Why Most Published Research Findings Are False A Research Paper by John P.A. Ioannidis journals.plos.org There is increasing concern that most current published research findings are false. The probability that a research claim is true may depend on study power and bias, the number of other studies on the same question, and, importantly, the ratio of true to no relationships among the relationships probed in each scientific field. In this framework, a research finding is less likely to be true when the studies conducted in a field are smaller; when effect sizes are smaller; when there is a greater number and lesser preselection of tested relationships; where there is greater flexibility in designs, definitions, outcomes, and analytical modes; when there is greater financial and other interest and prejudice; and when more teams are involved in a scientific field in chase of statistical significance. researchsciencetruth
Spatial Interfaces An Essay by John Palmer darkblueheaven.com Software applications can utilize spatial interfaces to afford users powerful ways of thinking and interacting. Though often associated with gaming, spatial interfaces can be useful in any kind of software, even in less obvious domains like productivity tools or work applications. We will see spatial interfaces move into all verticals, starting with game-like interfaces for all kinds of social use-cases. There is no app that replicates a deck of cardsHumans are spatial creaturesWeb trails Makespace.funNototoSpatial SoftwareSpatial Web Browsing interfacesdimensionux
There is no app that replicates a deck of cards It seems that the only way to build an app that replicates the full functionality a deck of cards is to build a 3D simulation or game. Model the cards in 3D and put them on a 3D table. As long as you have controls for reaching out and picking up the cards, and moving them in space, you can do anything you can do in real life. Preserving the higher dimensionality makes it simpler and more intuitive, not less. games
Humans are spatial creatures Humans are spatial creatures. We experience most of life in relation to space. We sit in a circle with our family. We drive down the left side of the road in Ireland and try to stay in our lane. We ride scooters down a path along the water. We sculpt a human body out of stone. We follow signs to our train. We walk, through arches, or on crosswalks beside bike lanes, or to follow our brother across a bridge. We position our camera to frame the shot while our friend leans out over a balcony. We sense ourselves in space in relation to all of the other objects in our environment. And this is powerful knowledge that we've left out of lots of software. In fact, while most obvious in 3D, this thinking does work outside of just three-dimensional software. Almost any software can use spatial concepts to become easier to understand. body
Web trails There's more room for spatial concepts to become part of our web browsing experience. One example is an idea I call "trails." It's based on the story of Hansel and Gretel walking through the forest and leaving a trail of breadcrumbs behind them, so that they could find their way back later. What if you could do this on the web? A breadcrumb in this case is a single pixel that you can place in a precise location on a webpage. Placing a breadcrumb could be as simple as Option + click. While navigating the web, you could leave breadcrumbs on different pages you find interesting over the course of a browsing session. When you're done, that sequential "trail of breadcrumbs" would be saved. You could then jump back into the trail and navigate "forward" and "backward" through the things you found interesting in that browsing session. Or share the trail with a friend, and they could step through your spatial path of navigating the web. interfaceswww