I count at least three clever CSS techniques I didn’t know about.
Over the past few years, I’ve given quite a few workshops and talks on evaluating technology. This methodical approach to evaluation and prioritisation from Trys is right up my alley!
In any development project, there is a point at which one must decide on the tech stack. For some, that may feel like a foregone conclusion, dictated by team appetite and experience.
Even if the decision seems obvious, it’s always worth sense-checking your thought process. Along with experience and gut-feelings, we also have blind-spots and biases.
I feel like there’s a connection here to having good design principles—the kind that explicitly value one facet over another.
A ludicrously useful grab-bag of prioritisation techniques from Chris—so, so handy for workshops and sprint planning.
I’ve come to accept that our current approach to remedy poor performance largely consists of engineering techniques that stem from the ill effects of our business, product management, and engineering practices. We’re good at applying tourniquets, but not so good at sewing up deep wounds.
It’s becoming increasingly clear that web performance isn’t solely an engineering problem, but a problem of people.
CSS Grid is easy to use but difficult to learn. It’s a more intuitive paradigm than any other CSS layout technique, but it’s completely different from its predecessors.
Some great advice here on how to approach CSS grid:
- Use names, not numbers
- Use fr as your flexible unit
- Don’t use a grid system
Tim explains why that neat trick of making a really big JPEG with quality set to 0% is no longer necessary, and how the savings you make in bandwidth with that technique are nullified by the expense of the memory footprint needed.
I really like this “evil” design exercise that Jared has documented on Ev’s blog.
I broke them up into small groups of three, spreading each role across separate groups. I then asked each person to grab a sheet of paper and make their own list of ways they imagined the product’s user experience could be made worse.
I can relate to what Rachel describes here—I really like using my own website as a playground to try out new technologies. That’s half the fun of the indie web.
I had already decided to bring my content back home in 2017, but I’d also like to think about this idea of using my own site to better demonstrate and play with the new technologies I write about.
Vitaly calls them dirty tricks but this is a handy collection of front-end development techniques. They’re not really dirty …just slightly soiled.
When another company achieves success, there’s a lot of pressure to investigate what they did right and apply that to our own organizations.
But we still have a chance. As long as we run brave organizations made up of even braver souls who are willing to embrace expression, trust their intuition and experiences, and stand up when everyone else is sitting down, we will survive.
Some thoughts on progressive enhancement, although I disagree with the characterisation of progressive enhancement as being the opposite choice to making “something flashy that pushes the web to it’s limits”—it’s entirely possible to make the flashiest, limit-pushing sites using progressive enhancement. After all…
it’s much more a mindset than a particular development technique.
A really good introduction to front-end performance techniques. Most of this was already on my radar, but I still picked up a handy tip or two (particularly about DNS prefetching).
At this stage it should go without saying that you should be keeping up with this kind of thing: performance is really, really, really important.
A lovely bit of hypertext.
It might seem like an obvious point, but what Tim is talking about here happens over and over again: a technique is dismissed based on bad implementation.
Here’s a geek advent calendar I missed. There are some great CSS techniques here.
Some good ideas for formatting tabular data for small screens.
A nice round-up of responsive design techniques, with a particular focus on content first.
Some nice drop-shadow effects. Generated content is the key.
I'll take any excuse to watch the opening of Touch of Evil — I don't think it'll ever be topped.