Code & Development
Open Transclude
The Website Obesity Crisis
A Talk by Maciej CegłowskiWeb Design - The First 100 Years
A Talk by Maciej CegłowskiVisualizing Algorithms
An Article by Mike BostockAias
A Profile by Nick TrombleyThe Future of Programming
A Talk by Bret VictorWhat Makes Software Good?
An Article by Mike BostockAn incoherent rant about design systems
An Article by Robin RendleNo matter how fancy your Figma file is or how beautiful and lovingly well organized that Storybook documentation is; the front-end is always your source of truth. You can hate it as much as you like—all those weird buttons, variables, inaccessible form inputs—but that right there is your design system.
...being honest about this is the first step to fixing it.
Right-Angle Doodling Machine
A Game by Clive Thompson- You draw one single line. It can be as long as you like.
- To start the line, you put your pen down.
- You can make right-angle turns only, either 90 degrees or -90 degrees.
- You cannot back up. You must always move forward.
- You don’t lift your pen until you’re ready to stop. When you lift the pen, the doodle is done.
What do I need to read to be great at CSS?
An Article by Baldur BjarnasonA rule of thumb is that the importance of a blog in your feed reader is inversely proportional to their posting cadence. Prioritise the blogs that post only once a month or every couple of weeks over those that post every day or multiple times a day...Building up a large library of sporadically updated blogs is much more useful and much easier to keep up with than trying to keep up with a handful of aggregation sites every day.
Designing with code
An Article by Matthew StrömRecently I’ve had a few opportunities to use code to create design. In two of my bigger projects at The Wall Street Journal, writing code has led to new ideas. Problems that typically plague early designs — e.g. “how does this look with real content?” — are easy to solve. By exploring visual ideas directly in code, I’ve started to see the amazing potential of code as a design tool.
Picking better names for variables, functions, and projects
An Article by Tom MacWright- Avoid weasel words
- Follow patterns religiously
- Don’t cheap out on characters
- Call things the same thing
- Don’t name internal projects
- When things change, change their names
this vs. that
A Website by Phuoc Nguyentixy.land
A Websitesin(t * x) * cos(t * y)
Creative code golfing.
Front-of-the-front-end and back-of-the-front-end web development
An Article by Brad FrostA succinct way I’ve framed the split is that a front-of-the-front-end developer determines the look and feel of a
button
, while a back-of-the-front-end developer determines what happens when thatbutton
is clicked.The Great Divide
An Article by Chris CoyierOn one side, an army of developers whose interests, responsibilities, and skill sets are heavily revolved around JavaScript.
On the other, an army of developers whose interests, responsibilities, and skill sets are focused on other areas of the front end, like HTML, CSS, design, interaction, patterns, accessibility, etc.
Painting With the Web
An Article by Matthias OttSo much about [Gerhard Richter's painting process] reminds me of designing and building for the Web: The unpredictability, the peculiarities of the material, the improvisation, the bugs, the happy accidents. There is one crucial difference, though. By using static wireframes and static layouts, by separating design and development, we are often limiting our ability to have that creative dialogue with the Web and its materials. We are limiting our potential for playful exploration and for creating surprising and novel solutions. And, most importantly, we are limiting our ability to make conscious, well-informed decisions going forward. By adding more and more layers of abstraction, we are breaking the feedback loop of the creative process.
Technical debt as a lack of understanding
An Article by Dave Rupert"If you develop a program for a long period of time by only adding features but never reorganizing it to reflect your understanding of those features, then eventually that program simply does not contain any understanding and all efforts to work on it take longer and longer.” — Ward Cunningham
bees & bombs
A Blog
Situationist Theses on Traffic
Two cars per family
A MISTAKE MADE by all the city planners is to consider the private automobile (and its by-products, such as the motorcycle) as essentially a means of transportation. In reality, it is the most notable material symbol of the notion of happiness that developed capitalism tends to spread throughout the society. The automobile is at the center of this general propaganda, both as supreme good of an alienated life and as essential product of the capitalist market: It is generally being said this year that American economic prosperity is soon going to depend on the success of the slogan “Two cars per family.”
To form an integrated human milieu
EVEN IF, during a transitional period, we temporarily accept a rigid division between work zones and residence zones, we must at least envisage a third sphere: that of life itself (the sphere of freedom and leisure — the essence of life). Unitary urbanism acknowledges no boundaries; it aims to form an integrated human milieu in which separations such as work/leisure or public/private will finally be dissolved. But before this is possible, the minimum action of unitary urbanism is to extend the terrain of play to all desirable constructions. This terrain will be at the level of complexity of an old city.
A matter of opposing the automobile
IT IS NOT a matter of opposing the automobile as an evil in itself. It is its extreme concentration in the cities that has led to the negation of its function. Urbanism should certainly not ignore the automobile, but even less should it accept it as its central theme. It should reckon on gradually phasing it out. In any case, we can envision the banning of auto traffic from the central areas of certain new complexes, as well as from a few old cities.