Map · XIII

A labyrinth with signs.

67b is a speculative journal, which means it can afford to be a little strange. But strange-on-purpose isn't the same as random. This page explains, for each room, what it's for and where it leads next. You can use it as an index, a defence, or just a floorplan.

  1. No. 01

    Vestibule

    Studio (/)

    The honest lobby. States outright that the studio is imagined and invites you in anyway. Every other room is reachable from here.

    For: An entry point that doesn't pretend to be anything else.

    Process · Notes · Open questions

  2. No. 02

    Long corridor

    Process

    If 67b ran real projects, this is the way they might go. It's a speculation about small-studio process, not a claim that this studio has one.

    For: A scenario: what might a careful type-and-print process look like?

    Work · Specimen drawer · Kerning clinic

  3. No. 03

    Display cabinet

    Work

    Imagined project briefs. Each entry is a speculative what-if — the idea of a book, a catalogue, a signage system. Read it as a brief, not a portfolio.

    For: Provocations in the shape of commissions.

    Process · Rejected briefs · Notes

  4. No. 04

    Reading room

    Notes

    Short essays about the craft. The most conventional pages on the site — just opinions, written out.

    For: Unhurried writing about typography and print culture.

    Process · Glossary of pretension · Open questions

  5. No. 05

    Workshop

    Playground

    Live typographic toys that run in the browser. Kinetic letter-spacing sliders, grid overlays, micro-experiments. Play and leave.

    For: Typography to move around in, rather than read.

    Kerning clinic · Specimen drawer · Playground

  6. No. 06

    Cabinet

    Specimen drawer

    Type specimens for non-existent or re-imagined typefaces. Each is a brief argument about what a typeface might want to be.

    For: Specimens as speculative design, not as font sales.

    Kerning clinic · Work · Playground

  7. No. 07

    Consulting room

    Kerning clinic

    Interactive pages where you nudge letter pairs. A gentle cure for the feeling that kerning is arbitrary — it isn't, quite.

    For: Learning by adjustment, not by reading.

    Specimen drawer · Playground · Process

  8. No. 08

    Rubbish bin (sorted)

    Rejected briefs

    Design briefs the imagined studio turned down, with reasons. An honest look at the trade's boundary conditions.

    For: Refusal as a design decision, not as moral performance.

    Work · Process · Glossary of pretension

  9. No. 10

    Fortune-teller's booth

    Aphorism generator

    Three word-banks, one button, nonsense on demand. The game reveals how little authority many design aphorisms need to persuade.

    For: A tool for noticing how aphorisms are built.

    Glossary of pretension · Notes · Playground

  10. No. 11

    Courtyard

    Open questions

    The five questions the studio would keep asking. They anchor every other page.

    For: Where we come back to breathe.

    Studio · Notes · Process

A note about the labyrinth

Some of the rooms are fanciful on purpose. The aphorism generator is meant to be transparent about how design-maxims are built; the glossary is a joke at our own expense first and the trade's second; the rejected briefs are a way to think about refusal as a designer's tool.

If any of them seems to drift from plain sense, it's usually because we're testing an idea by overstating it. The map is the safety rope: no matter how odd a room gets, you can come back here, find its purpose, and leave.