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 Fidelity Curve
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 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
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.