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Feet on the Ground, Eyes on the Stars: The True Story of a Real Rocket Man with G.A. “Jim” Ogle

I listen to a lot of podcast episodes. The latest episode of the User Defenders podcast (which is very different from the usual fare) is one of my favourites—the life and times of a NASA engineer working on everything from Apollo to the space shuttle.

You know how they say it doesn’t take a rocket scientist? Well, my Dad is one. On a recent vacation to Florida to celebrate his 80th birthday, he spent nearly three hours telling me his compelling story.

Visions, Ventures, Escape Velocities: A Collection of Space Futures – Center for Science and the Imagination

A collection of short stories and essays speculating on humanity’s future in the solar system. The digital versions are free to download.

Design Principles

Collections of design principles that you can contribute to.

The aim of the site is to help us analyse what good Design Principles are. How Design Principles are created and measured. How they develop.

The world is not a desktop

This 1993 article by Mark Weiser is relevant to our world today.

Take intelligent agents. The idea, as near as I can tell, is that the ideal computer should be like a human being, only more obedient. Anything so insidiously appealing should immediately give pause. Why should a computer be anything like a human being? Are airplanes like birds, typewriters like pens, alphabets like mouths, cars like horses? Are human interactions so free of trouble, misunderstanding, and ambiguity that they represent a desirable computer interface goal? Further, it takes a lot of time and attention to build and maintain a smoothly running team of people, even a pair of people. A computer I need to talk to, give commands to, or have a relationship with (much less be intimate with), is a computer that is too much the center of attention.

Apollo 17 in Real-time

Relive the final trip to the moon with Geno and the crew of Apollo 17 …(real)timeshifted by 45 years.

Cognitive Overload - daverupert.com

From Scott McCloud to responsive design, Dave is pondering our assumptions about screen real estate:

As the amount of information increases, removing details reduces information density and thereby increasing comprehension.

It reminds me of Edward Tufte’s data-ink ratio.

Amber Wilson: What Am I Looking For?

If you’re looking for a Brighton-based junior developer, you should snap up Amber right now!

Silly hover effects and the future of web typography – Pixelambacht

These experiments with transitioning variable font styles on hover might be silly, but I can see the potential for some beautiful interaction design.

CSS usage on the web platform - Microsoft Edge Development

Top of the props.

CSS properties …props …top of the. Never mind.

This CSS usage data comes from a Bing-powered scan of 2,602,016.00 pages.

Accessible Links Re:visited | Filament Group, Inc., Boston, MA

Great advice on keeping your hyperlinks accessible.

The User Experience of Design Systems

When you start a redesign process for a company, it’s very easy to briefly look at all their products (apps, websites, newsletters, etc) and first of all make fun of how bad it all looks, and then design this one single design system for everything. However, once you start diving into why those decisions were made, they often reveal local knowledge that your design system doesn’t solve.

In this talk transcript, Rune Madsen enumerates the reasons for his informed scepticism towards design systems:

  1. The first concern, which is also the main argument of this talk, is that humans – especially designers and engineers – are obsessed with creating systems of order. This is not really driven by a demand from users, so they often tend to benefit the designer, not the user.
  2. My second concern relates to what I believe design systems is doing to our digital experience. We’ve always had trends in graphic design (Swiss design, Flat UI, etc), but I’m getting increasingly concerned that this broad adoption of design systems is creating a design monoculture that really narrows the idea of what digital products can be.
  3. My third concern is that with all this talk about design systems, there’s very little talk about the real problem in digital design, which is processes and tools. Designers love making design manuals, but any design system will completely and utterly fail if it doesn’t help people in the organization produce faster and better products.

SA Labs | Just a Developer

I like this distinction between coders and developers.

The Coder is characterized by his proficiency in a narrow range of chosen skills.

By contrast the Developer’s single greatest skill is in being an applied learner.

I’m definitely not a coder. Alas, by this criterion, I’m also not a developer (because I do not pick things up fast):

Quite simply the Developer has a knack for grokking new [languages|frameworks|platforms] and becoming proficient very quickly.

I prefer Charlie’s framing. It’s not about speed, it’s about priorities:

I’m not a “developer” in that I’m obsessed with code and frameworks. I’m a “developer” as in I develop the users experience for the better.

The Times | data viz catalogue

Data visualisations created for The Times, complete with code.

Tips for in-house teams in a free market software culture

A great in-depth report from Alice on creating, running, and most importantly, selling an in-house design system. This makes a great companion piece to her Patterns Day talk.

Where internal teams seem to go wrong is not appreciating that the thing they’re building is still a product and so it needs to compete with other products on the market.

Welcome to Interactive Fiction: You’re a Wizard-Sniffing Pig - Atlas Obscura

The fascinating history of interactive fiction from adventure game to hypertext.

The split between parsers and hyperlinks reminds me of different approaches to chatbots: free text entry vs. constrained input.

The search for another intelligence (Upsideclown)

A wonderful short story from Matt. I can see this one staying with me.

A11Y Style Guide

A library of accessible UI elements that you can use as a starting point, complete with HTML and CSS. Alas, no JavaScript, but there’s always Heydon’s inclusive components for that.

Another Lens - News Deeply x Airbnb.Design

Little interventions for designers in the form of questions designed to challenge assumptions. Kind of like Brian Eno’s oblique strategies.