digital — for different kinds of writing. Educational consultant Eveline M. Bailey  uses this chart to demonstrate levels of critical writing.  There’s software available for all of this, but is any of it good? We’ll see. 

So how do I decide what software to recommend to writers? My desire to work naturally and effortlessly when writing, is the basis of my list of rules for writing software. My list of ten heuristics will help me evaluate the usability of the software you can use to make books.

So, here’s the first heuristic:

  1. Does the tool support effortless writing*?

More to follow once I actually try out PubCoder. The Windows installer is 168 MB, so we’ll see how this goes on my mobile connection.


Here I go.

* I chose the term effortless instead of the word natural because that leaves space for innovation in writing, such as speech-to-text technology, which might enable me to write while I’m moving around. Dictation-to-text, really. Such novel, unnatural ways of writing are welcome, but their utility shouldn’t make writing an effort.

Making interactive or fixed-layout ebooks? Try PubCoder.

It’s not easy to make ebooks that look and feel exactly like print books. But it is possible if you try tools like PubCoder and know a little about ebook production.

A fixed-layout ebook (right) looks and works like its print counterpart (left)


Unlike other tools (e.g. PressBooks, InDesign) PubCoder focuses on making it easier to create fixed-layout, interactive ebooks. Your book can be an iBook, an Android ebook, a Kindle fixed-layout ebook, or even an HTML5 web app.

screenshot 1

Not Here, by Sophie Natta (illustrator) and Fabrizio Bonaga (animator). Touch the title page to read.

Made with PubCoder, Not Here (Sophie Natta and Fabrizio Bonaga) is “a reading experience that pushes the boundaries between technology, design and visual poetry”

Not Here is interactive in that:

[it] takes full advantage of the multitouch capabilities of the iPad. Listen, touch, pinch, swipe and turn pages…

screenshot 3

Swipe the window to interact with the story.

Not Here is on iBooks and Google Play. If you know how to use ut here’s the .epub file. Remember that iOS-specific functions won’t necessarily work on your non-iOS platform.

I want to write about I found inside the .epub file if there’s enough interest. Expect plenty of screenshots and lots of complaints about platform-specific annoyances.

After a free 30-day trial, PubCoder comes at a price. It’ll cost you99€ – €599 a year (for the enterprise version), so be sure you understand how interactive/fixed-layout EPUB works before licensing the software. Or contact me to learn how!

If you already use InDesign PubCoder can import layouts and assets from Adobe InDesign CC 2015 (11.3) or later, and you’ll need an active Adobe Creative Cloud subscription.

Continue reading

Online tools for English language teaching: teaching vocabulary with collocations

 What do you think most likely goes with these words?

  1. noodles (n, plural form)
  2. agonizing (adj.)

Turns out, the words that most often go with them are:

  1. pot noodle
  2. agonize over (32), agonizing death (14)

So it’d make more sense to teach “pot noodle” and “agonize over something” than “boiled noodle” and “agonizing itch”, because students are more likely to encounter those expressions.

Just-the-word finds these so-called collocations.We learn language through fixed expressions more often than through individual words. Use this tool to decide which collocations to teach.


How to use collocations to teach higher-level vocabulary

I used JTW to pre-teach vocabulary to my highest-level students, who were preparing for a Korean University entrance exam’s English section. Collocation was only one strategy I used, and it’s very effective.

Try it; your students will sound extra further more natural.


The numbers in brackets show how often words appear together.


Google’s autocomplete often does the job, too!


The collocation finder also shows in-context examples.


Clearly, you should teach “perch on”, rather than “perch above”, when teaching phrasal verbs.

I’m back from South Korea


So I flew to Seoul, Korea two years ago. I then took a bus to 대전시 (Daejeon-si) for a week-long orientation with other prospective English teachers in South Korean public schools. I had no idea where I’d teach, exactly. I just knew I’d be in the Chungcheongam-do province. Our so-called co-teachers would pick us up soon after we learned exactly which city or town we’d be placed in.

First, I bade my colleagues at the University of Pretoria farewell. My old and fond colleague, WJ, drew this picture

I met this man, who was to be my co-teacher, babysitter, translator and general life support system for the next year, at the same time that I would cut myself off from the native speakers and fluent locals with whom I’d spent the last week.

As we made our introductions, his first words included: “I don’t speak English very well.”

Later, as we drove the two-hour route to my rural city, he also asked me to “not touch the children”.

Not a single one of the six or so books I’d read, the hours of YouTube videos I’d watched, the many dozens of Korean language lessons I’d studied had prepared me for this moment. Wasn’t I supposed to have an English teacher as my co-teacher? Isn’t this rule perhaps a bit extreme? My second question, about the kids, seemed the best to actually voice out. So, I diplomatically asked about situations such as emergencies. Would it be alright to touch the children then?

Turns out, he meant to say that I shouldn’t hit the children.

This, and the countless amusing or alarming misunderstandings that followed over the next 24 months, is why nothing can really ever prepare you for living abroad.

Slide from a phonics and symbol recognition course for 1st and 2nd graders.

Slide from a phonics and symbol recognition course for 1st and 2nd grade elementary students. The Korean means “well done.”

In December 2016, I left Seoul for the last time. Teaching and living in South Korea was tough at times, but it was worth the investment. Looking through the lens of TESOL, I learned a lot about my existing subject domains, especially relating to educational book publishing and technology-assisted language learning. I also learned that kids are quite different to young adults when it comes to classroom management!

Most of all, I studied a brand spanking new language — the most challenging one of all so far.

I taught writing, too, up to advanced academic writing that is also taught at universities.

I taught writing, too, up to the kind of advanced academic writing that is also taught at universities.

So, in addition to my other interests, I’ve added a TESOL category. TESOL (Teaching English to Speakers of Other Languages) can include various sub-domains, such as TEFL, TESL, EAP and a flurry of further terms, where the focus shifts between things such as English as a foreign or second language, or English for academic or business purposes.

Never, ever, tease a language learner when they make a mistake. But do share funny translations on the interwebz.

Never, ever, tease a language learner when they make a mistake. But do share mistakes made by bad copy editors.

I created a Tumblr for my journal. Here’s the second post I made, with the title: “Becoming an EPIK teacher: why I want to teach English.”:

The English Programme in Korea places teachers from English-speaking countries in the Korean public school system. I became interested in teaching English after learning from Jay Walker about (in his own words), the World’s English Mania. At the time of his talk, an estimated two billion people were attempting to learn English globally.

I’m also a trained information scientist. Since language is our method of transferring information, I think it’s a splendid idea for everyone to have a shared language. So, morally, I feel obligated to help out in this regard.

Should English become the only language spoken in the world? No. As mister Walker wisely ends his talk:

Is English a tsunami, washing away other languages? Not likely. English is the world’s second language.Your native language is your life. But with English you can become part of a wider conversation: a global conversation about global problems,like climate change or poverty, or hunger or disease.

The world has other universal languages. Mathematics is the language of science. Music is the language of emotions. And now English is becoming the language of problem-solving. Not because America is pushing it, but because the world is pulling it.
I got accepted into the programme in April 2014. I’ll hear about where I’m placed soon. Right now, I’m sorting out my life here in South Africa to prepare for the journey. Wish me luck.


Exam topics: mini-dissertation in human-computer interaction 2013

As in 2012, I’m sharing the topics my students created for a hypothetical proposal. In this proposal, students demonstrate their understanding of the research process — how to formulate a problem statement, how to review the relevant literature, how to choose a methodology… and, of course, how to write well.

Popular topics this year included gamification, input methods and digital publishing. If you’re interested in connecting with one of these students based on their proposal, contact me.

Smartlove: Is it possible to mediate intimacy in long distance relationships through the use of smartphone technology?

Abstract: Intimacy it is the key to a successful relationships and plays a role in creating and maintaining the lasting bonds that people many share. It arises from various interactions people share such as awareness of presence, the expression of emotions, physical interaction, sharing joint action, the giving of gifts and the creation of memories (Hassenzahl, et al., 2012). Before the rise of technology people were only able to experience these intimate interactions by being physically in the presence of their significant other or through much less immediate actions such as the sending of love letters. The invention of the telephone created a much more direct line for expressing one’s emotions, yet many of the other intimate actions were still void in the realm of a phone call.

With the rise of the internet and  researchers have shifted their focus to try understand how people are using more advanced technology to mediate these intimate actions and discovering how to enhance and create new methods using the technology available to further allow for intimate interaction to take place from a distance via technology.

This research investigates previous attempts to use technology to mediate intimacy and attempts to discover how they can be applied in the context of smartphone technology. It also attempts to discover new methods of achieving intimacy through the unique capabilities and possible interactions available with the smartphones of today. Finally we present a prototype application which draws from previous research as well as the insights gained from our own user tests as a proof of concept which is able to convey various intimate acts and increase the number of intimate interactions possible through the use of smartphone technology.

The ideal keyboard for speed typing: finding out what the best combination of physical key characteristics is for the ideal QWERTY keyboard

Abstract: Keyboard designs are getting smaller in favour of becoming more portable. Some of the changes that it has undergone recently are keytop sizes getting smaller, key travel distances getting shorter, no more auditory feedback, no curve on the surface of the keys, and low profile designs. The purpose of this study is to find out if these characteristics are beneficial for typing efficiency, how they can be improved, and what characteristics have a negative effect on typing performance (speed and accuracy).

The methodology that will be used is a focus group that is tested with different types of keyboards as well as a user preference questionnaire. Participants will each be given 7-minute typing tasks for each of the keyboards that will be tested. Their speed, accuracy and common errors can be monitored and quantified. The results that is expected from this study is that the smaller sizes of keyboards have a negative effect on typing performance, and that old-fashioned mechanical keyboards are better for typing performance.

An evaluation method framework for Teen Computer Interaction

Abstract: Teenagers seem to be neglected within the field of human computer interaction, stuck in the gap between the field of child computer interaction and typical human computer interaction, which focuses on adult users. This research proposal presents my plan for creating an evaluation method framework for teenagers. The aim of this research is to determine which evaluation methods of each, child computer interaction and human computer interaction, are applicable to teenager computer interaction and can be combined to formulate a new evaluation framework targeted specifically on teenagers, whereas child computer interaction is currently focused on younger children.

Upon completion, the framework will be put to the test by performing usability testing against existing methods in the child computer interaction and human computer interaction fields. I hope the results show that an evaluation framework designed specifically for teenagers is more successful and appropriate than using methods focused on either younger children or adults.

“Look Ma, no HUD!”. The role of minimalistic interfaces in creating an “invisible interface” for optimal video game experience

Abstract: This proposal discusses the need for a paper that examines the creation and sustainability of so-called “invisible interfaces” in video games through the use of minimalistic interfaces, specifically in story-driven games. These story driven games are further examined as either “traditional” or “interactive cinema” games. Conclusions seek then to be drawn on how each type causes the manifestation of the invisible interface in order to better understand both how traditional and interactive cinema games remediate from each other, as well as how invisible interfaces can be better implemented in games of all types and genres as a result.

Being in the Game: Evaluating the Influence of Narrative on Immersive Gameplay

Abstract: This is a research proposal for evaluating the influence of narrative on immersive gameplay. We discuss the importance of immersion in Video Games and how this can be influenced by narrative. We propose a qualitative research where players will be asked to play three games, during which we will track eye movement to measure attention during gameplay, where after the player will be interviewed to determine their perceived level of immersion as well as their thoughts on the game narrative during their play session. The purpose of this research is to get more insight into narrative influence on immersion. This is important to both the young domain of Video Game HCI and also to provide game designers with a clearer understanding of narrative influence in order to improve immersive game design.

Gamification of the workplace: Using game elements to boost productivity

Abstract: Many office environments require of employees to produce discrete units of work at a high rate. Repetitive work can be demoralizing and reduce productivity because of demotivation. This is a problem because the success of a business is dependent on the productivity of its employees. A progress tracking and achievement system is proposed to increase productivity of employees by inducing a competitive atmosphere in an office environment.

The proposed system allows users to compare productivity amongst one another and view achievements unlocked by individual employees. Some design aspects of such a system is investigated. An experiment approach is suggested whereby the productivity of employees is measured before the introduction of the system into the workplace to establish a baseline for comparison. Productivity is measured after the introduction of the system into the workplace and evaluated against baseline productivity.

Strategies for increasing user engagement in operation control rooms

Abstract: The question of control room operator engagement has been a subject of worry in the field of operator control room ergonomics, and although the displays have been optimised (Koffskey, et al 2013), and the control rooms automated to minimize human error (Larson, 2012), not much attention has been given to increase operator engagement in their vigilant activities.

This paper intends to focus on increasing operator engagement in control rooms by exploiting a well known engagement technique (Zichermann and Cunningham, 2011) gamification. I will be conducting a quasi-experiment using the interrupted time series design in order to evaluate operator response times to real and simulated emergencies over a period of 6 months. By juxtaposing their reaction times both before the use of the gamified system and after, I will be able to prove that the use of a gamified system has increased their response times, and therefore be able to deduce if increased engagement increased overall safety on the plant.

In conclusion, this paper intends to shed light on how to increase operator engagement in their vigilance tasks, and in so doing decrease the amount of tragic events that occur due to operator irresponsiveness.

Evaluating the use of Social Media by the South African Government

Abstract: Social media is playing an increasingly important role in society. Many organisations including governments have started to notice this importance and increased their social media presence. This study aims to evaluate the efforts made by the South African government in terms of social media. A literature study will provide background on social media, as a whole, in other governments and in the South African government.

Qualitative data will be gathered from interviews with a sample of the population selected, using the stratified sampling method. Quantitative data will be gathered using questionnaires sent out to the various government departments to gain knowledge about their social media efforts. Finally a usability test in the form of a case study  will be done on a government social media account.

The research is conducted under the hypothesis that the South African government does not have a strong enough social media presence and will aim to prove that hypothesis.

An Empirical Investigation of Learner-to-Learner Interaction for The Support of Virtual Interaction in Promoting Learning

Abstract: As the industry applies greater pressures on higher education institutions to deliver quality and generic graduates, the various institutions employ instructional strategies to make this possible [13]. Included in these strategies are e-learning environments which attempt to actively involve the learners in their own learning process [5, 7]. In an e-learning environment, actively involving the learner is key to meeting the objectives of an online course [9]. A subset of the e-learning environment is virtual interaction, which attempts to simulate the learner-instructor interaction [4].

The proposed study research will build on previous research, ranging from learning theories to applications of learning strategies. The proposed topic builds specifically on research by Cao et al. [4]. Additionally to replicating the study by Cao et al., social mechanisms are added to the prototype proposed by Cao et al. [4]. These social mechanisms have the purpose to enhance the interaction satisfaction of a virtual interaction environment, whilst not interfering with a learner’s learning performance.

The research will be field based by exposing the virtual interaction environment to students during two lectures. A control group, representing the students that need to endure the traditional classroom face-to-face lectures, is also participating. The type of knowledge that will be taught in the two lectures will be different. Quantitative data will be gathered throughout the lectures, pretests and posttests. Furthermore, qualitative data will be collected by utilising the system logs and audit trails of learner activities within the virtual interaction environment and by video recording the control group’s activities during the lectures.

Quantitative analysis techniques, like the repeated measures analysis [20], ANCOVA [2], MANOVA [16], etc. will be used to investigate the quantitative data. The qualitative data will be processed by the authors by viewing them and determining patterns using qualitative techniques.

Proposal for Using a Stylus as a Tool with Mobile Tablets to Improve Copy-Editing as a Separate task from Content Creation

Abstract: The process of creating content, printing it for review/editing/marking and then retrieving it for feedback analysis can be laborious and time wasting. One of the reasons it is still done today, even with the available collaborative and distributed software, is because of personal preference. 

A proposal is created to investigate an alternative using tablet computers and stylus pens that could mimic the natural writing process and potentially satisfy the personal preference of the copy-editor, whilst adding the functionality and convenience of software based editing. The proposal includes currently available software, and guidelines for creating an application that would facilitate the experiment. Suggestions on how to elicit results are also made, noting issues.

A Research Proposal for Evaluating the Accessibility of the EPUB 3.0 standard for the Visually Impaired

Abstract: The purpose of this research is to evaluate the accessibility provided by the EPUB 3 format for the visually impaired. The EPUB 3 standard is a widely published eBook format supported by multiple devices and therefore is a necessary standard to evaluate in terms of usability for the visually impaired. Various sources cited within this research claims the EPUB 3 standard allows and promotes use by blind users, thus it is sensible to evaluate its accessibly support. Sources contained in this research proposal claim the accessibility of EPUB, but very little research has been done to evaluate the actual usability of an eBook utilizing the accessibility guidelines that the International Digital Publishing Forum (IDPF) state in the EPUB 3 standard.

This research is specifically aimed at evaluating the usability for the visually impaired. This research aims to evaluate the EPUB 3 standard’s accessibility guidelines to determine how accessible the format is to the blind. The study does not investigate device functionality, but the accessibility potential of the standard. This research aims to conduct a case study consisting of two parts investigating the EPUB 3 standard and the accessibility the standard provides to blind users. The first part of the case study involves visually impaired users being observed using an EPUB 3 publication created according to the standard.

The second section involves a focus group with the participating users in order to discover frustrations they experienced and requirements they have from an eBook. The research proposed in this paper can lead to valuable discoveries which can be used in future accessibility development of the EPUB standard. Results obtained can be utilised to reflect the needs of blind users in future versions of the EPUB format.

Cloud testing quality – success factors and metrics. A User experience centered study on the success factors and metrics for cloud testing quality

Abstract: Cloud Services is becoming an increasing choice for the growing resources- and computational needs of the software industry. One of these services, called Cloud Testing, offers testing capabilities and resources on a large scale to (mostly) Web-based solutions and mobile applications.

A potential research opportunity exists for the assurance of quality and user experience in online software testing – a common enough outcome of any software testing. This paper serves as a proposal to research and understand possible Success Factors and metrics for quality of online testing. A Grounded Theory approach together with a user-experience experiment will serve as the main methodology for this research.


Opensim Practical Project 2013 – Screenshots

Another year of OpenSim projects is upon us! Students are increasingly using third-party tools to create models in their projects. I heard mention of SketchUp, Blender and 3D Studio Max once again.

1. The Kingdom of Lancre, by isabelvanrooyen

I created Lancre, a fictional kingdom situated on the Disc World, created by sir Terry Pratchett. Lancre is a small kingdom, population 500, with the current king being the former jester. It is also famous for witches, especially since a certain witch published an erotic cookbook “The Joye of Snackes”. Lancre has a currency (the Lancre penny) but it is never used, since it is too heavy (weighing an ounce each) and everybody can pretty much remember who owes who what. The world includes interactions like riding a broom and casting a spell. Granny Weatherwax is my favorite character, so her house received the most attention.

1 2

2. Welcome to Beaver Creek!, by 8morne

Beaver Creek is a Tropical Island inhabited by miners and their wives. Gold was discovered here by explorers a few years back and since then many prospectors have come here to stake their claim. Made up of Americans mostly, a sort of cowboy culture have emerged. A saloon, hotel and bank was built a few months ago to cater for the growing number of residents.  Butch Cassidy is the Island Villian. He and his gang lives in tents in one of the surrounding Islands. They raid the town frequently but recently we have built cannons and alarm bells to try and keep them out. On one of the other Islands live Old John. He is the island’s main lumberjack. His son lives just behind the houses and has the same profession. The three sisters run most of the services on the island. If you need anything just speak to one of us!

Snapshot_002 Snapshot_004

3. Zoraï habitation, by cybercon

My sim was inspired by the tall, blue, theocratic, leaf-haired race called the Zoraï from Ryzom (a MMORPG), so the overarching architectural theme is one of geometry meets amber meets magnetism, e.g. floating roofs with amber inlays and glowing pillars of amber. Zoraï are quite the mystical race and live in the jungles of the Witherings, which I tried to adequately bring forward through the use of greenery and ambient sound. The sim is more exploration based and you can learn more about the Zoraï and their ways at various points. All my models (except trees) were created for the sim, with large buildings created in Blender and smaller objects in OpenSim itself, almost all textures and media are from Ryzom’s open source repository.

Snapshot_015 Snapshot_014

4. Human Sanctuary 1731, by MumbaN

The virtual environment is a depiction of a fictional post-apocalyptic human settlement called Human Sanctuary 1731 (HS1731). It is a  post-apocalyptic biome which human beings created to survive after Earth became uninhabitable. The structure floats above the surface  The settlement has four sections: Nature Block, Habitation Control, Living and Annex. There are some  attempt at preserving the natural environment of earth which can be seen in  the natural forest section of the HS1731. We find the settlement in crisis as it appears to be last settlement and its resources are getting depleted and tenants are slowly getting ill.

Inworld_006 Inworld_002

5. Kanto, by Jerretta

Kanto is the world explored by players of the original Pokemon games, Red and Blue. This environment seeks to recreate four key areas of Kanto from the Pokemon games, brought “up-to-date” by making them 3D. These locations are Pallet Town, Cinnabar Island, Celadon City and the Indigo Plateau. The world’s purpose was largely to inspire nostalgia for players of the early game, and as a proof-of-concept to see how the world would feel fully rendered in 3D, as the region of Kalos is done in the series’ latest entries, Pokemon X and Pokemon Y. This world is old-meets-new, but some things never change, like starter Pokemon, Snorlaxes, trees that need cutting and, of course, the desire to catch ’em all.
Plateau Overview 1

6. Flipside, by E1EY

An upside down world based around the concepts of symmetry and exploration. This world has four different regions with four different themes and feels. Each world has a quest, in which the user can find hidden secrets to unlock the trapped treasures. SpinnerZ is based around a carnival theme and the concept of circles, while SkyzUp is based around a beach type theme where the sky is water. GravitE has got more of a medieval theme, which involves an upside down castle. And the last region Fall Line plays on symmetry and mirrors, where they world is reflected in the sky on the ground.

FlipSide1 FlipSide2

7. Origami Nation, by Hvdmerwe

Origami Nation is a world made out of a single pack of coloured paper. There are seven different colours of these and most creations travel in sets of at least one of each colour.  Other objects are textures with a repeating triangle pattern containing those same colours. All objects are comprised of repeating angular shapes, each being folded from a single sheet of paper. It is thus a world of repeating patters that create a type of fractal, psychedelic order and symmetry. My creations include planes, boats, houses, furniture, a sports arena, several plans and animals, as well as a large temple.

screenshots2 screenshots1

8. The Lorax, by Minkinke

The world of the Lorax: Explore Thneedville, discover the exit to the world outside, experience the dead forest, visit the Once-ler’s home, meet the Lorax and plant a tree to let the forest grow.

Lorax_b Lorax_a

9. The Wood Isle Golf Resort, by Gburger

The Wood Isle Golf Resort is the perfect family vacation destination. Let us welcome you to our beautiful clubhouse, complete with two working clocks and a view of our own lighthouse. Come practice your golf swing on our state of the art driving range, or if you prefer a more peaceful vacation, enjoy the stunning view of the ocean from our wooden deck. Just stay away from the forgotten forest…

Capture2 Capture0

10. Tropical Lair for Sale, by Sinkwa

You can’t be a respectable super villain in today’s day and age without a tropical island hideaway and a stockpile of missiles. If you are an aspiring megalomaniac, this piece of real estate is perfect for you! A measly 50 million USD gets you an observatory, launchpad, biological agent storage facility, lighthouse, helipad and a command centre with wall-to-wall heads up display.  Conveniently situated off the coast of a major super power, this fixer-upper could be the perfect base of operations for your next devious scheme. The previous owner’s estate is looking for purchasers who possess an evil maniacal cackle. Only serious offers will be considered. Payment to be made via Swiss bank account.

Missile Base 2 Missile Base 1

11. Triple Town, by belbell

A recreation of part of the Triple Town game. From the game creator’s site: Triple Town is an original puzzle game in which you try to grow a great city! The larger the city you build, the more points you score. You build your city by matching three or more game-pieces: combine three grasses to make a bush, three bushes to make a tree… until you’ve filled the board with houses, cathedrals and castles. Along the way, you’ll have to outwit giant bears who will try to block your progress.

Screenshot_1 Screenshot_3

Have a look at 2011’s group and at 2012’s group, too. If you’re interested in contacting any of these students, let me know.