The field of front-end has yet to be defined, because our industry moves too quickly and the range of skills required seems to grow with every passing day. We need to realise that it is impossible to be an expert in every one of those skills, and that’s perfectly fine.
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 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.
Before reading this article, I didn’t understand regular expressions. But now, having read this article, I don’t understand regular expressions and I don’t understand linguistics. Progress!
Practical advice from Ire on localising web pages.
Language conjures the world into being.
Just type stuff.
A lot of “CSS is not real programming” arguments are a basic misunderstanding what CSS is there to achieve. If you want full control over and interface and strive for pixel perfection – don’t use it. If you want to build an interface for an inclusive and diverse web, CSS is a great tool.
Christian does a good job of describing the much-misunderstood declarative nature of CSS.
In any case, belittling people who write CSS and considering them not real developers is arrogant nonsense.
Some great ideas here about using metaphors when explaining technical topics.
I really like these four guidelines for good metaphors:
The perils of self-translation.
I’m often baffled by the number of people who seem to think that you can translate from one language to another simply by pulling the words of one language from a dictionary and plugging them into the syntax of the other. It just doesn’t work that way, friends.
Read to the end for a wonderfully delicious twist in the tale.
Some of these really tickle my fancy bone.
That’s the icing on the iceberg
You let the horse out of the cart
What planet are you living under?
That opens a whole other kettle of fish
The cat’s out of the barn
Patience comes to those who wait
That’s right up my cup of tea
Writing Hacks: The Adafruit Guide to Being Excellent to Each Other in Emails « Adafruit Industries – Makers, hackers, artists, designers and engineers!
Language is a technology. It’s a particularly strange one that’s made of squiggles and sounds and maps of meaning, but like any other technology, it’s hackable.
Good advice on reducing unintended stress via email.
Negativity bias is a tendency for negatives to have a greater effect than positives on our emotional state.
For email this can have radical effects: positive emails seem neutral, neutral emails seem negative, and even slightly negative emails can lead to actual, measurable pain.
Even with the best of intentions we can come off distant — or just plain mean.
The latest video from Patterns Day is up—Ellen’s superb philosophical presentation: Patterns in Language, Language in Patterns.
There’s so much packed into this one, it might take more than one viewing to take it all in.
Once again, we can learn from Christoper Alexander’s A Pattern Language when it comes to create digital design systems, especially this part (which reminds me of one of the panes you can view in Fractal’s default interface):
- Each pattern’s documentation is preceded with a list of other patterns that employ the upcoming pattern
- Each pattern’s documentation is followed by a list of other patterns that are required for this pattern
A transcript of the superb talk that Ellen delivered at Patterns Day. So good!
A great piece from Danielle on the different mental models needed for different languages. When someone describes a language—like CSS—as “broken”, it may well be that there’s a mismatch in mental models.
CSS isn’t a programming language. It’s a stylesheet language. We shouldn’t expect it to behave like a programming language. It has its own unique landscape and structures, ones that people with programming language mental maps might not expect.
I believe that this mismatch of expectation is what has led to the current explosion of CSS-in-JS solutions. Confronted with a language that seems arbitrary and illogical, and having spent little or no time exposed to the landscape, developers dismiss CSS as ‘broken’ and use systems that either sweep it under the rug, or attempt to force it into alignment with the landscape of a programming language — often sacrificing some of the most powerful features of CSS.
I’m currently reading The Sense of Style by Steven Pinker, and it resonates nicely with this article on the numbing effect of the bureaucratic style exemplified in phrases like “officer-involved shooting.”
Watching the cell phone videos of the assault has, for most people, the immediate effect of provoking outrage and awakening a desire for justice. The purpose of bureaucratic speech is to dull these responses. It suggests your outrage is not worth it, that it’s fine to go back to what you were doing, that it’s best to move along and mind your own business.
The Internet Archive is now hosting early Macintosh software emulated right in your browser. That means you can play Adventure: the source of subsequent text adventures, natural language parsing, and chatbots.
Colossal Cave Adventure (also known as ADVENT, Colossal Cave, or Adventure) is a text adventure game, developed originally in 1976, by Will Crowther for the PDP-10 mainframe. The game was expanded upon in 1977, with help from Don Woods, and other programmers created variations on the game and ports to other systems in the following years.
In the game, the player controls a character through simple text commands to explore a cave rumored to be filled with wealth.
Flags are not languages – A blog about designing global user experiences: beyond language, location & culture.
It’s a bit finger-pointy but this blog should be useful for anyone working on internationalisation.
This blog has two general aims: to show the fundamental flaws in using flags to represent languages and how to create good experiences when dealing with multilingual and multi-regional content.