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
The Eyes of the Skin: Architecture and the Senses
Thin ice
Today the 'depth of our being' stands on thin ice.
Extensions of the tactile sense
"Touch is the parent of our eyes, ears, nose, and mouth. It is the sense which became differentiated into the others." — Ashley Montagu
All the senses, including vision, are extensions of the tactile sense; the senses are specializations of skin tissue, and all sensory experiences are modes of touching, and thus related to tactility.
The computer creates a distance
Computer imaging tends to flatten our magnificent, multi-sensory, simultaneous and synchronic capacities of imagination by turning the design process into a passive visual manipulation, a retinal journey. The computer creates a distance between the maker and the object, whereas drawing by hand as well as working with models put the designer in a haptic contact with the object, or space.
The quality of an architectural reality
The quality of an architectural reality seems to depend fundamentally on peripheral vision, which enfolds the subject in the space...neurological investigations suggest that our processes of perception and cognition advance from the instantaneous grasp of entities towards the identification of details, rather than the other way around.
A hierarchical system of sense
During the Renaissance, the five senses were understood to form a hierarchical system from the highest sense of vision down to touch. Vision was correlated to fire and light, hearing to air, smell to vapour, taste to water, and touch to earth.
The inhumanity of contemporary architecture
The inhumanity of contemporary architecture and cities can be understood as the consequence of the neglect of the body and the senses, and an imbalance in our sensory system.
The art of the eye has certainly produced imposing and thought-provoking structures, but it has not facilitated human rootedness in the world.
Modernist design at large has housed the intellect and the eye, but it has left the body and the other senses, as well as our memories, imagination and dreams, homeless.
Estrangement and detachment, hospitals and airports
It is thought-provoking that this sense of estrangement and detachment is often evoked by the technologically most advanced settings, such as hospitals and airports.
Sonorisms IV
'an unending rainfall of images' (Calvino)
a cancerous growth of vision
we are unable to see or imagine life behind these walls
the patina of wear
to carve a volume into the void of darkness
time turned into shapeThe tacit wisdom of the body
It is evident that the architecture of traditional cultures is also essentially connected with the tacit wisdom of the body, instead of being visually and conceptually dominated. Construction in traditional cultures is guided by the body in the same way that a bird shapes its nest by movements of its body.
Mere retinal art
Instead of an existentially grounded plastic and spatial experience, architecture has adopted the psychological strategy of advertising and instant persuasion; buildings have turned into image products detached from existential depth and sincerity.
Architecture of our time often appears as mere retinal art.
Stage sets for the eye
With the loss of tactility, measures and details crafted for the human body – and particularly for the hand – architectural structures become repulsively flat, sharp-edged, immaterial and unreal. The detachment of construction from the realities of matter and craft further turns architecture into stage sets for the eye, into a scenography devoid of the authenticity of matter and construction. The sense of 'aura', the authority of presence, that Walter Benjamin regards as a necessary quality for an authentic piece of art, has been lost.
Vision reveals what the touch already knows
Deep shadows and darkness are essential
During overpowering emotional experiences, we tend to close off the distancing sense of vision; we close the eyes when dreaming, listening to music, or caressing our beloved ones. Deep shadows and darkness are essential, because they dim the sharpness of vision, make depth and distance ambiguous, and invite unconscious peripheral vision and tactile fantasy.
The street of an old town
How much more mysterious and inviting is the street of an old town with its alternating realms of darkness and light than are the brightly and evenly lit streets of today! Homogenous bright light paralyzes the imagination in the same way that homogenization of space weakens the experience of being, and wipes away the sense of place. The human eye is most perfectly tuned for twilight rather than bright daylight.
To carve a volume into the void of darkness
The nocturnal sound is a reminder of human solitude and mortality, and it makes one conscious of the entire slumbering city. Anyone who has become entranced by the sound of dripping water in the darkness of a ruin can attest to the extraordinary capacity of the ear to carve a volume into the void of darkness. The space traced by the ear in the darkness becomes a cavity sculpted directly in the interior of the mind.
The door handle is the handshake of a building
Time turned into shape
A pebble polished by waves is pleasurable to the hand, not only because of its soothing shape, but because it expresses the slow process of its formation; a perfect pebble on the palm materializes duration, it is time turned into shape.
Authentic architectural experiences
Authentic architectural experiences consist of approaching or confronting a building, rather than the formal apprehension of a facade; of the act of entering, and not simply the visual design of the door; of looking in or out through a window, rather than the window itself as a material object; or of occupying the sphere of warmth, rather than the fireplace as an object of visual design.
Architectural space is lived space rather than physical space, and lived space always transcends geometry and measurability.
From body to body
During the design process, the architect gradually internalizes the landscape, the entire context, and the functional requirements as well as his/her conceived building: movement, balance and scale are felt unconsciously through the body of the observer, the experience mirrors the bodily sensations of the maker. Consequently, architecture is communication from the body of the architect directly to the body of the person who encounters the work, perhaps centuries later.