A terrfic presentation from Matt Jones (with the best talk title ever). Pace layers, seamful design, solarpunk, and more.
We noticed a trend: students who pick a UI framework like Bootstrap or Material UI get off the ground quickly and make rapid progress in the first few days. But as time goes on, they get bogged down. The daylight grows between what they need, and what the component library provides. And they wind up spending so much time trying to bend the components into the right shape.
I remember one student spent a whole afternoon trying to modify the masthead from a CSS framework to support their navigation. In the end, they decided to scrap the third-party component, and they built an alternative themselves in 10 minutes.
This tracks with my experience. These kinds of frameworks don’t save time; they defer it.
The one situation where that works well, as Josh also points out, is prototyping.
If the goal is to quickly get something up and running, and you don’t need the UI to be 100% professional, I do think it can be a bit of a time-saver to quickly drop in a bunch of third-party components.
But a machine for writing isn’t the same as a machine that writes for you. A machine for viewing photos isn’t the same thing as a machine that travels in your stead. A machine for sketching isn’t the same thing as a machine that designs. I love doing these things and doing them more efficiently. But I have no desire to have them done for me. It’s a key distinction: Do not automate the work you are engaged in, only the materials.
Surveying the current practical and theoretical factors for and against space elevators (including partial elevators—skyhooks!).
Brian and Joschi are considering an interesting approach for their Material conference:
Maybe we should think about a “crop rotation” method for our event? One year in Iceland to help benefit the local community, then the following year move to Germany so it is easier for people to attend, then a third year of rest and change the format to a virtual or remote event. Then repeat on that three year cycle.
By using static wireframes and static layouts, by separating design and development, we are often limiting our ability to have that creative dialogue with the Web and its materials. We are limiting our potential for playful exploration and for creating surprising and novel solutions. And, most importantly, we are limiting our ability to make conscious, well-informed decisions going forward. By adding more and more layers of abstraction, we are breaking the feedback loop of the creative process.
I think this is quite beautiful—no need to view source; the style sheet is already in the document.
We have to stop confusing the excesses of capitalism with the hallmarks of quality. Sometimes Google aren’t better, they’re just more pervasive.
cough AMP cough
As part of the BBC’s ongoing series on deep time, Alexander Rose describes the research he’s been doing for the clock of the long now—materials, locations, ideas …all the pieces that have historically combined to allow artifacts to survive.
Chris ponders the motivations behind companies sharing their design systems publicly. Personally, I’ve always seen it as a nice way of sharing work and saying “here’s what worked for us” without necessarily saying that anyone else should use the same system.
That said, I think Chris makes a good poin here:
My parting advice is actually to the makers of public design systems: clearly identify who this design system is for and what they are able to do with it.
The forbidden symmetry of Penrose tiles and quasicrystals.
Charlotte’s opening talk at the Material conference was really excellent—a great narrative at the intersection of code and creativity.
Paul was at the Material conference in Iceland too, and we had some good chats. Here, he speaks his brains with Deep Thoughts prompted by the event.
I really get where he’s coming from when he says that “certain websites feel more ‘webby’ than others”, but it sure is tricky to nail down.
Fax machines, pop-up books, radioactive televisions, writing boxes, microfilm readers, nuclear bomb cores, cupholders, bidets, jet engines, index cards, wiffle balls, oil barrels, lightning rods, playing cards, air conditioning, hair dryers, wheelchair ramps, handbags, diving bells, slippers, laundry chutes, sewing machines, pockets, skee-ball, safety pins, chalkboards, tote bags, holograms, hearing aids, dollhouses, billboards, airports, flash drives, cardigans, beer cans, stethoscopes, text editors, mugs, wallpaper, towel dispensers, bumber stickers, staplers, microscopes, fingerless gloves, wire hangers, toast, and more.
I’ll be in my bunk.
Magnets: How Do They Work?
Magnetism might be the most romantic of all the topics in science to be metaphorically butchered by poets.
Another great video from Jen as part of her Layout Land series. This time she addresses the question of the overwhelming technology landscape for developers and where they should invest their time.
I’ve thought often of how our design and prototyping tools for the web are often not of the web. Tools like Photoshop and Sketch and Invision create approximations but need to walk the line between being a tool to build native apps and to build web apps. They do well in their ability to quickly validate designs but do little to validate technical approach.
A website is not a magazine, though it might have magazine-like articles. A website is not an application, although you might use it to purchase products or interact with other people. A website is not a database, although it might be driven by one.
Yeah. Fuck this. That’s creepy. Technically I opted into this feature because Google Maps asked “Google Maps would like to know your location, YES or NO?” Of course my answer was “YES” because, hey, it’s a fucking map. I didn’t realize I consented to having my information and location history stored indefinitely on Google’s servers.
I began all the work of disabling this “feature” but it seemed like a fruitless task. Also worth noting, Google Maps for iOS keeps Location History as well.
A run-down of digital preservation technologies for very, very long-term storage …in space.