jmclean
The reality that many people are waking up to is that social progress is not guaranteed and a passive approach is not enough.
I share your cynicism regarding many of the marketing moves by the companies you mentioned. At the same time, the fact that doing the right thing builds goodwill with a hopefully-majority highlights the importance of making our views and voices heard.
I might wish for a more high-minded motive form these companies. I also wish that it hadn't taken shock events to make the loss of rights feel real for most of America (though to be honest, I'm guilty of this too.)
But I'm excited to see people mobilizing, and will take the good outcomes where I can find them these days. Progress here could require an uneasy coalition.
Women in tech face real challenges, including but not limited to casual condescension towards the people fighting for change.
I'm proud of her too, and I'm sure she's exactly the sort of role model that a feminist would have in mind.
Heathrow's autonomous pod cars
It seems naively optimistic to think we will be able to geoengineer altruistically or with the general good in mind. Even the concept of an 'average good' for the earth is a little morally problematic if some nations benefit and others are hurt. When a nation acquires the ability to affect climate at a large scale, it seems likely that it will be used for political ends as much as for net positive outcomes.
Ask HN: Is the 'yesterday's weather' story true?
Hey all, many of you are likely familiar with the 'yesterday's weather' anecdote from Extreme Programming, that goes something like this:'Some country decides to build a sophisticated computer system to predict the weather. After spending more money than I can imagine, they come up with wonderful result - and proudly claim that the system is 70% accurate. Somebody then figures out that in this...
Flat UI means less code and easier maintainability. It holds up better across a wide range of sizes. It makes it easier to have a style guide in code and create reusable modules. This allows the design team to focus on the bigger-picture user experience instead of perfecting button gradients.
High information density is great in many applications, especially interfaces supporting complex tasks for expert users. However, it takes a lot of work to design a great high-density interface. I feel like most of the high density interfaces I see are more of a case of the design or product teams not being able to make hard decisions about what's really important.
While some flat UIs certainly go too far in the other direction, I firmly believe that minimalism encourages good design by forcing a conversation about what information to prioritize. Especially for the mainstream consumer web, this is almost always better for everyone.
Finally, I don't appreciate this kind of attack on my profession. Good design is far closer to engineering than to taste. I don't think I'm hoodwinking people into hiring me.
Can't speak to the male side of things, as I haven't used it myself. But I feel gross being lumped in with the things that friends have shown me.
Cubic Bezier Curves – Under the Hood
So to be sure, the opposite extreme is just as ridiculous as suggesting that every person exists in a bubble where their effort correlates exactly with outcome. But when the awareness of systemic advantage is absent (as it certainly is), I see staking out a far extreme opinion like this as a challenge to find a more reasonable center.
I imagine it as a combination of an abstraction layer on top of processing and a light IDE. Something like a palette of shapes and objects similar to what's available in photoshop and illustrator. Instead of drawing shapes, though, it would create code snippets for the various objects.
Those objects would be available to modify in an event loop similar to Processing (or Arduino, for that matter). With a strong autocomplete for both object names and the available manipulations for those objects, I feel like you could learn just by playing around.
Live preview like Swift /light table etc would be really powerful. Out of the box support for common things like collision detection would be great too. Color pickers that spit out rgba values? Maybe. Basically a tool palette oriented around building code for visuals.
In terms of the language itself, it probably veers more into personal taste. I'd love to see names of things be less arcane /abbreviated. Dropping some of the brackets and parens would be nice for non programmers too. (Again, taste.) Ruby-like syntax for new objects instead of objective-C-like constructors would be more readable. Basically, the more it could just resemble an English description of what you want to happen, the better.
Processing isn't that far away from this description, but the combination of having to refer to the documentation constantly, no sensible defaults, almost limitless customizability, and having to actually compile the sketch to run means that the initial barrier is really high. It's very difficult to get into flow until you reach a high level of familiarity with the language.
I would love to chat about this further and share ideas with you or anyone who's interested!
I have a design background and learned front end code (and eventually ruby on rails) by getting progressively more interested in how the things I was designing were built. I feel like I achieved a pretty respectable level of knowledge in what I had been exposed to.
And yet, many aspects of Processing were a huge leap for me. I spent days looking at code examples just to try and grok how 3D works in processing. I get it now (mostly), but it still feels unintuitive. I can certainly imagine a language that would describe 3D behavior, and a whole host of other things, in a way that a visual artist would describe them.
I definitely believe that there is value in artists learning to think with the rigor that code encourages. It's a fascinating cross-pollination. Creativity often springs from encountering the limits of a medium (and one's mastery of the medium).
But look at the excitement this week among people like me about Swift. It's not about whether it was possible before for me to learn Objective C and build a game. It was. But goddamnit, it's such a pain, and I would certainly understand that someone who is starting from zero in terms of CS knowledge would find it impossibly intimidating.
Design is remarkably accessible. If you can pick up a pen and paper, you can do it. Code is getting way closer to that, but let's not have collective Stockholm syndrome. Our tools are a long way away from where they could be.
Honestly, I wish I had the skills to write a language or build the tools like the ones I can imagine myself. But I have confidence that someone will. It's going to be an exciting time for art, and I think it's coming very soon.
Plus, no more external hard drives full of ~1GB movie files.
It didn't go well. Somehow this thing that had seemed so natural and intuitive now just seemed totally incomprehensible, mainly because I really just didn't understand the level the abstraction was at or something. I did poorly and it really shook my confidence. I changed majors and wound up a designer instead.
It's not a surprise to me that I've worked my way back into a field with deep math roots, though I think I would have found it much sooner if it hadn't been for that initial roadblock.
It gave me a new appreciation for what many of my classmates were struggling with in the early math that I breezed through in grade school. It's very difficult to see what the concepts you're learning are building towards if you don't have a sense of the bigger picture.