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Rejected In Paris
I got told off by The Paris Review today. Maybe it wasn’t necessarily directed at me, but as they say in the, now old, new lingo, I felt attacked. You see, recently, drawing on the well of inspiration that is history I succeeded in writing a poem, but not just any poem. I wrote a ghazal.
Those who know me for any amount of time are made aware of my taste for writing poetry. It’s usually pretty bad but I persist, cause why not. The OG is long gone anyway. The ghazal is an especially ambitious type of poetry to be taken up my someone with my modest talents. To make matters worse, as I learned today, the ghazal is really well suited for the Urdu. For all practical matters, I know only English.

By me! San Diego Botanic Garden, California Poppy (I think). For anyone with any little interest in love and romance, being born in South Asia is a special kind of blessing. We are lucky to have had Urdu poetry reach its peak here. Urdu is perhaps the perfect medium to transmit mischief, passion, pain, longing, and the myriad other emotions which are handmaidens to big Love. Not any kind of expert, but all my life I’ve consumed shayari, sher, ghazals, whether in mainstream Bollywood or in sparkling corners of the internet.
Armed with the internet, full of inspiration, my trusty editor, Mir ChatGPT, in the other tab. I decided it was time to go all in. The Ghazal was to be written. It was, it follows all the rules, I even make a self reference in the last couplet as is the tradition, but it lacks oomph. A good sher, a good ghazal, should pierce you and make you blush for it’s andaaz, mischief and audacity.
Mine… well, you can read it here yourself, don’t forget to play the tiny desk concert, it is lovely.
Definitely read The Paris Review article for it’s a great take of view from a writer who transfers the styles of poetry in one language to another.
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Thinking with places
“A farmer has to cut down trees to create space for his farmstead and fields. Yet once the farm is established it becomes an ordered world of meaning—a place—and beyond it is the forest and space.” — Yi-Fu Tuan
Thinking itself is place-making: the act of converting undifferentiated possibility into navigable meaning.
A place comes into being the moment we interrupt undifferentiated space. Place-making is fundamentally an act of interruption. Space is thought of as possibility but is unavailable without the signposts of place. When a place is created we impose a way of looking, being, and acting on the space of choice. The place you pick to navigate your space defines the identity you will inhabit during your quest. Every tool is a micro-place: it frames what can be thought and forecloses alternative moves. They enforce the kind of thoughts that can be had, the type of exploration that can be done, and configures space in an opinionated way.

Two-masted Schooner with Dory (1894) by Winslow Homer. Original from The Smithsonian. Digitally enhanced by rawpixel. Picking a tool commits us to a world view. Consider the space of ‘good TV shows’. Family, friends and culture have made the choice of what good means. When Netflix suggests shows it uses your watching history as a probe to create place so that every individual is always watching ‘good’ shows. The pure possibility space of the search bar is disrupted by the suggestions provided.
Like algorithmic curation, Socratic dialogue also interrupts space, it is interrogation as cartography. Socratic thinking is also an act of interruption and making concrete what was nebulous. It’s asking us to specify which show, if we claim to love TV. Socratic thinking (henceforth referred to as just thinking) starts by probing that which does not need questioning, the answers that are obvious the ones that everyone knows. This may seem foreign at first glance but we do this all the time, say we make a list of our favorite TV shows, someone always says you are missing this or that show and that this list is completely wrong. This kind of disagreement leads to the shared quest of answering the question, ‘What is it to be entertained?’.
Thinking pursues knowledge through the act of stabilizing answers to such questions by creating places in those unexamined areas. Discussion allows us to map. There is usually no well defined answer for such questions, if there were, they would simply be problems that we could solve with a google search. The quest stops when the parties involved are satisfied that they have arrived at an answer. Thinking is the act of place-making by taking something that was ungraspable and tying it down with knowledge. Place is, after all, an “ordered world of meaning” and we can use these places to create home bases from which to explore.
Even without other people simply engaging with the reality of the universe is sufficient for thought. Places are stable systems which provide a surface on which your thoughts and hypothesis can be tested. Even if there is no other person around and you’re simply engaged with looking at the world can uncover a new truth tied down by knowledge.
Thinking is the process of updating beliefs based on the mini places that make up the space that you’re interrogating. Each place is a noisy pointer to the underlying truth, and each updating of belief allows you to get closer to the knowledge you seek.
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Chatbots, Bats & Broken Oracles
I had the strangest conversation with my son today. There used to be a time when computers never made a mistake. It was always the user that was in error. The computer did exactly what you asked it to do. If something went wrong it was you, the user, that didn’t know what you wanted. After decades of that being etched in today I found myself telling him that computers make mistakes, you have to check if the computer has done the right thing and that is actually ok. A computer that hallucinates also provides a surface for exploration and seeking answers to questions.

Boys Wading (1873) by Winslow Homer. Original public domain image from National Gallery of Art In her book, Open Socrates, Agnes Callard draws our attention to the differences between problems and questions. I’ll get to those in a bit, but the fundamental realization I had was that until recently all we could use computers (CPUs, spreadsheets, internet) for was solving problems. This started all the way back with Alan Turing when he designed the Turing test. He turned the question of what is it to think into the problem of how do you detect thought. As Callard mentions, LLMs smash the Turing test but we still can’t quite accept the result as proof of thinking. What is thinking then? What are problems? What are questions? How do we answer questions?
Problems are barriers that stand in your way when you are trying to do something. You want to train a deep learning algorithm to write poetry, how to get training data is a problem. You want something soothing for lunch, getting the recipe for congee is the problem. The critical point here is that as soon as you have the solution, the data, the recipe, the problem disappears. This is the role of technology.
When we work with computers to solve problems we are essentially handing off the task to the computer without caring that the computer wants to or even can want to write poetry or have a nice lunch. So we ask the LLM to write code, we command google to give us a congee recipe. Problems don’t need a shared purpose, only methods to solve them to our satisfaction. Being perpetually dissatisfied with existing answers is the stance of science.
Science and technology are thus tools to move towards dealing with questions. Unlike problems which dissolve when you solve them, questions give you a new understanding of the world. The thing with asking questions is that there is no established way, at least in your current state, to solve them. Thus asking a question is the first step of starting a quest. In terms of science the quest is better understanding of something and you use technology along the way to dissolve problems that stand in your way.
AI lets us explore questions with, rather than merely through, computers. Granted that most common use of AI is still to solve problems, LLMs and their ability to do back and forth chat in natural language does provide the affordance to ask questions. Especially, the kind that seem to come pre-answered because we are operating from a posture where not having an answer would dissolve the posture altogether.
The Socratic Co-pilot
As a scientist, the question “what is it to be a good scientist?” comes pre answered for me. Until I am asked this question I have not really thought about it but rush to provide answers. Scientists conduct experiments carefully, they know how to do use statistics, they publish papers and so on. However, this still does not answer what it is to be a good scientist. Playing this out with an AI, I assert “rigorous statistics,” the AI counters with an anecdote on John Snow’s cholera map and I’m forced to pivot. None of these by themselves answers the root question, but it allows generation of some problems which can be answered or agreed on. This is knowledge.
Knowledge draws boundaries, or as I have explored earlier, creates places around the space that you wish to explore. In the space of “being a good scientist”, we can agree that the use the scientific method is an important factor. Depending on who you are, this could be the end of quest.
Even if no methodology exists for a given problem, simply approaching any problem with an inquisitive posture creates a method, however crude. In his book What Is It Like to Be a Bat? Thomas Nagel tackles an impossible to solve problem but a great question, through the process of a thought experiment. If I were to undertake this, I may try to click in a dark room, hang upside down. Okay, maybe not the last bit, but only maybe. Even this crude approach has now put me in the zone to answer the problem. Importantly my flapping about has created surface area where others can criticize, as Nagel was. Perhaps future brain-computer-interface chips will actually enable us to be a bat. However, lacking such technology, this is better than nothing as long as you are interested in inquiring about the bat-ness.
This kind of inquiry, this pursuit of answering questions is thinking. Specifically, as Callard puts it, thinking is “a social quest for better answers to the sorts of questions that show up for us already answered”. Breaking that down further it’s social because it’s done with a partner who disagrees with you because they have their own views about the question. It’s a quest because the both parties are seeking knowledge. The last bit about questions being already answered is worth exploring a bit.
Why bother answering questions you already have answers to? This is trivial to refute when you know nothing about a subject. For example let’s say you knew nothing about gravity and your answer to why you are stuck to the earth cause we are beings of the soil and to the soil we must go, the soil always calls us. If that is the worldview then you already have the answer. The only way to arrive at a better answer, gravity, is to have someone question you on the matter. Refuting specific points based on their own points of view. This may come in the form of a conversation, a textbook, a speech etc. I suspect this social role may soon be played by AI.
Obviously hallucinations themselves aren’t great but the ability to hallucinate is. In the coming years I expect AI will gain significant amounts of knowledge access not just in the form of training but in the form of reference databases containing data broadly accepted as knowledge. In the process we will probably have to undergo significant social pains to agree on what Established Knowledge constitutes. Such a system will enable LLMs to play the role of Socrates and help the user avoid falsehoods by questioning the beliefs held by the user.
Until now computers couldn’t play this role because there wasn’t enough “humanness” involved. In the bat example, a bat cannot serve as Socrates or as the interlocutor to a human partner because there isn’t a shared world view. LLMs, trained on human generated knowledge would have enough in common to provide a normative mirror. The AI comes with the added benefit of having both infinite patience and no internal urge to be right. This would allow the quest to provide an answer that is satisfactory to the user searching at every level of understanding. LLMs can be useful even before they gain the ability to access established knowledge. Simply by providing a surface on which to hang questions the user can become adept at the art of inquiry.
So the next time you have a chat with your pet AI understand that it starts as a session of pure space. Each word we put in ties down the AI to specific vantage points to help us explore. Go ahead—pick a question you think you’ve already answered and let the machine argue with you.
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Shadows at Noon by Joya Chatterji
Finished chapter 1 of Shadows at Noon. A very dense 83 pages. I can see why Joya Chatterji won the Wolfson History Prize.
Reading with a pencil, not a single page is unannotated!
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The Cloister Web: Reshaping the Political Maidan
The advent of the “Cloister Web,” a conceptual space where individuals leverage Large Language Models (LLMs) to cultivate novel ideas and commit them to a persistent public memory, heralds a profound shift in our intellectual and political landscapes. Politically, the mere genesis of an idea is insufficient; its effective distribution is paramount. LLMs, in this context, are not just tools for thought but potent engines for bespoke delivery, tailoring messages to resonate deeply with individual recipients.

The Good Shepherd c. 1918 Henry Ossawa Tanner Historically, transformative communication technologies have reshaped political discourse. The printing press, for instance, democratized access to information, allowing entirely disparate, even contradictory, ideas to proliferate through the same medium without direct interference. In pre-independence India, this manifested in a complex tapestry of narratives. Various factions within both Hindu and Muslim communities advocated for cooperation with the British Raj, while others fiercely championed resistance. The press became the conduit for these divergent viewpoints, though often, subtle but significant ideological divisions, amplified by the very medium meant to connect, hindered broader unification against a common adversary. Print allowed these nuanced positions to be articulated and debated widely, yet the translation of these ideas into unified action remained a challenge.
Just as intellectuals of previous eras harnessed the power of print, today’s thinkers will inevitably turn to the Cloister Web for discourse and the dissemination of their ideas. However, this new paradigm may blur the traditional lines between the originator of an idea and its popularizer. Historically, distinct roles have often emerged: the intellectual who conceptualizes and articulates new frameworks, and the revolutionary leader who galvanizes public action around these concepts.
In India, figures like Rabindranath Tagore and Sri Aurobindo were profound intellectuals, shaping notions of Indian identity and spirituality, while leaders like Mahatma Gandhi (who uniquely embodied both roles) and Subhas Chandra Bose translated broader ideals into mass movements. Russian history offers examples like Alexander Herzen, whose writings laid intellectual groundwork, and Vladimir Lenin, who masterfully channeled such ideas into revolutionary action. In China, thinkers such as Liang Qichao envisioned a modern Chinese state, with figures like Sun Yat-sen and later Mao Zedong spearheading the revolutionary movements to realize differing versions of that vision. Similarly, in American history, the intellectual contributions of Thomas Paine and Thomas Jefferson provided the philosophical underpinnings for the revolution, which was then vociferously championed and driven by figures like Samuel Adams and Patrick Henry. The intellectual often risked censorship or academic isolation; the revolutionary leader, their liberty or life.
LLM technology offers a novel dynamic, potentially enabling intellectuals to bypass traditional gatekeepers and speak more directly to individuals. This is achieved by crafting content tailored to specific tastes, preferences, and pre-existing knowledge frameworks. This bespoke communication will be facilitated not only by generating written material that LLMs can readily process and adapt but also by creating LLM-consumable idea-graphs and knowledge structures. These structures will allow for a more nuanced and interconnected understanding of complex concepts. Beyond its current utility as a medium for targeted advertising or customer service, the LLM chat interface is poised to become the new political “maidan”—the public square or sports field historically used for political rallies and discourse—through which ideas reach, engage, and ultimately shape individuals.
The intellectual, therefore, may sow the seed of an idea within the Cloister Web, but it is the LLM itself that provides the uniquely fertile soil. Through its vast latent space—the complex, high-dimensional internal representations it develops from training data—an LLM can foster unexpected connections, interpretations, and extrapolations of these initial concepts, allowing them to root and flourish in diverse individual minds in ways previously unimaginable.
The Cloister Web, powered by LLMs, promises to revolutionize not just how ideas are born and recorded, but more critically, how they are distributed, interpreted, and integrated into the political consciousness. This shift presents both immense opportunities for direct engagement and nuanced understanding, alongside potential challenges in navigating a landscape where ideas can be infinitely remixed and individually targeted, forever altering the contours of our collective political maidan.
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We Need Homes in the Delta Quadrant
Place is security, space is freedom. — Yi-Fu Tuan
Starfleet Log, Delta Quadrant—Classified Briefing
At the edge of the known, maps fail and instincts take over. We don’t just explore new worlds—we build places to survive them. Because in deep space, meaning isn’t found. It’s made.
I. Interruption of Infinity
The Delta Quadrant is a distant region of the galaxy in the Star Trek universe—vast, largely uncharted, and filled with anomalies, dangers, and promise. It is where the map ends and the unknown begins. No stations, no alliances, no history—just possibility.
And yet, possibility alone is not navigable. No one truly explores a void. We only explore what we can orient ourselves within. That is why every journey into the Delta Quadrant begins not with motion, but with homebuilding—the act of constructing something steady enough to make movement meaningful.
This is not a story about frontiers. It is a story about interruptions.
To build a home is to interrupt space.
To be born is to interrupt infinity.Consciousness does not arise gently. It asserts. It carves. It says: Here I am. The conditions of your birth—your geography, your culture, your body—are not mere facts. They are prenotions: early constraints that allow orientation. They interrupt the blur of everything into something—a horizon, a doorway, a room.
Francis Bacon wrote that memory without direction is indistinguishable from wandering. We do not remember freely; we remember through structures. We do not live in space; we live through place. Philosopher Kei Kreutler expands this insight: artificial memory—our rituals, stories, and technologies—is not a container for infinity. It is a deliberate break in its surface, a scaffolding that lets us navigate the unknown.

Like stars against the black, places puncture the undifferentiated vastness of space. They do not merely protect us from chaos; they make chaos legible. Before GPS, before modern maps, people made stars into stories and stories into guides. Giordano Bruno, working in the Hermetic tradition, saw constellations as talismans—anchoring points in a metaphysical sky. In India, astronomy and astrology were entwined, and the nakshatras—lunar mansions—offered symbolic footholds in the night’s uncertainties. These were not just beliefs. They were early technologies of place-making.
Without a place, you are not lost—you are not yet anywhere.
And so, to explore the Delta Quadrant—to explore anything—we must first give it a place to begin.
Not just a structure, but a home.
Not just shelter, but meaning.II. From Vastness to Meaning
To understand why we need homes in the Delta Quadrant, we must first understand what it means to be in any space at all. Not merely to pass through it, but to experience it, name it, shape it—to transform the ungraspable into something known, and eventually, something lived.
This section traces that transformation. It begins with space—untouched, undefined—and follows its conversion into place, where identity, memory, and meaning can take root. Along the way, we consider the roles of perception, language, and tools—not just as instruments of survival, but as the very mechanisms by which reality becomes navigable.
We begin where we always do: in the unmarked vastness.
What is Space?
Space surrounds us, yet refuses to meet our gaze. It is not a substance but a condition—timeless, uncaring, and full of potential. It offers no direction, holds no memory. Nothing in it insists on being noticed. Space simply waits.
Henri Lefebvre helps us make our first move toward legibility. He proposes that all space emerges through a triad: the representations of space—the conceptual abstractions of cartographers, economists, and urban planners; the spatial practices of everyday life—our habits of movement and arrangement; and representational spaces—the dreamlike, lived realities saturated with memory, symbol, and emotion. Yet in modernity, it is the first of these—abstract space—that dominates. Space is planned, capitalized, monetized. It becomes grid and zone, not story or sanctuary.
Still, even this mapped and monetized space is not truly empty. Doreen Massey reminds us that space is not inert. It is relational, always in flux, co-constituted by those who traverse it. Space may not hold memories, but it does hold tensions. A room shifts depending on who enters it. A street corner lives differently for each passerby. What appears static from orbit is endlessly alive on foot.
We might then say: space is not blank—it is waiting. It is the stage before the script, the forest before the trail, the soundscape before the melody. It is possibility without orientation.
And yet, we cannot live on possibility. To dwell requires more than openness. Something must be placed. Something must be remembered.
What is Place?
Place begins when space is interrupted—when the unformed becomes familiar, when pattern gathers, when time slows down enough to matter. Where space is potential, place is presence.
Yi-Fu Tuan called place “an ordered world of meaning.” This ordering is not merely logical—it is affective, mnemonic, embodied. Place is not only where something happens; it is where something sticks. The repeated use of a corner, the ritual return to a path, the naming of a room—all of these actions layer memory upon memory until a once-anonymous space becomes deeply, even invisibly, ours.
Edward Casey expands this view by proposing that place is not a passive container of identity, but a generator of it. Who we are emerges from where we are. The self is not constructed in a vacuum, but shaped by kitchens and classrooms, alleyways and attics. A place is a crucible for becoming.
And places are not necessarily large or fixed. Often they are forged in fragments—through a method of thought called parataxis, the act of placing things side by side without hierarchy or explanation. Plates, tables, menus—listed without commentary—already conjure a restaurant. North is the river, east is the village: already we are somewhere. This act of spatial poetry, what might be called topopoetics, allows us to construct coherence from adjacency. A place need not be explained to be felt.
Moreover, places are not isolated islands. They are defined as much by what they touch as by what they contain. A healthcare startup, for instance, is not merely a business plan or a piece of code—it is a bounded intersection of regulation, culture, user need, and infrastructural possibility. Its identity as a place emerges through tension, not through self-sufficiency.
To make a place, then, is to draw a boundary—not always of stone, but always of meaning. And once there is a boundary, there is the possibility of crossing it.
Exploration and Navigation
If place is what interrupts space, exploration is the means by which that interruption unfolds. We explore to understand, to locate, to claim. But we also explore to survive. In an unmarked world, movement without orientation is not freedom—it is drift.
The act of exploration is always mediated by tools—technologies, heuristics, protocols, even rituals. A tool transforms a space into something workable, sometimes by revealing it, sometimes by resisting it. The ax makes the forest navigable. The microscope transforms skin into data. A recipe, too, is a tool: it arranges the chaos of the kitchen into a legible field of options.
Skill determines the fidelity of this transformation. A novice with a saw sees wood; a carpenter sees potential. A goldsmith with pliers explores more in an inch of metal than a layman can in a bar of gold. Tools extend reach, but skill gives them resonance.
Rules of thumb emerge here as quietly powerful. They encode accumulated wisdom without demanding full explanation. A rule of thumb is a kind of portable place—a local memory that survives relocation. It allows someone to move meaningfully through new terrain without starting from nothing.
But perhaps the oldest, and most powerful, tool of place-making is language. To name something is to summon it into experience. A name makes the unspeakable speakable, the abstract navigable. Storytelling is not merely entertainment—it is cartography. Myth and memory alike help us place ourselves. Rituals, in this light, become recurring acts of alignment: a way to rhythmically convert time and action into a felt geography.
In early computer games like Zork, entire worlds were constructed out of pure language. “To the west is a locked door.” “To the north, a forest.” With no images at all, a mental geography emerged. Place formed from syntax. And in open-world games, which promise limitless exploration, boundaries remain—defined not by terrain, but by tools and capabilities. One may see a mountain, but until one has a grappling hook, the mountain is not truly in reach.
This is the double truth of exploration: it reveals, but also restricts. Every tool has affordances and blind spots. Every method of navigation makes some routes legible and others obscure.
And so, just as place makes meaning possible, it also makes power visible. When we explore, we choose where to go—but also where not to go. When we name, we choose what to name—and what to leave unnamed. With each act of orientation, something is excluded.
This is where the ethical tensions begin.
III. Violence, Power, Custodianship
The Violence of Exploration
To make a place is never a neutral act. It is always a form of imposition, a declaration that one configuration of the world will take precedence over another. Every boundary drawn reorders the field of possibility. In this sense, exploration—often romanticized as the pursuit of discovery—is inseparable from the logic of exclusion. The forest cleared for settlement, the land renamed by the cartographer, the dataset parsed by an algorithm: each gesture selects a future and discards alternatives. Place-making is not only constructive—it is also extractive.
Achille Mbembe’s concept of necropolitics offers a stark rendering of this dynamic. For Mbembe, the most fundamental expression of power is the authority to determine who may live and who must die—not just biologically, but spatially. A person denied a stable place—be it in legal terms, economic structures, or cultural recognition—is exposed to systemic vulnerability. They are rendered invisible, disposable, or subject to unending surveillance. In this framework, place becomes not a refuge but a rationed privilege, administered according to hierarchies of race, class, and citizenship. To be placeless is to be exposed to risk without recourse.
David Harvey arrives at a similar critique from a different angle. For Harvey, the production of space under capitalism is inherently uneven. Capital concentrates selectively, building infrastructure, institutions, and visibility in certain regions while leaving others disinvested, fragmented, or erased. Some places are made to flourish because they are profitable; others are sacrificed because they are not. Entire neighborhoods, cities, and ecosystems are subjected to cycles of speculative construction and abandonment. In this schema, place is commodified—not lived. It becomes a product shaped less by the needs of its inhabitants than by the imperatives of financial flows.
Who Gets to Make Place?
Even at smaller scales, the ethics of place-making hinge on who holds the authority to define what a place is and who belongs within it. The naming of a school, the zoning of a district, the design of a product interface—each involves not only inclusion, but exclusion; not only clarity, but control. The map that makes one community legible can make another invisible. Orientation, in this sense, is never free of consequence. It is always tethered to power.
If this is the cost of exploration, then the question we must ask is not simply whether to build places—but how, and for whom.
Those who create the tools through which places are made—architects, technologists, platform designers—wield a power that is both formative and silent. In shaping the conditions under which others navigate the world, they act as unseen cartographers. A navigation app determines which streets appear safe. A job platform defines whose labor is visible. A software protocol decides who is legible to the system. In each case, someone has already made a decision about what kind of world is possible.
This asymmetry between creator and user has led some to argue that ethical design requires more than usability—it requires an ethos of custodianship. The act of place-making must be informed not only by technical possibility, but by moral imagination. A well-designed place is not simply functional—it is inhabited, sustained, and responsive to the people who live within it.
Michel Foucault offers a vocabulary for this through his concept of heterotopias: places that operate under a different logic, outside the dominant spatial order. These may be institutional—cemeteries, prisons, libraries—or insurgent—subcultures, autonomous zones, speculative games. Heterotopias do not merely resist the prevailing map; they reveal that other maps are possible. They function as mirrors and distortions of the dominant world, reminding us that the spatial order is neither natural nor inevitable.
Yet even heterotopias cannot be engineered wholesale. They must be lived into being. This is the insight offered by Christopher Alexander and, more recently, Ron Wakkary in their explorations of unselfconscious design. Good places, they argue, are rarely planned top-down. Instead, they emerge from a slow dance between structure and improvisation. A fridge becomes a family bulletin board. A courtyard becomes a marketplace. A piece of software becomes an unanticipated ritual. In these cases, fit emerges not from specification but from accumulated use. Design, at its best, enables this evolution rather than constraining it.
To make a place, then, is not to finalize it. It is to initiate a relationship. The designer, the founder, the engineer—each acts as a temporary steward rather than a sovereign. The real test of their creation is not how complete it feels on launch day, but how it adapts to the people who enter it and make it their own. This is the quiet responsibility of custodianship: to create with humility, to listen after building, and to recognize that places do not succeed by force of vision alone. They succeed by making others feel, at last, that they belong.
IV. Fractal Place-Making
We often think of place-making as a singular act—a line drawn, a structure raised, a tool released. But in truth, places are rarely built in one gesture. They are shaped recursively, iteratively, across layers and scales. A place is not simply made once—it is continuously remade, revised, and reinhabited. If power animates the creation of place, then care animates its persistence.
The previous section examined how place-making implicates violence and authority. This one turns inward, offering tools to see place-making not as an external imposition, but as a continuous, generative practice—one we each participate in, often unconsciously. Places are not only geopolitical or architectural. They emerge in routines, in interfaces, in sentences, in rituals. They are as present in the layout of a city as in the arrangement of a desktop or the structure of a daily habit.
Place-making, in this light, becomes fractal.
Spaces All the Way Down
Every place, no matter how concrete or intentional, overlays a prior space. A home rests on a plot of land that once held other meanings. A software tool is coded atop prior protocols, abstractions, languages. A startup’s culture is built not from scratch, but from accumulated social assumptions, inherited metaphors, and the ghosts of previous institutions. No place begins in a vacuum. It begins by coalescing around an earlier ambiguity.
To say “it’s spaces all the way down” is not a paradox but a recognition: that all our structuring of the world rests on foundations that were once unstructured. And those, in turn, rest on others. Beneath every home is a history. Beneath every habit is a choice. Beneath every heuristic is an unspoken story of why something worked once, and perhaps still does.
This recursive layering reveals something crucial. Place is not just what we inhabit—it is what we build upon, often without seeing the full depth of what came before. When we set up a calendar system, when we define an onboarding process, when we reorganize a room or refactor code, we are engaging in acts of recursive place-making. These are not trivial gestures. They encode our assumptions about time, labor, clarity, worth. And in doing so, they scaffold the next set of moves. What feels natural is often just deeply buried infrastructure.
Traditions, Tools, and Temporal Sediments
Much of what makes a place stable over time is not its physicality but its rhythm. What repeats is remembered. What is remembered becomes legible. Over time, the sediment of repetition builds tradition—not as nostalgia, but as a living scaffolding.
Rules of thumb are examples of such traditions, compacted into portable epistemologies. They are not universal truths, but local condensations of experience: “Measure twice, cut once.” “If it’s not a hell yes, it’s a no.” “Always leave a version that works.” These are not mere slogans. They are the crystallization of hundreds of micro-failures, carried forward in language so that others may avoid or adapt. A rule of thumb is a place you can carry in your mind—a place where you briefly borrow the perspective of others, where their past becomes your foresight.
Ethnographic engineering—the practice of living among those you design for—extends this logic. It is not enough to ask what users want; one must become a user. To understand a kitchen, you must cook. To redesign a hospital intake form, you must sit beside a nurse at the end of a long shift. Inhabitance precedes insight. It is not empathy as abstraction, but as situated knowledge. This is why the mantra “get out of the building” matters. It invites designers to enter someone else’s place—and to temporarily surrender their own.
Even the way we recover from failure carries spatial weight. In systems design, crash-only thinking proposes that recovery should not be exceptional but routine. A system should not pretend to avoid breakdown—it should assume it, and handle it gracefully. This principle translates beyond code. Our identities, too, are shaped by rupture and repair. We are the residue of what survives collapse. To rebuild after a crash is to reassert a place for oneself in the world—to refuse exile, to restart with a new contour of legibility. The self is a recursive place, constantly reformed by continuity and failure.
Imagined Places, Real Consequences
Not all places are made of walls or workflows. Some are conjured in thought but anchor entire worlds in practice. These are imagined places—places held in common through language, ritual, and belief—and their effects are no less material for being constructed.
Benedict Anderson’s theory of imagined communities describes the nation as precisely such a place: a social structure that exists because enough people believe in its coherence. A country is not simply a set of borders—it is a shared imagination of belonging, reinforced by rituals as small as singing an anthem or using the same postal code. These rituals do not merely express the nation—they enact it. The community persists not because everyone knows each other, but because they believe in the same structure of place.
Gaston Bachelard, writing of intimate places, adds another layer. His Poetics of Space reveals how rooms, nests, and thresholds function not just architecturally, but symbolically. A staircase is not just a connector between floors—it is a memory channel. A drawer is not just storage—it is a metaphor for secrecy. Through repeated use and emotional investment, even the smallest corners of a home can become vast interior landscapes.
Designers who ignore this symbolic dimension risk creating tools that are frictionless but placeless. A well-designed app may guide a user efficiently, but if it lacks metaphor, texture, or resonance, it will not endure. By contrast, even ephemeral tools—when shaped with care—can become anchoring places. A text editor that respects rhythm. A ritualized way of closing the day. A naming convention that makes each project feel storied rather than serialized. These are small acts, but they echo. They accumulate. They become sediment.
Recursive place-making, then, is not about grandeur. It is about fidelity. It is about recognizing that every small act of shaping the world—every pattern set, every name given, every recovery ritualized—is part of a larger unfolding. Place is not a one-time gift. It is a continuous offering.
V. Homes at the Edge of the Known
Places don’t just emerge from space—they transform it. A well-made place doesn’t only make sense of what is; it makes new things possible. It reframes what we pay attention to, how we act, and who we become. Place is not the end of exploration—it is the start of imagination.
Each time we build a place, we alter the shape of the surrounding space. A room becomes a lab, a garage becomes a company, a notebook becomes a worldview. These shifts ripple outward. Identity follows structure. Tools reorganize desire. Suddenly what felt unreachable becomes thinkable. New directions appear.
This is why the Delta Quadrant matters. In Star Trek, it is the quadrant at the far edge of the map: unvisited, unaligned, untamed. But we all have our own Delta Quadrants—those domains where orientation fails. The new job. The new field. The social unknown. We don’t need to conquer these spaces. We need to inhabit them.
Building a home in the Delta Quadrant means giving shape to uncertainty. Not through control, but through commitment. Homes are not fortresses—they are launchpads. They anchor us without confining us. They give us somewhere to return to, so we can go further.
To build such homes is to design for possibility. It is to accept that the unknown will always outpace our frameworks, and to meet it not with fear, but with grounded generosity. Homes enable freedom not by removing constraints, but by embedding care in structure. They show us that discovery and dignity are not opposites—they are partners.
And yes, building these homes will be messy. There will be diplomacy with space jellyfish. There will be moral conundrums involving time loops and malfunctioning replicators. Someone will definitely rewire the main console so the espresso machine can detect tachyon emissions.
But we’ve seen worse. That’s the job.
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Dwarf Fortress, Emacs, & AI: The allure of generative complexity
There is a shared soul shard between Dwarf Fortress, Emacs, and AI that lured me to them and has kept me engaged for over a decade. For a long time, I struggled to articulate the connection, managing only to describe Dwarf Fortress as the Emacs of games. But this analogy, while compelling, doesn’t fully capture the deeper resonance these systems share. They are not merely complicated; they are complex—tools for creativity that reward immersion and exploration.

Zunzar Machi at Torna – Wikipedia Complicated, Complex, Dev.
To understand the allure, let’s revise the distinction between complicated and complex. Complicated systems, say a spinning-disk microscope, consist of interlocking parts (each with internal complications) that interact in predictable ways. They require technical expertise to master, but their behavior remains largely deterministic and I tire of them soon.
Complex systems, see Cynefin framework, exhibit emergent behavior. Their value/fun lies in the generative possibilities they unlock rather than the sum of their parts.
Dwarf Fortress, Emacs, and AI live on the froth of this complexity. None of these systems exist as ends in themselves. You don’t play Dwarf Fortress to achieve a high score (there isn’t one, you eventually lose). You don’t use Emacs simply to edit text, and you don’t build AI to arrange perceptrons in aesthetically pleasing patterns. These are platforms, altars for creation. Dev environments.
In Emergence We Trust
Like language with the rules of poetry, these environments are generative places enabling exploration of emergent spaces. Emergence, which manifests both in the software but also in you. There is always a point where you find yourself thinking, I didn’t expect I could do that. In Dwarf Fortress first you fight against tantrum spirals and then through mastery, against FPS death. Similarly, Emacs enables workflows that evolve over time, as users build custom functions and plugins to fit their unique needs. In AI, emergence arrives rather late but it’s there. Putting together datasets, training them, optimizing, starting over, are complicated but not complex per se. The complexity (and emergence) is in the capabilities of the trained network. Things infinitely tedious or difficult are a few matrix multiplications away.
This desire for emergence is spelunking. It rewards curiosity and experimentation but demands patience and resilience. Mastery begins with small victories: making beer in Dwarf Fortress, accessing help in Emacs, or implementing a 3-layer neural network. Each success expands your imagination. The desire to do more, to push the boundaries of what’s possible, becomes an endless rabbit hole—one that is as exhilarating as it is daunting.
Complexity as a Gateway to Creativity
The high complexity of these systems—their vast degrees of freedom—opens the door to infinite creativity. This very openness, however, can be intimidating. Confronted with the sprawling interface of Emacs, the arcane scripts of Dwarf Fortress, or the mathematical abstractions of AI, it’s tempting to retreat to the familiar. Yet this initial opacity is precisely what makes these systems so rewarding. Engaging with something that might blow up in your face—whether it’s drunk cats, a lisp error, or an exploding gradient—forces you to give up.
But just then you have an idea, what you tried this…
Awaken, H. ludens.

