I don’t believe in Zoom fatigue An Article by Matt Webb interconnected.org It’s not Zoom fatigue, it’s Zoom whiplash. It’s a hunch. I can’t prove this. The trick to get around this is to move smoothly up and down the gradient of social interaction intensity, never dropping below a basic floor of presence: the sense that there are other people in the same place as you. Instead of having two modes, “in a call” and “on my own,” we need to think about multiple ways of being together which, minimally, could be: In a video call In an anteroom to a video call, hearing the sound of others In a doc together On my desktop but with the sense that colleagues are around And the job of the designer is to ensure that their software ensures the existence of these different contexts, instead of having the binary on-a-call/not-on-a-call, and to design the transitions between them. communicationworktransitionssoftware
The surprising effectiveness of writing and rewriting An Article by Matt Webb interconnected.org The act of writing the first draft creates new “essential data” that feeds the imagination and makes possible figuring out the second draft. Or: In your head, ideas expand until they max out “working memory” – and it’s only be externalising them in the written word that you have capacity to iterate them. Or: Good writing necessarily takes multiple edits, and the act of writing and act of rewriting are sufficiently different that performing both simultaneously is like rubbing your tummy and patting your head. The McDonald’s Theory of Creativity writingthinkingiteration
Primitive design An Article by Matt Webb interconnected.org I want it to feel intuitive I want any new features to be platform features, not one-offs. And the second of those is weird, right? It’s like sketching out a toy spaceship, having a list of rules about play, and attempting to simultaneously invent the shape of the Lego brick. That’s platform design I suppose. Redesigning a newspaper will mean bouncing between comps and style guides, designing both. Inventing the iPhone user interface will have seen apps and app paradigm evolving together. Co-Evolution of Problem and Solution Spaces in Creative Design designsystemsmaking
Micromorts A Definition by Matt Webb interconnected.org There’s a standard way to understand the relative danger of any activity. A micromort is "a unit of risk defined as one-in-a-million chance of death." For example: skydiving is 8 micromorts per jump running a marathon: 26 micromorts 1 micromort: walking 17 miles, or driving 230 miles Generally being alive averages out at 24 micromorts/day. deathchance
Four years of noting down my favourite words An Article by Matt Webb interconnected.org I like words, and I note down ones that catch my eye as we cross paths. Sometimes I read over the list, random access style, just to remind myself of forgotten thoughts. Each word is a bookmark into a little cascade of concepts in my brain. So because I’d like to keep these words somewhere I can find them in the future, I’m putting them here. Storm Doris Mimecom Cloudbleed Athleisure Cromwell H7N9 Trappist-1 ... (+448) wordseuphonycollections
Clues for software design in how we sketch maps of cities An Article by Matt Webb interconnected.org Given there’s an explosion in software to accrete and organise knowledge, is the page model really the best approach? Perhaps the building blocks shouldn’t be pages or blocks, but neighbourhoods roads rooms and doors landmarks. Or rather, as a knowledge base or wiki develops, it should - just like a real city - encourage its users to gravitate towards these different fundamental elements. A page that starts to function a little bit like a road should transform into a slick navigation element, available on all its linked pages. A page which is functioning like a landmark should start being visible from two hops away. The Image of the City urbanismcitiessoftwareunderstanding
Social Attention: a modest prototype in shared presence An Article by Matt Webb interconnected.org My take is that the web could feel warmer and more lively than it is. Visiting a webpage could feel a little more like visiting a park and watching the world go by. Visiting my homepage could feel just a tiny bit like stopping by my home. wwwsocializing
Ancient magicians as innovation consultants An Article by Matt Webb interconnected.org The Codex Justinianus (534 AD), being the book of law for ancient Rome at that time, banned magicians and, in doing so, itemised the types: A haruspex is one who prognosticates from sacrificed animals and their internal organs; a mathematicus, one who reads the course of the stars; a hariolus, a soothsayer, inhaling vapors, as at Delphi; augurs, who read the future by the flight and sound of birds; a vates, an inspired person - prophet; chaldeans and magus are general names for magicians; maleficus means an enchanter or poisoner. I happen to have spent my career in a number of fields that promise to have some kind of claim to supernatural powers: design, innovation, startups… It’s not hard to run through a few archetypes of the people in those worlds, and map them onto types of ancient magician. Those like Steve Jobs (with his famous Reality Distortion Field) who can convincingly tell a story of the future, and by doing so, bring it about by getting others to follow them – prophets. Inhaling the vapours and pronouncing gnomic truths? You’ll find all the thought leaders you want in Delphi, sorry, on LinkedIn. Those with a good intuition about the future who bring it to life with theatre, and putting people in a state of great excitement so they respond – ad planners. Haruspex. Those who have the golden mane of charisma: enchanters. Startup founders. People with a great aptitude for systems and numbers, who can tell by intuition what will happen, from systems that stump the rest of us. We call them analysts now. MBAs. Perhaps the same aptitude drew them to read the stars before? Mathematicus. Steve Jobs: The Lost Interview magicinnovation
Hints towards a non-extractive economy An Article by Matt Webb interconnected.org There’s a movement called the circular economy which is about designing services that don’t include throwing things away. There is no “away.” A non-extractive economy is going to look very different to today’s economy. These points feel opposed somehow but they are part of the same movement: With CupClub, it’s all about infrastructure. With the battery-free Game Boy, it’s untethered from infrastructure: once manufactured, no nationwide electricity grid is required to play. We’ll need better tools to track and measure. There will be new patterns for new types of services. New technologies to build new products. New language. So it’s fascinating seeing the pieces gradually come together. Introduction to Permaculture economicsrecyclinginfrastructure
What the prototype tells you A Fragment by Matt Webb interconnected.org As soon as I make something, I think of the 100 things I want to have next. That’s why prototyping is good. You don’t need to have much imagination, you just listen to what the prototype tells you. The situation talks backCo-Evolution of Problem and Solution Spaces in Creative DesignThe Battle for the Life and Beauty of the EarthThe game discovering itself designmaking
aboutfeeds.com A Website by Matt Webb aboutfeeds.com Use feeds to subscribe to websites and get the latest content in one place. Feeds put you in control. It’s like subscribing to a podcast, or following a company on Facebook. You don’t need to pay or hand over your email address. And you get the latest content without having to visit lots of sites, and without cluttering up your inbox. Had enough? Unsubscribe from the feed. You just need a special app called a newsreader. This site explains how to get started. How would I improve RSS? rssbloggingmicrosites
Mutual appreciation A Fragment by Matt Webb interconnected.org To use slightly different terms, mutual appreciation is a healthy jealousy without envy – a drive to achieve the same but without wanting to take it from the other. The Small GroupScenius collaborationteamwork
How would I improve RSS? An Article by Matt Webb interconnected.org My sense is that RSS is having a mini resurgence. People are getting wary of the social media platforms and their rapacious appetite for data. We’re getting fatigued from notifications; our inboxes are overflowing. And people are saying that maybe, just maybe, RSS can help. Re: How would I improve RSS?aboutfeeds.com rssblogging
Like, just a post complaining that screens should be better An Article by Matt Webb interconnected.org It’s been 19 years since Pixar released Monsters, Inc. with all that CGI hair. Where are my hairy icons? Ones that get all long and knotted as the notifications number goes up. Why can’t I feel my phone? I found that paper from 2010 (when I was complaining about keyboards) about using precision electrostatics to make artificial textures on touchscreens. I should be able to run my thumb over my phone while it’s in my pocket and feel bumps for apps that want my attention. Touching an active element should feel rough. A scrollbar should *slip. Imagine the accessibility gains. But honestly I don’t even care if it’s useful: 1.5 billion smartphone screens are manufactured every year. For that number, I expect bells. I expect whistles. A Brief Rant interactionsoftwareinterfacesdevices
The Nature of Order A Book by Christopher Alexander www.natureoforder.com Levels of ScaleStrong CentersBoundariesAlternating RepetitionPositive Space+10 More Strength from both mass and form architectureurbanismgoodnessbeauty
Levels of Scale Scale refers to how we perceive the size of an element or space relative to other forms around it. All things – a tea cup, a building, language, entire eco-systems – consist of smaller components. It is the relationship of the smaller elements which determines the character and degree of life of the whole. Objects which contain a high degree of life tend to contain a beautiful range of scales within, which exist at a series of well-marked intervals and have clearly recognizable jumps between them. To have good levels of scale, it is extremely important that the jumps between different scales of centers not be too great or too small. The scale of resolution determines what is seen
Strong Centers The idea of a center is at the heart of all that creates life within an object. But rather than the traditional view of an isolated geometry in space, a true center is defined not only by its internal cohesion, but by its relation to context. A strong center can only occur when other centers are intensifying it. Like levels of scale, the concept of strong centers is recursive. In something which is alive, a strong center is made of many other strong centers, at different levels, which in turn make us aware of the whole they compose.
Boundaries The articulation of a form depends to a great degree on how its surfaces are defined and meet at edges. The effect of a strong boundary is twofold: First, it focuses attention on the center, further intensifying it; and second, the boundary unites the center which it surrounds with what is beyond. For the boundary to accomplish both of these tasks – to separate and to unite – it must have a degree of presence as strong as the center which it bounds.
Alternating Repetition The principle of repetition orders recurring elements in a composition according to their proximity to one another, and by the visual characteristics they share. Elements need not be perfectly identical to be grouped in a repetitive fashion; they must merely share a common trait of size, shape, or detail characteristics allowing each element to be individually unique, yet belong to the same family. When the repetition within a group of elements occurs parallel on a number of different levels, an alternating rhythm of centers forms, one series of centers intensifying the other.
Positive Space Positive space refers to shaped space. Where an element occurs in space, the element not only exists with its own shape, but it also acts to define the shape of the space around it. For something to be whole, both the element itself and the space around it must engage one another, each intensifying the other. When this occurs, every single part of space has positive shape as a center – there are no amorphous, meaningless leftovers. Every shape should be a strong center in itself, which is in turn made up of other, smaller centers.
Good Shape Shape is the principal identifying characteristic of form, resulting from the specific configuration of a form’s surfaces and edges. Good shape happens when the surfaces and edges of a form have strong centers in every part of themselves. A good shape, even if complex, can usually be broken down easily into more simple shapes. A good shape tends to contain a high degree of internal symmetries, an overall bilateral symmetry, and a well-marked center. The good shape also creates positive space around it, is very strongly distinct from what surrounds it, and has a feeling of being closed and complete.
Local Symmetries Symmetry, or the balanced distribution of equivalent forms or spaces about a common line or point, can organize elements in architecture in two ways: an entire organization can be made symmetrical, or a symmetrical condition can occur in only a portion of the building or object, at any scale. The latter case is what we refer to as local symmetry. Overall symmetry in an object tends to look mechanical and lifeless, usually due to the fact that local symmetries are absent within the overall form. However, when there are local symmetries, centers tend to form and strengthen the whole.
Deep Interlock Forms which have a high degree of life tend to contain some type of interlock – a “hooking into” their surroundings – or an ambiguity between element and context, either case creating a zone belonging to both the form and to its surroundings, making it difficult to disentangle the two. The interlock, or ambiguity, strengthens the centers on either side, which are intensified by the new center formed between the two. The versatility of flat surfacesStrength from both mass and form168. Connection to the EarthInterlockingProtected, yet tuned in naturearchitecture
Contrast Works of art which have great life often have intense contrast within: rough/smooth, solid/void, loud/silent, empty/full. It is the difference between opposites which gives birth to something. Contrast is what often gives other principles their degree of life – the intensity of the boundary, the markedness of the alternating repetition. Contrast strengthens centers by making each a deeper entity of itself, and thereby giving deeper meaning to both. It is, at its simplest, what allows us to differentiate. But meaningless contrast remains meaningless. It is only when centers are actively, mutually, and meaningfully composed that it acts to deepen the whole. contrast
Graded Variation Gradients must arise simply because in the natural world, things vary in size, spacing, intensity, and character. All living things tend to have a certain softness. One quality changes slowly, not suddenly, across space to become another. In something which has life, throughout the whole there are graded fields of variation, often moving from the center to the boundary or vice-versa. We are able to read the character of a larger center often because of the gradation of smaller centers across the larger form.
Roughness Roughness is the odd shape, the quick brush stroke, the irregular column size or spacing, the change in pattern at the corner – it is adjusting to conditions as they present themselves with meaning, but without ego or contrived deliberation. Though it may look superficially flawed, especially with human perception accustomed to mass-produced regularity and perfection as a goal, an object with roughness is often more precise because it comes about from paying attention to what matters most, and letting go of what matters less. flawswabi-sabi
Echoes When echoes are present within a design, all the various smaller elements and centers, from which the larger centers are made, have a certain sameness of character. There are deep internal similarities, or echoes of one another, which tie all the elements and centers together at various scales to form a cohesive unity of being.
The Void Objects or elements which have the greatest depth, which actively draw the senses in, have at their heart an area of deep calm and stillness – a void bounded by and contrasted with an area of intense centers around it. When an element becomes all detail, its own constant buzz tends to dilute its overall strength. Like a musical wall of sound, it pushes against our perception to produce a flat field-like state. Conversely, it is the pause which allows us to interlock with a piece of music and feel its depth. The presence of void, at many scales, provides a contrasting calm to alleviate the buzz and strengthen the center. zen
Inner Calm Living things tend to have a special simplicity, an economy developed over time in which all things unnecessary, or not supporting the whole, are removed. This does not preclude ornament, as even in nature ornament has its very necessary place. What simplicity does is cut away the meaningless attachments to an element, the things which often distract and confuse its true nature. When this is done, an object is in a state of inner calm.
Not-Separateness Not-separateness is the degree of connectedness an element has with all that is around it. A thing which has this quality feels completely at peace, because it is so deeply interconnected with its world. There is no abruptness, no sharpness, but often an incomplete edge which softens the hard boundary. The element is drawn into its setting, and the element draws its setting into itself. Not-separateness is a profound connection occurring at many scales between a center and the other centers which surround it, so that they melt into one another and become inseparable.