A few things that could be poetry An Article by Wesley Aptekar-Cassels notebook.wesleyac.com The right combination of street signs, viewed from a artful vantage point Words on bit of packaging, torn to reveal and conceal as needed The output of a command line tool, perhaps unexpectedly Overheard words, drifting along, liberated from their initial context A form, at first appearing bureaucratic, revealing humanity on deeper reflection An idea, if you consider it divine enough poetrychancewordseuphony
Rewarding Curation An Article by Wesley Aptekar-Cassels notebook.wesleyac.com Something interesting about the design of Twitter is that it doesn’t have much of a way of rewarding curation, only authorship. ...I’m inclined to think that the mechanisms of distribution of information are very important, and I think figuring out ways to reward good curation is probably an important thing. ...I don’t really know what the solution is here, but I do think that finding and curating good links and bits of information is useful, and something that should be rewarded more than it currently is. organizationcollectionscontent
How Websites Die An Article by Wesley Aptekar-Cassels notebook.wesleyac.com I recently started compiling a list of defunct blogging platforms. It’s been interesting to see how websites die — from domain parking pages to timeouts to blank pages to outdated TLS cipher errors, there are a multitude of different ways. It leaves no sign of its past self behindThis obsession with permanence
The Fidelity Curve An Article by Ryan Singer m.signalvnoise.com How do we choose which level of fidelity is appropriate for a project? I think about it like this: The purpose of making sketches and mockups before coding is to gain confidence in what we plan to do. I’m trying to remove risk from the decision to build something by somehow “previewing” it in a cheaper form. There’s a trade-off here. The higher the fidelity of the mockup, the more confidence it gives me. But the longer it takes to create that mockup, the more time I’ve wasted on an intermediate step before building the real thing. I like to look at that trade-off economically. Each method reduces risk by letting me preview the outcome at lower fidelity, at the cost of time spent on it. The cost/benefit of each type of mockup is going to vary depending on the fidelity of the simulation and the work involved in building the real thing. Four levels of fidelityTime to build versus confidence gained prototypesinterfaces
Four levels of fidelity Suppose we have four levels of fidelity… Rough sketch (on paper or an iPad) Static mock-up (eg. Photoshop or Sketch) Interactive mock-up (eg. Framer, InVision) Working code prototype (HTML/CSS, iOS views) Depending on the feature you’re working on, these levels of fidelity take different amounts of time to create. If you plot them in terms of time to build versus confidence gained, you could imagine something like a per-feature fidelity curve.
Time to build versus confidence gained Show image 0 Show image 1 Show image 2 Take a simple CRUD web UI, where you’re just navigating between screens. It doesn’t take much more time to build the real version than it does to mock it when the design is simple. If you were to build out an interactive mock first, you would end up spending twice as much time in total without gaining much out of it. Contrast that with a complicated Javascript interaction. Or a native iOS feature that requires programmer time to build out. If it takes substantially more time to build the real code version, then it may be smart to do an interactive mockup first.