








Toward Wayfinding Infrastructure for the Living Web · Atlas Research Group
Our world is getting crazier by the day. Our old maps and compasses weren’t made for this complexity. While new tools may open up amazing possibilities, they also make it easier to lose ourselves – especially when they don’t belong to us, and make us vulnerable to other people’s hidden choices and unsavory intentions about what is worth attending to.

Decentralised Identity 🤝 Mesh Networking - Thinking with portals
How you can invite your Bluesky friends into your Tailscale network using an OIDC shim
The REAL Second Brain: an autonomous, self-hosted knowledge wiki that runs on cheap local models
How I turned Karpathy's "LLM wiki" sketch into a system that actually maintains itself — no frontier API, no human in the loop, nothing leaving my LAN.

WayFinder Philosophy | WayFinders Network
Wayfinding is a way of navigating through the uncertainty and complexity of the modern world

Chasing RATs: Tracing Reading for and as Creative Activity
Creativity research has privileged making over the interpretive labor that precedes and shapes it. We introduce Reading Activity Traces (RATs), a proposal that treats reading -- broadly defined to include navigating, interpreting, and curating media across interconnected sources -- as creative activity both for future artifacts and as a form of creation in its own right. By tracing trajectories of traversal, association, and reflection as inspectable artifacts, RATs render visible the creative work that algorithmic feeds and AI summarization increasingly compress and automate away. We illustrate this through WikiRAT, a speculative instantiation on Wikipedia, and open new ground for reflective practice, reader modeling, collective sensemaking, and understanding what is lost when human interpretation is automated -- towards designing intelligent tools that preserve it.


Trust — Utopian conspiracy
A network of utopian conspirators, a sandbox for their creative, technical and critical projects, and a site of experimentation for new ways of learning together.

Realization experiences: a convergent account of insight and mystical experiences
We argue that the powerful transformative effects of mystical-type experiences can be understood using the same machinery that underlies insight problem solving, and that both mystical experiences ...

The Case for Open Sovereignty in a Fragmenting Internet
Once, the Internet promised to dissolve borders. It was humanity’s great experiment in connection — a place where ideas, innovation, and communities could move freely, unburdened by geography or...

Architecture and the Internet: Designing places in cyberspace
Cyberspace, as the information space is called, has become accessible in the past decade through the World Wide Web. And although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to place–like principles. Making places for human inhabitation is, of course, what architects, landscape architects, and town planners have been doing in physical space for thousands of years. It is curious, therefore, that Cyberspace designers have not capitalized on the theories, experiences, and practices that have been guiding physical place–making. While most 3D environments closely mimic physical spaces, they are, by and large, devoid of the essential characteristics that differentiate a ‘place’ from mere ‘space.’ And only rarely are they sensitive to, and take advantage of, the peculiarities of Cyberspace. We believe that this state of affairs is temporary, characteristic of early adoption stages of new technologies. As the Web matures, and as it assumes more fully its role as a destination rather than as means of communication, there will be a growing need to design it according to place–making principles. By looking at physical architecture as a case study and metaphor for organizing space into meaningful places, this paper explores the possibility of organizing Cyberspace into spatial settings that not only afford social interaction, but, like physical places, also embody and express cultural values. At the same time, because Cyberspace lacks materiality, is free from physical constraints, and because it can only be ‘inhabited’ by proxy, these ‘places’ may not necessarily resemble their physical counterparts.
Thinking with Sand: A Talk Series Exploring New Software Tools for Creative Exploration and Augmented Thinking At the MIT Media Lab
