Ridiculously cute and fun—all in the browser.
Myself and Stuart had a chat with Brian about browser engine diversity.
Here’s the audio file if you’d like to huffduff it.
Some great practical examples of progressive enhancement on one website:
- using grid layout in CSS,
- using the
pictureelement to provide
webpimages in HTML.
All of those enhancements work great in modern browsers, but the underlying functionality is still available to a browser like Opera Mini on a feature phone.
Naomi Kritzer published a short story five years ago called So Much Cooking about a food blogger in lockdown during a pandemic. Prescient.
I left a lot of the details about the disease vague in the story, because what I wanted to talk about was not the science but the individuals struggling to get by as this crisis raged around them. There’s a common assumption that if the shit ever truly hit the fan, people would turn on one another like sharks turning on a wounded shark. In fact, the opposite usually happens: humans in disasters form tight community bonds, help their neighbors, offer what they can to the community.
This is a terrific spot-on piece by Rachel. I firmly believe that healthy competition and diversity in the browser market is vital for the health of the web (which is why I’m always saddened and frustrated to hear web developers wish for a single monocultural rendering engine).
A great long-term perspective from Rachel on the pace of change in standards getting shipped in browsers:
The pace that things are shipping, and at which bugs are fixed is like nothing we have seen before. I know from sitting around a table with representatives from each browser vendor at the CSS Working Group how important interop is. No-one wants features to be implemented differently in browsers. This is what we were asking for with WaSP, and despite the new complexity of the platform, browsers rendering standard features in different ways is becoming increasingly rare. Bugs happen, sometimes in the browser and sometimes in the spec, but there is a commitment to avoid these and to create a stable platform we can all rely on. It is exciting to be part of it.
Here’s an intriguing proposal that would allow web apps to indicate activity in an icon (like an unread count) in the same way that native apps can.
This is an interesting one because, in this case, it’s not just browsers that would have to implement it, but operating systems as well.
Robin Sloan smushes the video game Fortnite Battle Royale together with Liu Cixin’s Three Body Problem trilogy and produces a perfect example of game theory, cooperation, and the prisoner’s dilemma.
Based on my experiments in the laboratory of Fortnite, I think Liu Cixin is wrong. Or at least, he’s not entirely right. Fortnite is more Dark Forest theory than not, and maybe that’s true of the universe, too. But sometimes, we have a lever against the vise of game theory, and in this case, it is a single bit of communication. I mean “bit” in the programmer’s sense: a flag with a designated meaning. Nothing more. My heart emote didn’t make Fortnite cuddly and collaborative, but it did allow me to communicate: “Hold up. Let’s do this a different way.”
An interesting piece by Jessica Kerr that draws lessons from the histories of art and science and applies them to software development.
This was an interesting point about the cognitive load of getting your head around an existing system compared to creating your own:
And just because I’ve spent most of last year thinking about how to effectively communicate—in book form—relatively complex ideas clearly and simply, this part really stood out for me:
When you do have a decent mental model of a system, sharing that with others is hard. You don’t know how much you know.
Advice on building design systems:
- If you can avoid being ambiguous, please do.
- Favor common understanding over dictionary correctness.
- Make great operations a priority.
- Don’t get trapped in defining things instead of explaining things.
One of the things we’d hoped to enable via Web Components was a return to ctrl-r web development. At some level of complexity and scale we all need tools to help cope with code size, application structure, and more. But the tender, loving maintainance of babel and webpack and NPM configurations that represents a huge part of “front end development” today seems…punitive. None of this should be necessary when developing one (or a few) components and composing things shouldn’t be this hard. The sophistication of the tools needs to get back to being proportional with the complexity of the problem at hand.
I completely agree with Alex here. But that’s also why I was surprised and disheartened when I linked to Monica’s excellent introduction to web components that a package manager seemed to be a minimum requirement.
Make Twitter Great Again:
Fix Twitter is a browser extension to always show “replying to” in replies and threads along with an option to restore the old-school @-mentions.
Such a great primer on game theory—well worth half an hour of your time.
Austin Kleon expands on Brian Eno’s neologism “scenius”:
Genius is an egosystem, scenius is an ecosystem.
Interesting ideas around front-end frameworks:
The common view is that frameworks make it easier to manage the complexity of your code: the framework abstracts away all the fussy implementation details with techniques like virtual DOM diffing. But that’s not really true. At best, frameworks move the complexity around, away from code that you had to write and into code you didn’t.
Instead, the reason that ideas like React are so wildly and deservedly successful is that they make it easier to manage the complexity of your concepts. Frameworks are primarily a tool for structuring your thoughts, not your code.
Under the hood it’s the same Blink engine that power’s the regular Opera browser (and Chrome) but I really like the interface on this experiment. It’s described as being a “concept browser”, much like a “concept car”, which is a nice way of framing experiments like this. More concept browsers please!
As always with sci-fi interfaces, the important part is telling the story, not realism or accuracy. Personally, I liked the way that the World War II trappings of Rogue One extended to communications and networking technologies.