Tags: myth

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Saturday, June 10th, 2023

Some blogging myths

  • myth: you need to be original
  • myth: you need to be an expert
  • myth: posts need to be 100% correct
  • myth: writing boring posts is bad
  • myth: you need to explain every concept
  • myth: page views matter
  • myth: more material is always better
  • myth: everyone should blog

Monday, May 8th, 2023

Tragedy

There are two kinds of time-travel stories.

There are time-travel stories that explore the many-worlds hypothesis. Going back in time and making a change forks the universe. But the universe is constantly forking anyway. So effectively the time travel is a kind of universe-hopping (there’s a big crossover here with the alternative history subgenre).

The problem with multiverse stories is that there’s always a reset available. No matter how bad things get, there’s a parallel universe where everything is hunky dory.

The other kind of time travel story explores the idea of a block universe. There is one single timeline.

This is what you’ll find in Tenet, for example, or for a beautiful reduced test case, the Ted Chiang short story What’s Expected Of Us. That gets straight to the heart of the biggest implication of a block universe—the lack of free will.

There’s no changing what has happened or what will happen. In fact, the very act of trying to change the past often turns out to be the cause of what you’re trying to prevent in the present (like in Twelve Monkeys).

I’ve often referred to these single-timeline stories as being like Greek tragedies. But only recently—as I’ve been reading quite a bit of Greek mythology—have I realised that the reverse is also true:

Greek tragedies are time-travel stories.

Hear me out…

Time-travel stories aren’t actually about physically travelling in time. That’s just a convenience for the important part—information travelling in time. That’s at the heart of most time-travel stories; informaton from the future travelling back to the past.

William Gibson’s The Peripheral—very much a many-worlds story with its alternate universe “stubs”—takes this to its extreme. Nothing phyiscal ever travels in time. But in an age of telecommuting, nothing has to. Our time travellers are remote workers.

That book also highlights the power dynamics inherent in information wealth. Knowledge of the future gives you an advantage that you can exploit in the past. This is what Mark Twain’s Connecticut yankee does in King Arthur’s court.

This power dynamic is brilliantly inverted in Octavia Butler’s brilliant Kindred. No amount of information can help you if your place in society is determined by the colour of your skin.

Anyway, the point is that information flow is what matters in time-travel stories. Therefore any story where information travels backwards in time is a time-travel story.

That includes any story with a prophecy. A prophecy is information about the future, like:

Oedipus will kill his father and marry his mother.

You can try to change your fate, but you’ll just end up triggering it instead.

Greek tragedies are time-travel stories.

Wednesday, January 1st, 2020

Bound in Shallows: Space Exploration and Institutional Drift

If a human civilization beyond Earth ever comes into being, this will be unprecedented in any historical context we might care to invoke—unprecedented in recorded history, unprecedented in human history, unprecedented in terrestrial history, and so on. There have been many human civilizations, but all of these civilizations have arisen and developed on the surface of Earth, so that a civilization that arises or develops away from the surface of Earth would be unprecedented and in this sense absolutely novel even if the institutional structure of a spacefaring civilization were the same as the institutional structure of every civilization that has existed on Earth. For this civilizational novelty, some human novelty is a prerequisite, and this human novelty will be expressed in the mythology that motivates and sustains a spacefaring civilization.

A deep dive into deep time:

Record-keeping technologies introduce an asymmetry into history. First language, then written language, then printed books, and so and so forth. Should human history extend as far into the deep future as it now extends into the deep past, the documentary evidence of past beliefs will be a daunting archive, but in an archive so vast there would be a superfluity of resources to trace the development of human mythologies in a way that we cannot now trace them in our past. We are today creating that archive by inventing the technologies that allow us to preserve an ever-greater proportion of our activities in a way that can be transmitted to our posterity.

Tuesday, December 10th, 2019

The Mythology of Design Systems by Mina Markham

It’s day two of An Event Apart San Francisco. The brilliant Mina Markham is here to talk to us about design systems (so hot right now!). I’m going to attempt to liveblog it:

Design systems have dominated web design conversations for a few years. Just as there’s no one way to make a website, there is no one way to make a design system. Unfortunately this has led to a lot of misconceptions around the creation and impact of this increasingly important tool.

Drawing on her experiences building design systems at two highly visible and vastly different organizations, Mina will debunk some common myths surrounding design systems.

Mina is a designer who codes. Or an engineer who designs. She makes websites. She works at Slack, but she doesn’t work on the product; she works on slack.com and the Slack blog. Mina also makes design systems. She loves design systems!

There are some myths she’s heard about design systems that she wants to dispel. She will introduce us to some mythological creatures along the way.

Myth 1: Designers “own” the design system

Mina was once talking to a product designer about design systems and was getting excited. The product designer said, nonplussed, “Aren’t you an engineer? Why do you care?” Mina explained that she loved design systems. The product designer said “Y’know, design systems should really be run by designers” and walked away.

Mina wondered if she had caused offense. Was she stepping on someone’s toes? The encounter left her feeling sad.

Thinking about it later, she realised that the conversation about design systems is dominated by product designers. There was a recent Twitter thread where some engineers were talking about this: they felt sidelined.

The reality is that design systems should be multi-disciplinary. That means engineers but it also means other kinds of designers other than product designers too: brand designers, content designers, and so on.

What you need is a hybrid, or unicorn: someone with complimentary skills. As Jina has said, design systems themselves are hybrids. Design systems give hybrids (people) a home. Hybrids help bring unity to an organization.

Myth 2: design systems kill creativity

Mina hears this one a lot. It’s intertwined with some other myths: that design systems don’t work for editorial content, and that design systems are just a collection of components.

Components are like mermaids. Everyone knows what one is supposed to look like, and they can take many shapes.

But if you focus purely on components, then yes, you’re going to get frustrated by a feeling of lacking creativity. Mina quotes @brijanp saying “Great job scrapbookers”.

Design systems encompass more than components:

  • High level principles.
  • Brand guidelines.
  • Coding standards.
  • Accessibility compliance.
  • Governance.

A design system is a set of rules enforced by culture, process and tooling that govern how your organization creates products.

—Mina

Rules and creativity are not mutually exclusive. Rules can be broken.

For a long time, Mina battled against one-off components. But then she realised that if they kept coming up, there must be a reason for them. There is a time and place for diverging from the system.

It’s like Alice Lee says about illustrations at Slack:

There’s a time and place for both—illustrations as stock components, and illustrations as intentional complex extensions of your specific brand.

Yesenia says:

Your design system is your pantry, not your cookbook.

If you keep combining your ingredients in the same way, then yes, you’ll keep getting the same cake. But if you combine them in different ways, there’s a lot of room for creativity. Find the key moments of brand expression.

There are strict and loose systems.

Strict design systems are what we usually think of. AirBnB’s design system is a good example. It’s detailed and tightly controlled.

A loose design system will leave more space for experimentation. TED’s design system consists of brand colours and wireframes. Everything else is left to you:

Consistency is good only insofar as it doesn’t prevent you from trying new things or breaking out of your box when the context justifies it.

Yesenia again:

A good design sytem helps you improvise.

Thinking about strict vs. loose reminds Mina of product vs. marketing. A design system for a product might need to be pixel perfect, whereas editorial design might need more breathing room.

Mina has learned to stop fighting the one-off snowflake components in a system. You want to enable the snowflakes without abandoning the system entirely.

A loose system is key for maintaining consistency while allowing for exploration and creativity.

Myth 3: a design system is a side project

Brad guffaws at this one.

Okay, maybe no one has said this out loud, but you definitely see a company’s priorities focused on customer-facing features. A design system is seen as something for internal use only. “We’ll get to this later” is a common refrain.

“Later” is a mythical creature—a phoenix that will supposedly rise from the ashes of completed projects. Mina has never seen a phoenix. You never see “later” on a roadmap.

Don’t treat your design system as a second-class system. If you do, it will not mature. It won’t get enough time and resources. Design systems require real investment.

Mina has heard from people trying to start design systems getting the advice, “Just do it!” It seems like good advice, but it could be dangerous. It sets you up for failure (and burnout). “Just doing it” without support is setting people up for a bad experience.

The alternative is to put it on the roadmap. But…

Myth 4: a design system should be on the product roadmap

At a previous company, Mina once put a design system on the product roadmap because she saw it wasn’t getting the attention it needed. The answer came back: nah. Mina was annoyed. She had tried to “just do it” and now when she tried to do it through the right channels, she’s told she can’t.

But Mina realised that it’s not that simple. There are important metrics she might not have been aware of.

A roadmap is multi-faceted thing, like Cerebus, the three-headed dog of the underworld.

Okay, so you can’t put the design sytem on the roadmap, but you can tie it to something with a high priority. You could refactor your way to a design system. Or you could allocate room in your timeline to slip in design systems work (pad your estimates a little). This is like a compromise between “Just do it!” and “Put it on the roadmap.”

A system’s value is realized when products ship features that use a system’s parts.

—Nathan Curtis

The other problem with putting a design system on the roadmap is that it implies there’s an end date. But a design system is never finished (unless you abandon it).

Myth 5: our system should do what XYZ’s system did

It’s great that there are so many public design systems out there to look to and get inspired by. We can learn from them. “Let’s do that!”

But those inspiring public systems can be like a succubus. They’re powerful and seductive and might seem fun at first but ultimately leave you feeling intimidated and exhausted.

Your design system should be build for your company’s specific needs, not Google’s or Github’s or anyone’s.

Slack has multiple systems. There’s one for the product called Slack Kit. It’s got great documentation. But if you go on Slack’s marketing website, it doesn’t look like the product. It doesn’t use the same typography or even colour scheme. So it can’t use the existing the design system. Mina created the Spacesuit design system specifically for the marketing site. The two systems are quite different but they have some common goals:

  • Establish common language.
  • Reduce technical debt.
  • Allow for modularity.

But there are many different needs between the Slack client and the marketing site. Also the marketing site doesn’t have the same resources as the Slack client.

Be inspired by other design systems, but don’t expect the same resutls.

Myth 6: everything is awesome!

When you think about design systems, everything is nice and neat and orderly. So you make one. Then you look at someone else’s design system. Your expectations don’t match the reality. Looking at these fully-fledged design systems is like comparing Instagram to real life.

The perfect design system is an angel. It’s a benevolent creature acting as an intermediary between worlds. Perhaps you think you’ve seen one once, but you can’t be sure.

The truth is that design system work is like laying down the railway tracks while the train is moving.

For a developer, it is a rare gift to be able to implement a project with a clean slate and no obligations to refactor an existing codebase.

Mina got to do a complete redesign in 2017, accompanied by a design system. The design system would power the redesign. Everything was looking good. Then slowly as the rest of the team started building more components for the website, unconnected things seemed to be breaking. This is what design systems are supposed to solve. But people were creating multiple components that did the same thing. Work was happening on a deadline.

Even on the Hillary For America design system (Pantsuit), which seemed lovely and awesome on the outside, there were multiple components that did the same thing. The CSS got out of hand with some very convoluted selectors trying to make things flexible.

Mina wants to share those stories because it sometimes seems that we only share the success stories.

Share work in progress. Learn out in the open. Be more vulnerable, authentic, and real.

Thursday, July 4th, 2019

Movie Knight

I mentioned how much I enjoyed Mike Hill’s talk at Beyond Tellerrand in Düsseldorf:

Mike gave a talk called The Power of Metaphor and it’s absolutely brilliant. It covers the monomyth (the hero’s journey) and Jungian archetypes, illustrated with the examples Star Wars, The Dark Knight, and Jurassic Park.

At Clearleft, I’m planning to reprise the workshop I did a few years ago about narrative structure—very handy for anyone preparing a conference talk, blog post, case study, or anything really:

Ellen and I have been enjoying some great philosophical discussions about exactly what a story is, and how does it differ from a narrative structure, or a plot. I really love Ellen’s working definition: Narrative. In Space. Over Time.

This led me to think that there’s a lot that we can borrow from the world of storytelling—films, novels, fairy tales—not necessarily about the stories themselves, but the kind of narrative structures we could use to tell those stories. After all, the story itself is often the same one that’s been told time and time again—The Hero’s Journey, or some variation thereof.

I realised that Mike’s monomyth talk aligns nicely with my workshop. So I decided to prep my fellow Clearlefties for the workshop with a movie night.

Popcorn was popped, pizza was ordered, and comfy chairs were suitably arranged. Then we watched Mike’s talk. Everyone loved it. Then it was decision time. Which of three films covered in the talk would we watch? We put it to a vote.

It came out as an equal tie between Jurassic Park and The Dark Knight. How would we resolve this? A coin toss!

The toss went to The Dark Knight. In retrospect, a coin toss was a supremely fitting way to decide to watch that film.

It was fun to watch it again, particularly through the lens of Mike’s analyis of its Jungian archetypes.

But I still think the film is about game theory.

Thursday, May 23rd, 2019

Beyond

After a fun and productive Indie Web Camp, I stuck around Düsseldorf for Beyond Tellerand. I love this event. I’ve spoken at it quite a few times, but this year it was nice to be there as an attendee. It’s simultaneously a chance to reconnect with old friends I haven’t seen in a while, and an opportunity to meet lovely new people. There was plenty of both this year.

I think this might have been the best Beyond Tellerrand yet, and that’s saying something. It’s not just that the talks were really good—there was also a wonderful atmosphere.

Marc somehow manages to curate a line-up that’s equal parts creativity and code; design and development. It shouldn’t work, but it does. I love the fact that he had a legend of the industry like David Carson on the same stage as first-time speaker like Dorobot …and the crowd loved ‘em equally!

During the event, I found out that I had a small part to play in the creation of the line-up…

Three years ago, I linked to a video of a talk by Mike Hill:

A terrific analysis of industrial design in film and games …featuring a scene-setting opening that delineates the difference between pleasure and happiness.

It’s a talk about chairs in Jodie Foster films. Seriously. It’s fantastic!

Marc saw my link, watched the video, and decided he wanted to get Mike Hill to speak at Beyond Tellerrand. After failing to get a response by email, Marc managed to corner Mike at an event in Amsterdam and get him on this year’s line-up.

Mike gave a talk called The Power of Metaphor and it’s absolutely brilliant. It covers the monomyth (the hero’s journey) and Jungian archetypes, illustrated with the examples Star Wars, The Dark Knight, and Jurassic Park:

Under the surface of their most celebrated films lies a hidden architecture that operates on an unconscious level; This talk is designed to illuminate the techniques that great storytellers use to engage a global audience on a deep and meaningful level through psychological metaphor.

The videos from Beyond Tellerrand are already online so you can watch the talk now.

Mike’s talk was back-to-back with a talk from Carolyn Stransky called Humanising Your Documentation:

In this talk, we’ll discuss how the language we use affects our users and the first steps towards writing accessible, approachable and use case-driven documentation.

While the talk was ostensibly about documentation, I found that it was packed full of good advice for writing well in general.

I had a thought. What if you mashed up these two talks? What if you wrote documentation through the lens of the hero’s journey?

Think about it. When somone arrives at your documentation, they’ve crossed the threshold to the underworld. They are in the cave, facing a dragon. You are their guide, their mentor, their Obi-Wan Kenobi. You can help them conquer their demons and return to the familiar world, changed by their journey.

Too much?

Wednesday, September 28th, 2016

6 web layout myths busted | Creative Bloq

Jen tackles six aspects of web design that were true …but no longer.

  1. Everything must be a floating bar of soap
  2. Rectangles; only rectangles
  3. We can’t control the fold
  4. 12 columns is best
  5. We have to use a layout framework
  6. We are stuck in a rut because of RWD

Tuesday, December 17th, 2013

Myth - CSS the way it was imagined.

This looks interesting: a CSS postprocessor that polyfills support for perfectly cromulent styles.

Friday, April 6th, 2012

The Truth About the East Wind

This is a terrific piece of writing from Robin Sloan, entertaining and cheeky. Plug in headphones, and start reading and scrolling.

The East Wind was about to get a call from an angry star.

Wednesday, February 29th, 2012

scott_lynch: Against Big Bird, The Gods Themselves Contend In Vain

It turns out that Big Bird is a god-defying instantiation of Moorcock’s Eternal Champion. Magnificent!

Big Bird and Snuffy go with him to stand in the Hall of Two Truths at the gate to the afterlife. The gigantic foam balls on these guys! Sure, Elmo loves you, but when’s the last time Elmo held anyone’s hand on the threshold of eternal night?