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SXSW Interactive 2013

Harnessing the Power of Snark

Snark has a reputation for being the last solace of the bitter and cynical. Those who can't make, we think, snipe at those who can. Snarkers are just jealous. They're just adding negative energy to the world. They're petty and sad, and we'd all be better off focusing on the positive.
This is utter garbage. Negativity is necessary if you want to reach the top of your game. Snark is, after all, just pure and unadorned criticism, in a crunchy candy coating of humor.
Most of all, though, snark is a profoundly useful tool for creators -- it's a way to probe the works of others and assess their every flaw, which is key to understanding them. And it's only when you understand these flaws that you can apply their lessons to your own work.

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Takeaways

  1. Why does snark get such a bad rap?
  2. Is there more than one kind of snark?
  3. What kinds of targets are ideal for snarking on to improve my own work?
  4. Is there such a thing as too much snark?
  5. What should I do when I am myself the subject of snark?

Speakers

Organizer

Andrea Phillips, Writer & Game Designer, Deus Ex Machinatio

Meta Information:

  • Tags: writing, design
  • Event: Interactive
  • Format: Solo
  • Track: Art and Inspiration
  • Level: Intermediate
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