Two Sides of the Border: Reimagining the Mexico-US region

The shared histories, cultures and economics of the US and Mexico through the lens of architecture and design.

Under the direction of Mexican architect Tatiana Bilbao, thirteen architecture studios and students across the United States and Mexico undertook the monumental task of attempting to capture the complex and dynamic region of the US/Mexican border. Two Sides of the Border envisions the borderland through five themes: migration, housing and cities, creative industries, local production, tourism, and territorial economies. Building on a long-shared history in the region, the projects covered in this volume use design and architecture to address social, political, and ecological concerns along the shared border.

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Two Swipes Right

Tinder and Photography a Kasia Łoś exhibition

The photographs presented at the Two Swipes Right exhibition at TA3 Gallery are the first of its kind in Poland. Kasia Łoś’s photos document her meeting with men she met thanks to the popular Tinder dating application. The artist visited her heroes in their apartments, crossing the barrier of a perfect virtual world and her comfort zone. Armed with a camera-shield, she entered the personal space of strangers, where she could get to know their more credible self, often different from the photos they themselves published in the application. During the project lasting over a year, the artist made several dozen shots – portraits, interiors and personal objects. Black-and-white, high-contrast images bring to mind the sociological works of Zofia Rydet, and are also associated with the somewhat brutalist style of Nan Goldin, capturing the uncensored nightlife of New York. Kasia Łoś uses photography to meet other people and record the accompanying tension.

Visit the exhibition in Warsaw until end of July

Galeria Ta3 / Kamienica Artystyczna Ta3 / Tarczyńska 3 / Warszawa Ochota

Aldo Rossi -The Architect and the Cities

A retrospective on the extraordinary theoretical and practical contribution of an “unusual architect”. On display materials from archives and collections from all over the world.

Aldo Rossi (3 May 1931 – 4 September 1997) was an Italian architect and designer who achieved international recognition in four distinct areas: architectural theory, drawing and design and also product design. He was one of the leading exponents of the postmodern movement.

He was the first Italian to receive the Pritzker Prize for architecture.

Maxxi Art Exhibition

More about this in Wallpaper Aldo Rossi: Work and legacy celebrated.

Why captchas are getting harder

It’s not you — captchas really are getting harder. The worst part is that you’re partly to blame. A captcha is a simple test that intends to distinguish between humans and computers. While the test itself is simple, there’s a lot happening behind the scenes. The answers we give captchas end up being used to make AI smarter, thus ratcheting up the difficulty of future captcha tests. But captchas can be broken by hackers. The tests we’re most familiar with already have been broken. Captcha makers try to stay ahead of the curve but have to balance increasing the difficulty of the test with making sure any person on earth — regardless of age, education, language, etc. — can still pass it. And eventually, they might have to phase out the test almost entirely.

Read more about captchas from the Verge:…

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99% of Ocean Plastic Pollution is “missing”

For the past several years scientists have been trying to account for the 8 million metric tonnes of plastic that we dump into the ocean each year. The assumption was that a large portion of it was floating out in one of the large garbage patches, where swirling debris accumulates thanks to ocean gyres. But recent measurements of the amount of trash in the patches fell far short of what’s thought to be out there. Scientists are getting closer to an answer, which could help clean-up efforts and prevent further damage to marine life and ocean ecosystems.

For more reading, check out this New Yorker article on the missing plastic problem, which inspired this video: Where does all the plastic go?

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Birth in the 21st Century an Interactive documentary

There are hospital management models for labor and birth that are based on the respect of women in childbirth. Respect for their bodies, their babies, their rights and their wishes.

This interactive documentary lets you inside of the delivery room of the state hospital of La Plana (Vila-real, Castellón) and their humanized attention to childbirth. Learn the stories of five women during their pregnancy and join them in childbirth, before and after the coronavirus crisis.

You can create your own birth plan—a document with your wishes and preferences—as well as check with the hospital midwives whenever you need more information.

Directed by Claudia Reig Valera and produced by Barret Cooperativa in collaboration with A Punt Media and Lab RTVE,

Watch the interactive documentary here

Fake People designed to deceive

There are now businesses that sell fake people. On the website Generated.Photos, you can buy a “unique, worry-free” fake person for $2.99, or 1,000 people for $1,000. If you just need a couple of fake people — for characters in a video game, or to make your company website appear more diverse — you can get their photos for free on Adjust their likeness as needed; make them old or young or the ethnicity of your choosing. If you want your fake person animated, a company called Rosebud.AI can do that and can even make them talk.

Excerpt from the New York Times article available at this link

Which bag should you use?

Explore the environmental impact of three types of bags— plastic, paper, and cloth— to find out how they’re made, used and disposed of.

You’ve filled up your cart and made it to the front of the grocery line when you’re confronted with yet another choice: what kind of bag should you use? It might seem obvious that plastic is bad for the environment, and that a paper bag or a cotton tote would be the better option. But is that really true? Luka Seamus Wright and Imogen Ellen Napper explore the environmental impact of each material. Lesson by Luka Seamus Wright & Imogen Ellen Napper, directed by JodyPrody.

Voices of Indigenous Women by Sara Curruchich

Being a woman in Guatemala is an act of resistance. Being a Mayan Kaqchikel woman and an artist is, in itself, a political statement, but also a radical gesture towards life and would be the best way to introduce Sara Curruchich.

Sara Curruchich was born in 1993 in San Juan Comalapa, Chimaltenango, in a Kaqchikel community in the central Guatemalan highlands. Her people have a long tradition of art and knowledge, but also with a great force of resistance and struggle. From that account, his musical proposal is based on the collective and individual feelings of the peoples, history, memory, culture, languages and struggles combined with personal demand.

One of the latest initiatives on the Internet was promoted by the Guatemalan kaqchikel singer-songwriter Sara Curruchich, who has published a playlist called Voces de Mujeres Indígenas on Spotify, with songs from around the world from Argentina, Australia, Sweden or Cameroon, among other countries. “Chupam ri qach’ab’äl k’äs ri qana’oj chuqa ri qab’anob’äl.” (Our thinking and our way of interpreting life and the world lives in our language), sentence in Kaqchikel Miguel Angel Oxlaj.

The voices and music of indigenous women around the world bring together the heartbeats of the peoples, the fire of the ancestors, the joys and strength of the rivers. We don’t stop, we don’t shut up.

“Gris” a game about grief in a world devoid of color

GRIS opens in a world devoid of color. As a nameless, silent young woman, you traverse the desolate landscape, filled with crumbling ruins and a bleak sky, with an almost balletic sense of movement. You float and glide through the world. Slowly you’re able to bring color and light back, and as the world morphs, so does the main character. Gris starts out simple and stark, but ends as one of the most beautiful games ever made.

GRIS is a hopeful young girl lost in her own world, dealing with a painful experience in her life. Her journey through sorrow is manifested in her dress, which grants new abilities to better navigate her faded reality. As the story unfolds, Gris will grow emotionally and see her world in a different way, revealing new paths to explore using her new abilities.

GRIS is a serene and evocative experience, free of danger, frustration or death. Players will explore a meticulously designed world brought to life with delicate art, detailed animation, and an elegant original score. Through the game light puzzles, platforming sequences, and optional skill-based challenges will reveal themselves as more of Gris’s world becomes accessible.

GRIS is an experience with almost no text, only simple control reminders illustrated through universal icons. The game can be enjoyed by anyone regardless of their spoken language.

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“Gris” the game