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Tuesday, May 21st, 2019

Can “Indie” Social Media Save Us? | The New Yorker

This is a really great, balanced profile of the Indie Web movement. There’s thoughtful criticism alongside some well-deserved praise:

If we itemize the woes currently afflicting the major platforms, there’s a strong case to be made that the IndieWeb avoids them. When social-media servers aren’t controlled by a small number of massive public companies, the incentive to exploit users diminishes. The homegrown, community-oriented feel of the IndieWeb is superior to the vibe of anxious narcissism that’s degrading existing services.

Take Back Your Web - Tantek Çelik on Vimeo

Tantek’s barnstorming closing talk from Beyond Tellerrand. This is well worth 30 minutes of your time.

Own your domain. Own your content. Own your social connections. Own your reading experience. IndieWeb services, tools, and standards enable you to take back your web.

Wednesday, April 10th, 2019

Improving accessibility with accessibility acceptance criteria — Paul Hayes

Wouldn’t it be great if every component in your design system had accessibility acceptance criteria? Paul has some good advice for putting those together:

  • Start with accessibility needs
  • Don’t be too generic
  • Don’t define the solution
  • Iterate criteria

Tuesday, April 9th, 2019

Public Sans

A free and open source neutral sans-serif typeface, released as part of version two of the design system for the US federal government.

Monday, April 8th, 2019

User interfaces: hiding stuff should be a last resort by Adam Silver

When we hide content, there’s a greater risk the user won’t see it. There’s a higher reliance on digital literacy and it’s generally more labour intensive for the user.

Worse still, sometimes we kill off essential content.

Sunday, April 7th, 2019

Drag’n’drop revisited

I got a message from a screen-reader user of The Session recently, letting me know of a problem they were having. I love getting any kind of feedback around accessibility, so this was like gold dust to me.

They pointed out that the drag’n’drop interface for rearranging the order of tunes in a set was inaccessible.

Drag and drop

Of course! I slapped my forehead. How could I have missed this?

It had been a while since I had implemented that functionality, so before even looking at the existing code, I started to think about how I could improve the situation. Maybe I could capture keystroke events from the arrow keys and announce changes via ARIA values? That sounded a bit heavy-handed though: mess with people’s native keyboard functionality at your peril.

Then I looked at the code. That was when I realised that the fix was going to be much, much easier than I thought.

I documented my process of adding the drag’n’drop functionality back in 2016. Past me had his progressive enhancement hat on:

One of the interfaces needed for this feature was a form to re-order items in a list. So I thought to myself, “what’s the simplest technology to enable this functionality?” I came up with a series of select elements within a form.

Reordering

The problem was in my feature detection:

There’s a little bit of mustard-cutting going on: does the dragula object exist, and does the browser understand querySelector? If so, the select elements are hidden and the drag’n’drop is enabled.

The logic was fine, but the execution was flawed. I was being lazy and hiding the select elements with display: none. That hides them visually, but it also hides them from screen readers. I swapped out that style declaration for one that visually hides the elements, but keeps them accessible and focusable.

It was a very quick fix. I had the odd sensation of wanting to thank Past Me for making things easy for Present Me. But I don’t want to talk about time travel because if we start talking about it then we’re going to be here all day talking about it, making diagrams with straws.

I pushed the fix, told the screen-reader user who originally contacted me, and got a reply back saying that everything was working great now. Success!

Saturday, April 6th, 2019

Accessibility for Vestibular Disorders: How My Temporary Disability Changed My Perspective · An A List Apart Article

This is a fascinating insight into what it’s like to use the web if you’ve got vertigo (which is way more common than you might think):

Really, there are no words to describe just how bad a simple parallax effect, scrolljacking, or even background-attachment: fixed would make me feel. I would rather jump on one of those 20-G centrifuges astronauts use than look at a website with parallax scrolling.

Every time I encountered it, I would put the bucket beside me to good use and be forced to lie in bed for hours as I felt the room spinning around me, and no meds could get me out of it. It was THAT bad.

Thursday, April 4th, 2019

A progressive disclosure component - Andy Bell

This is a really nice write-up of creating an accessible progressive disclosure widget (a show/hide toggle).

Where it gets really interesting is when Andy shows how it could all be encapsulated into a web component with a progressive enhancement mindset

Wednesday, March 13th, 2019

Unpoly: Unobtrusive JavaScript framework

This looks like it could be an interesting library of interface patterns.

Saturday, March 9th, 2019

Handing back control

An Event Apart Seattle was most excellent. This year, the AEA team are trying something different and making each event three days long. That’s a lot of mindblowing content!

What always fascinates me at events like these is the way that some themes seem to emerge, without any prior collusion between the speakers. This time, I felt that there was a strong thread of giving control directly to users:

Sarah and Margot both touched on this when talking about authenticity in brand messaging.

Margot described this in terms of vulnerability for the brand, but the kind of vulnerability that leads to trust.

Sarah talked about it in terms of respect—respecting the privacy of users, and respecting the way that they want to use your services. Call it compassion, call it empathy, or call it just good business sense, but providing these kind of controls in an interface is an excellent long-term strategy.

In Val’s animation talk, she did a deep dive into prefers-reduced-motion, a media query that deliberately hands control back to the user.

Even in a CSS-heavy talk like Jen’s, she took the time to explain why starting with meaningful markup is so important—it’s because you can’t control how the user will access your content. They may use tools like reader modes, or Pocket, or have web pages read aloud to them. The user has the final say, and rightly so.

In his CSS talk, Eric reminded us that a style sheet is a list of strong suggestions, not instructions.

Beth’s talk was probably the most explicit on the theme of returning control to users. She drew on examples from beyond the world of the web—from architecture, urban planning, and more—to show that the most successful systems are not imposed from the top down, but involve everyone, especially those most marginalised.

And even in my own talk on service workers, I raved about the design pattern of allowing users to save pages offline to read later. Instead of trying to guess what the user wants, give them the means to take control.

I was really encouraged to see this theme emerge. Mind you, when I look at the reality of most web products, it’s easy to get discouraged. Far from providing their users with controls over their own content, Instagram won’t even let their customers have a chronological feed. And Matt recently wrote about how both Twitter and Quora are heading further and further away from giving control to their users in his piece called Optimizing for outrage.

Still, I came away from An Event Apart Seattle with a renewed determination to do my part in giving people more control over the products and services we design and develop.

I spent the first two days of the conference trying to liveblog as much as I could. I find it really focuses my attention, although it’s also quite knackering. I didn’t do too badly; I managed to write cover eleven of the talks (out of the conference’s total of seventeen):

  1. Slow Design for an Anxious World by Jeffrey Zeldman
  2. Designing for Trust in an Uncertain World by Margot Bloomstein
  3. Designing for Personalities by Sarah Parmenter
  4. Generation Style by Eric Meyer
  5. Making Things Better: Redefining the Technical Possibilities of CSS by Rachel Andrew
  6. Designing Intrinsic Layouts by Jen Simmons
  7. How to Think Like a Front-End Developer by Chris Coyier
  8. From Ideation to Iteration: Design Thinking for Work and for Life by Una Kravets
  9. Move Fast and Don’t Break Things by Scott Jehl
  10. Mobile Planet by Luke Wroblewski
  11. Unsolved Problems by Beth Dean

Thursday, March 7th, 2019

Optimizing for outrage – A Whole Lotta Nothing

I have no doubt that showing just the top outrageous tweets leads to more engagement. If you’re constantly hitting people with outlandish news stories they’ll open the app more often and interact and post about what they think so the cycle continues.

Wednesday, March 6th, 2019

Unsolved Problems by Beth Dean

An Event Apart in Seattle continues. It’s the afternoon of day two and Beth Dean is here to give a talk called Unsolved Problems:

Technology products are being adapted faster than ever. We’ve spent a lot of time adopting new technology, but not as much time considering the social impact of doing so. This talk looks at large scale system design in the offline world, and takes lessons from them to our online work. You’ll learn how to expand your design approach from self-contained products, to considering the broader systems in which they exist.

Fun fact: An Event Apart was the first conference that Beth attended over ten years ago.

Who recognises this guy on screen? It’s Robert Stack, the creepy host of Unsolved Mysteries. It was kind of like the X-Files. The X-Files taught Beth to be a sceptic. Imagine Beth’s surprise when her job at Facebook led her to actual conspiracies. It’s been a hard year, what with Cambridge Analytica and all.

Beth’s team is focused on how people experience ads, while the whole rest of the company is focused on ads from the opposite end. She’s the Fox Mulder of the company.

Technology today has incredible reach. In recent years, we’ve seen 1:1 harm. That’s when a product negatively effects someone directly. In their book, Eric and Sara point out that Facebook is often the first company to solve these problems.

1:many harm is another use of technology. Designing in isolation isn’t new to tech. We’ve seen 1:many harm in urban planning. Brasilia is a beautiful city that nobody wants to live in. You need messy, mixed-use spaces, not a space designed for cars. Niemeier planned for efficiency, not reality.

Eichler buildings were supposed to be egalitarian. But everything that makes these single-story homes great places to live also makes them great targets for criminals. Isolation by intentional design leads to a less safe place to live.

One of Frank Gehry’s buildings turned into a deathtrap when it was covered with snow. And in summer, the reflective material makes it impossible to sit on side of it. His Facebook office building has some “interesting” restroom allocation, which was planned last.

Ohio had a deer overpopulation problem. So the solution they settled on was to introduce coyotes. Now there’s a coyote problem. When coyotes breed with stray dogs, they start to get aggressive and they hunt in packs. This is the cobra effect: when the solution to your problem makes the problem worse. The British government offered a bounty for cobras in India. So people bred snakes for the bounty. So they got rid of the bounty …and then all those snakes were released into the wild.

So-called “ride sharing” apps are about getting one person from point A to point B. They’re not about making getting around easier in general.

Google traffic directions don’t factor in the effect of Google giving everyone the same traffic directions.

AirBnB drives up rent …even though it started out as a way to help people who couldn’t make rent. Sounds like cobra farming.

Automating Inequality by Virgina Eubanks is an excellent book about being dropped by health insurance. An algorithm did it. By taking broken systems and automating them, we accelerate disenfranchisement.

Then there’s Facebook. Psychological warfare is not new. Radio and television have influenced elections long before the internet. Politicians changed their language to fit the medium of radio.

The internet has removed all friction that helps us behave cooperatively. Removing friction was once our goal, but it turns out that friction is sometimes useful. The internet has turned into an outrage machine.

Solving problems in the isolation of our own products ignores the broader context of society.

The Waze map reflects cities as they are, not the way someone wishes them to be.

—Noam Bardin, CEO of Waze

From bulletin boards to today’s web, the internet has always been toxic because human nature is toxic. Maybe that’s the bigger problem to solve.

We can look to other industries…

Ideo redesigned the hospital experience. People were introduced to their entire care staff on their first visit. Sloan Kettering took a similar approach. Artwork serves as wayfinding. Every room has its own bathroom. A Chicago hostpital included gardens because it improves recovery.

These hospital examples all:

  • Designed for an intended outcome.
  • Met people where they were.
  • Strengthened existing support networks.

We’ve seen some bad examples from urban planning, but there are success stories too.

A person on a $30 bicycle is as important as someone in a $30,000 car, said Enrique Peñalosa.

Copenhagen once faced awful traffic congestion. Now people cycle everywhere. It’s the fastest way to get around. The city is designed for bicycles first. People rode more when it felt safer. It’s no coincidence that Copenhagen ranks as one of the most livable cities in the world.

Scandinavian prisons use a concept called restorative justice. The staff plays badminton with the inmates. They cook together. Treat people like dirt and they will act like dirt. Treat people like people and they will act like people. Recividism rates in Norway are now way low.

  • Design for dignity and cooperation.
  • Solve for everyone in a system.
  • Policy should reflect intended outcomes.

The deHavilland Comet was made of metal. After a few blew apart at the seams, they switched from rivetted material. Airlines today develop a culture of crew resource management that encourages people to speak up.

  • Plan for every point of failure.
  • Empower everyone on a team to solve problems.
  • Adapt.

What can we do?

  • Policies affect design. We need to work more closely with policy makers.
  • Question access. Are all opinions equal? Where are computers making decisions that should involve people.
  • Forget neutrality. Technology is not neutral. Neutrality allows us to abdicate responsibility.
  • Stay a litte bit paranoid. Think about what the worst case scenario might be.

Make people better curators. How might we allow people to assess the veracity of information for themselves? What if we gave people better tools to affect their overall experience, not just small customisations?

We can use what we know about people to bring out their best behaviours. We can empower people to take action instead of just outrage.

What if we designed for the good of the community instead of the success of individuals. Like the Vauban in Freiburg! It was squatted, and the city gave control to the squatters to create an eco neighbourhood with affordable housing.

We need to think about what kind of worlds we want to create. What if we made the web less like a mall and more like a public park?

These are hard problems. But we solve hard technology problems every day. We could be the first generation of builders to solve technology’s hard problems.

Tuesday, March 5th, 2019

Mobile Planet by Luke Wroblewski

It’s the afternoon of day two of An Event Apart in Seattle. The mighty green one, Luke Wroblewski, is here to deliver a talk called Mobile Planet:

With 3.5 billion active smartphones on Earth, we’re now faced with the challenges and opportunities of designing planet-scale software. Through a data-informed, big-picture walk-through of our mobile planet, Luke will dig into how people use computing devices today and how the design of our products needs to adapt to this reality. He’ll cover key issues like app on-boarding and performance in enough detail to give you clear ways to improve first time and subsequent use of your mobile apps and sites.

Luke has been working on figuring out hardware and software for years. He looks at a lot of data. The more we understand how people use technology in their daily lives, the better we can design for them.

Earth is the third planet from the sun, and the only place that we know of that harbours life. Our population is at about 7.7 billion people. There are about 5.6 billion people in our addressable market (people over 14 years old). There are already 5 billion mobile subscribers in there. That’s interesting, but which of those devices are modern smartphones? There are about 3.6 billion active smartphones. Compare that to about 1.3 billion active personal computers—the vast majority of them Windows devices (about 1.2 billion). Over the next four or five years, we’ll have about 5 billion smartphone users and a global population of 8 billion.

The point is that we can reach a significant proportion of the human species. The diversity of our species makes it challenging to design for everyone.

Let’s take a closer look at these 3.6 billion active smartphones. About 25% of them are iOS devices. 75% of them are Android. Bear in mind that these are active devices—what’s actually being used. That’s different to shipping devices. Apple ships 15% of smartphone, and Android ships 85%, but the iOS devices tend to have longer lifespans (around 2 years for Android; around 4 years for iOS).

The UK has 82% smartphone penetration. Compare that to India, where it’s 27%. There’s room to grow.

Everywhere you look, the growth of these devices has led to a shift of digital things overtaking analogue. Shopping, advertising, music, you name it. We’ve seen enough of these transitions happen, that we should be prepared for it.

So there are lots of smartphones, with basically two major operating systems. But how are people using these devices?

In the US, adults spend about 2.3 - 3.5 hours per day on their mobile devices. Let’s call it an even 3 hours. That’s a lot of time. Where does that time come from? Interestingly, as time spent on mobile devices has surged, time spent on other media has only slowly declined. So mobile is additive. It’s contributing to more time spent on the internet rather than taking it away from existing screen time.

Next question: what the hell are people doing during those 3 hours per day on smartphones? Native apps get about 169 minutes of time compared to only 11 minutes on the web. There are about 2 million native apps on Apple, and about 2 million native apps on Android. But although people have a lot of apps, people only use about half them. Remember folks, downloads does not equal usage. Most apps don’t make it past the first opening. Only a third make it past being opened ten times.

Because people spend so much time and energy on these apps, and given the abysmal abandonment, people start freaking out about “engagement.” So what do they reach for? Push notifications. Either that or onboarding.

Push notifications. The worst. I mean, they do succeed in getting your attention: push notifications do increase the amount of time spent in your app …but there’s a human cost.

Let’s look at app onboarding. Take Flickr, for example. It walks through some of the features and benefits of the service. But it doesn’t actually help you much. It’s a list of marketing slogans. So why do people reach for onboarding?

If you just drop people into an interface and talk to them about it, they’ll say things like “I don’t know what to do. I’m lost.” The Intuit team heard this from people using their app. They reached for onboarding to solve the problem. They created guided tutorials and intro tours. Turns out that nobody would read these screens and everyone would try to skip them. What the hell, people!?

So they try in-context help, with a cute cartoon robot to explain the features. Or they scribble Einstein’s equations over the interface. Test this. People respond with “Please make it stop.”

They decided to try something simpler: one tip that calls out a good first step. That worked.

Vevo used to have an intro tour. Most people were swiping through without reading. They experimented with not running the tour. They got a 10% increase in log-ins and a 6% increase in sign-ups.

Vevo got rid of their tour, but left the sign-in/registration step. You can’t remove that, right?

Well, Hotel Tonight experimented with not doing registration. Signing up was confusing people—it’s Hotels Tonight, not Accounts Today. When they got rid of accounts, they saw a 15% increase in conversions.

Ruthlessly edit.

Google Photos used to have an in-depth on-boarding experience. First they got rid of the animation. Then the start-up screen. Then the animated tutorial. Each time they removed something, conversion went up. All that was left from the original onboarding was a half screen with one option to turn on auto-backup.

Get to your product value as fast as possible. Of course that requires you to know what your core value is. And that’s not easy to figure out.

Google Maps went through a similar reduction, removing intro screens and explanations. Now they just drop you into the map.

It’s not “get rid of everything”. It’s “get rid of everything that gets in the way of the core user action.”

Going back to the Intuit example, that’s exactly what they did in the end. That one initial tip was for the core action.

But it’s worth discussing how to present this kind of thing. If you have to overlay a tooltip for an important UI feature, maybe that UI feature should have a clearer affordance. People treat overlays as annoyances. People ignore or dismiss overlays when they’re focused on a task. It’s like an instinct to get rid of them. So if you put something useful or valuable there, it’s gone.

The core part of your application should feel like the core part of your application. It’s tough because stakeholders want to make things “pop.” We throw contrast, colour, and animation at things. But when something sticks out from the UI, people ignore it. Integrate the core action into the product UI. When elements feel foreign to a product UI, they are at best ignored, or at worst dismissed.

These is why cohesive design matters. It’s not about consistency. It’s about feeling integrated. In many cases, consistency can be counter-productive.

Some principles for successful onboarding:

  1. Get to to the product value as fast as possible. Grubhub needs your address. Pinterest needs your interests.
  2. Get rid of everything that doesn’t lead to that product value. Ruthlessly edit. Remove all friction that distracts the user from experiencing product value.
  3. Don’t be afraid to educate contextually. But do so with integrated UI.

Luke talked a lot about what’s happening in mobile apps, and mentioned that the mobile web only gets 11 minutes to the native’s 169. But let’s dive into this, because people sometimes think that a “mobile strategy” comes down to picking between these two. 50% of those 169 minutes are spent in your most used app (Facebook). 78% of the time is spent in the top 5 apps. Now the mobile web doesn’t look so bad. It turns out you can get people to a mobile web experience much, much faster than to a native one. The audience size is much, much, much higher on the web (although people will do more in a dedicated native app). So strategically both are useful—the web can attract people to native.

Back to our planet, and those 3 hours of usage on smartphones every day. People unlock their phones around 80 times a day. The average time people sleep is about 8 hours. So for every 12 waking minutes, you’re unlocking your phone. Given this frequency, it’s unsurprising that most sessions are very short—most under 30 seconds.

Given that, if things are slow, you’re going to really, really, really hate it. Waiting for slow pages to load is what really pisses people off.

The cognitive load and stress of waiting for slow pages is worse than waiting in line in a store, or watching a horror movie. That’s an industry that’s all about stressing people out by design! But experiencing mobile delays is more stressful! Probably because people aren’t watching horror movies every 12 minutes.

Because mobile delays are such a big deal, many mobile apps reach for loading spinners. But Luke saw that adding a spinner to his product increased complaints of slow loading times. Of course! The spinner is explicitly telling people, “Hey, we’re slow.”

So the switched to skeleton screens. This should feel like something is always happening. Focus on the progress, not the progress indicator. Occupied time feels shorter than unoccupied time.

A lot of people have implemented skeleton screen, but without the progressive loading. Swapping out a skeleton screen to a completely different UI all at once doesn’t help. The skeleton screens should represent the real content.

This is a lot of work; figuring how to prioritise what to load first. Luke isn’t talking about the techical side here, but the user’s experience. Investing in getting this right makes a lot of sense.

Let’s look a little closer at this number: people interacting with their phones 80 times a day. The average user touches the device 2,617 times a day. A power user touches the device over 5,000 times a day. Most touches are within one app.

90% of the touches are dealing with one thumb. Young people tend to operate with one hand. For older people, it’s more like 60%.

This is why your interface targets need to work for the thumb.

On phones, 90% of the time you’re dealing with portrait mode. Things at the top of the screen on larger devices are hard to reach. Core actions gravitate to the bottom of the screen.

Opera Touch is a new browser designed specifically for one-handed use. The Palm Pre’s WebOS was also about one-hand usage. Now that’s how iOS and Android work: swiping up from the bottom.

So mobile usage is:

  • One-handed/thumb.
  • In portrait mode on large screens.
  • Design accordingly.

What’s next? What do we need to be aware of so we don’t get caught with our pants down?

We can use the product lifecycle chart to figure this out. There’s an emergent phase, then a growth phase, then consolidation in a mature market, and then that gets disrupted and becomes a declining market.

  • Mobile devices—hand computers—are in a mature consolidated market.
  • Desktop and laptop computers are in a declining market.
  • Wrist computers and voice computers are in a growth market.

Small screens get used more frequently, but for shorter periods of time than large screens. Wrist and voice computers are figuring out what their core offerings are.

In the emergent category, it’s all about exploration. We have no idea how things will turn out. We just don’t know. But we do know that we are now designing for lots and lots of different devices.

For today, though, focusing on mobile is still a pretty good idea.

To summarise:

  • It’s a mobile planet.
  • Understanding real world usage helps you design.
  • Prep for what’s next

Friday, February 22nd, 2019

Don’t Get Clever with Login Forms | Brad Frost

  1. Have a dedicated page for login
  2. Expose all required fields
  3. Keep all fields on one page
  4. Don’t get fancy

Sunday, February 17th, 2019

The ineffectiveness of lonely icons | Matt Wilcox, Web Developer & Tinkerer

When in doubt, label your icons.

When not in doubt, you probably should be.

Saturday, February 16th, 2019

WorldWideWeb

Nine people came together at CERN for five days and made something amazing. I still can’t quite believe it.

Coming into this, I thought it was hugely ambitious to try to not only recreate the experience of using the first ever web browser (called WorldWideWeb, later Nexus), but to also try to document the historical context of the time. Now that it’s all done, I’m somewhat astounded that we managed to achieve both.

Want to see the final result? Here you go:

worldwideweb.cern.ch

That’s the website we built. The call to action is hard to miss:

Launch WorldWideWeb

Behold! A simulation of using the first ever web browser, recreated inside your web browser.

Now you could try clicking around on the links on the opening doucment—remembering that you need to double-click on links to activate them—but you’ll quickly find that most of them don’t work. They’re long gone. So it’s probably going to be more fun to open a new page to use as your starting point. Here’s how you do that:

  1. Select Document from the menu options on the left.
  2. A new menu will pop open. Select Open from full document reference.
  3. Type a URL, like, say https://adactio.com
  4. Press that lovely chunky Open button.

You are now surfing the web through a decades-old interface. Double click on a link to open it. You’ll notice that it opens in a new window. You’ll also notice that there’s no way of seeing the current URL. Back then, the idea was that you would navigate primarily by clicking on links, creating your own “associative trails”, as first envisioned by Vannevar Bush.

But the WorldWideWeb application wasn’t just a browser. It was a Hypermedia Browser/Editor.

  1. From that Document menu you opened, select New file…
  2. Type the name of your file; something like test.html
  3. Start editing the heading and the text.
  4. In the main WorldWideWeb menu, select Links.
  5. Now focus the window with the document you opened earlier (adactio.com).
  6. With that window’s title bar in focus, choose Mark all from the Links menu.
  7. Go back to your test.html document, and highlight a piece of text.
  8. With that text highlighted, click on Link to marked from the Links menu.

If you want, you can even save the hypertext document you created. Under the Document menu there’s an option to Save a copy offline (this is the one place where the wording of the menu item isn’t exactly what was in the original WorldWideWeb application). Save the file so you can open it up in a text editor and see what the markup would’ve looked it.

I don’t know about you, but I find this utterly immersive and fascinating. Imagine what it must’ve been like to browse, create, and edit like this. Hypertext existed before the web, but it was confined to your local hard drive. Here, for the first time, you could create links across networks!

After five days time-travelling back thirty years, I have a new-found appreciation for what Tim Berners-Lee created. But equally, I’m in awe of what my friends created thirty years later.

Remy did all the JavaScript for the recreated browser …in just five days!

Kimberly was absolutely amazing, diving deep into the original source code of the application on the NeXT machine we borrowed. She uncovered some real gems.

Of course Mark wanted to make sure the font was as accurate as possible. He and Brian went down quite a rabbit hole, and with remote help from David Jonathan Ross, they ended up recreating entire families of fonts.

John exhaustively documented UI patterns that Angela turned into marvelous HTML and CSS.

Through it all, Craig and Martin put together the accomanying website. Personally, I think the website is freaking awesome—it’s packed with fascinating information! Check out the family tree of browsers that Craig made.

What a team!

Saturday, February 9th, 2019

Proper UI hierarchy · accssible

Bringing gradients back, baby!

This is going to be a handy reference to keep on hand whenever you want a button to actually look like a button.

Oh God, It’s Raining Newsletters — by Craig Mod

After musing on newsletters, Craig shares how he’s feeling about Instagram and its ilk:

Instagram will only get more complex, less knowable, more algorithmic, more engagement-hungry in 2019.

I’ve found this cycle has fomented another emotion beyond distrust, one I’ve felt most acutely in 2018: Disdain? (Feels too loaded.) Disappointment? (Too moralistic.) Wariness? (Yes!) Yes — wariness over the way social networks and the publishing platforms they provide shift and shimmy beneath our feet, how the algorithms now show posts of X quality first, or then Y quality first, or how, for example, Instagram seems to randomly show you the first image of a multi-image sequence or, no wait, the second.8

I try to be deliberate, and social networks seem more and more to say: You don’t know what you want, but we do. Which, to someone who, you know, gives a shit, is pretty dang insulting.

Wariness is insidious because it breeds weariness. A person can get tired just opening an app these days. Unpredictable is the last thing a publishing platform should be but is exactly what these social networks become. Which can make them great marketing tools, but perhaps less-than-ideal for publishing.

Wednesday, January 30th, 2019

Programming Fonts - Test Drive

Monospaced fonts you can use in your text editor. Most of them are …not good. But then there are gems like Mark Simonson’s Anonymous Pro, David Jonathan Ross’s Input, and Erik Spiekerman’s Fira Mono. And there’s always good ol’ Droid Sans.

Bodoni*

An open source version of Bodoni:

Bodoni* is the first ever no-compromises Bodoni family, built for the digital age. Years in the making, this font family includes a whopping 56 font files, ensuring you will have the perfect Bodoni for every situation.