Tuesday, December 24th, 2019
Friday, June 1st, 2018
A little while back, I showed Paul what I was working on with The Gęsiówka Story. I value his opinion and I really like the Bradshaw’s Guide project that he’s been working on. We’re both in complete agreement with Russell Davies’ call for an internet of unmonetisable enthusiasms. Call them side projects if you like, but for me, these are the things that the World Wide Web excels at.
These unomentisable enthusiasms/side projects are what got me hooked on the web in the first place. Fray.com—back when it was a website for personal stories—was what really made the web click for me. I had seen brochure sites, I had seen e-commerce sites, but it was seeing something built purely for the love of it that caused that lightbulb moment for me.
I told Paul about another site I remembered from that time (we’re talking about the mid-to-late nineties here). It was called Private Art. It was the work of one family, the children of Private Art Pranger who served in World War Two and wrote letters from the front. Without any expectations, I did a quick search, and amazingly, the site is still up!
Yes, it’s got tiled background images, and the framesetted content is in a pop-up window, but it works. The site hasn’t been updated for fifteen years but it works perfectly in a web browser today. That’s kind of amazing. We really shouldn’t take the longevity of our materials for granted. Could you imagine trying to open a word processing document from the late nineties on your computer today? You’d have a bad time.
When we talk about documents on the web, we usually use the word “document” as a noun. But working on The Gęsiówka Story, I came to think of the word “document” as a verb.
The World Wide Web is a medium that’s works for quick, short-term lightweight bits of fun and also for long-term, deeper, slower, thoughtful archives of our collective culture.
The web is a many-splendoured thing.
Monday, June 27th, 2016
On the side
My role at Clearleft is something along the lines of being a technical director. I’m not entirely sure what that means, but it seems to be a way of being involved in front-end development, without necessarily writing much actual code. That’s probably for the best. My colleagues Mark, Graham, and Charlotte are far more efficient at doing that. In return, I do my best to support them and make sure that they’ve got whatever they need (in terms of resources, time, and space) to get on with their work.
I’m continuously impressed not only by the quality of their output on client projects, but also by their output on the side.
Mark is working a project called Fractal. It’s a tool for creating component libraries, something he has written about before. The next steps involve getting the code to version 1.0 and completing the documentation. Then you’ll be hearing a lot more about this. The tricky thing right now is fitting it in around client work. It’s going to be very exciting though—everyone who has been beta-testing Fractal has had very kind words to say. It’s quite an impressive piece of work, especially considering that it’s the work of one person.
Graham is continuing on his crazily-ambitious project to recreate the classic NES game Legend Of Zelda using web technology. His documentation of his process is practically a book:
- The Game Loop,
- Drawing to the Screen,
- Handling User Input,
- Scaling the Canvas,
- Animation — Part 1,
- Levels & Collision — part 1, and most recently
- Levels — part 2.
The process of building a pattern library or any kind of modular design system requires a different approach to delivering a set of finished pages. Even when the final deliverable is a pattern library, we often still have to design pages for approval. When everyone is so used to working with pages, it can be difficult to adopt a new way of thinking—particularly for those who are not designers and developers.
This talk will look at how we can help everyone in the team adopt pattern thinking. This includes anyone with a decision to make—not just designers and developers. Everyone in the team can start building a shared vocabulary and attempt to make the challenge of naming things a little easier.
Then she spoke at Dot York about her learning process:
As a web developer, I’m learning all the time. I need to know how to make my code work, but more importantly, I want to understand why my code works. I’ve learnt most of what I know from people sharing what they know and I love that I can now do the same. In my talk I want to share my highlights and frustrations of continuous learning, my experiences of working with a mentor and fitting it into my first year at Clearleft.
Altogether that’s an impressive amount of output from Clearleft’s developers. And all of that doesn’t include the client work that Mark, Graham, and Charlotte are doing. They inspire me!
Friday, April 8th, 2016
I think the move away from side projects toward doing a startup day one is not all good. There was something great about the ability to experiment with an idea before committing to it and before sucking other people’s money into it.