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Posts tagged “technology”

The web/app pendulum swing

It’s interesting to see the web vs apps pendulum swing back to the web in recent months. From Larry Seltzer’s Can Web standards make mobile apps obsolete?:

What’s the alternative? Well, perhaps the best answer is to go back to the future and do what we do on desktop computers: use the Web and the Web browser. Updates to HTML apps happen entirely on the server, so users get them immediately. There’s no window of vulnerability between the release of a security fix and the user applying the update. So with a capable, HTML-based platform and a well-designed program that makes good use of CSS, one site could support phones, tablets, PCs, and just about anything else with one site.

The primary issue with moving back to the web is mainly what the web has become in recent years. As Maciej Cegłowski points out, we have a website obesity crisis. The talk (which you shoud definitely read) starts like this:

What do I mean by a website obesity crisis?

Here’s an article on GigaOm from 2012 titled “The Growing Epidemic of Page Bloat”. It warns that the average web page is over a megabyte in size.

The article itself is 1.8 megabytes long.

We can’t have it both ways, unfortunately. The only way that the web can become a better mobile platform than apps is if we take the obesity/performance crisis seriously. Otherwise the “it’s too slow!” argument will always win.

For an example of how this idea could work sensibly, see Addy Osmani’s excellent Getting started with Progressive Web Apps.

Can software ever be done?

My latest column for A List Apart was published today. From The Analog Revolution:

So I wonder. I wonder what would happen if we felt the weight of responsibility a little more when we’re designing software. What if we go into a project as if the product we make might not only be done at some point, but might be something that lasts for a while? Would we make it fit into the web environment better, give it a timeless aesthetic, add fewer unnecessary features, and spend more time considering the consequences of our design decisions?

It’s not the best thing I’ve ever written, but I have to say, it’s one of my favorites. This is something I’ve been thinking about for a very long time, and to condense those thoughts into just over 1,000 words that include subtle references to The Hobbit and Zoolander feels pretty good.

Elezea Newsletter 31: Authenticity, grammar heroes, the web, streaming music, texting & driving

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My friend Gio tells me he liked the tone of the last newsletter. Sure, it’s a sample of one, but I like writing how I talk, so I guess I’ll keep going—until I get a request to be a little more “corporate”, in which case I’ll start using words like “engagement” and “take it offline”. I refuse to use “ask” as a noun, though. One has to draw the line somewhere.


Anyway, the quote I can’t get out of my head this week is from Madeline Ashby’s No one cares about your jetpack — an article about the relative box office failure of the movie Tomorrowland. The whole thing is good, but this paragraph stands out:

In the end, the lacklustre performance of Tomorrowland at the box office has nothing to do with whether optimism is alive or dead. It has to do with changing demographics among moviegoers who know how to spot an Ayn Rand bedtime story when they see one. There are whole generations of moviegoers for whom jetpacks don’t mean shit, whose first memories of NASA are the Challenger disaster. And you know what? Those same generations believe in driverless cars, solar energy, smart cities, AR contacts, and vat-grown meat. They saw the election of America’s first black president, and they witnessed a wave of violence against young black men. They don’t want the depiction of an “optimistic” future. They want a future where their concerns are taken seriously and humanely, with compassion and intelligence and validation. And that’s way harder than optimism.

I’ve felt for a long time that what people (I agree with Rebecca Onion that we need to ditch generational labels) now crave the most is authenticity. We’ve learned how to see through most flavors of BS, and we are drawn to people situations that don’t try to dress things up to hide the truth. In short, we prefer “I made a mistake” to “Mistakes were made”.


I love What exactly are our rules comprised of?, a story in The Economist about a guy who believes his grammatical mission in life is to remove every Wikipedia instance of the phrase “comprised of” that he can find. And then there’s the guy who doesn’t believe in the past perfect tense. We should all have this much conviction about something in our lives.


In The Web of Alexandria (follow-up), Bret Victor continues a very interesting discussion about the role of the web to both preserve knowledge (the idea of a “common record”) and forget certain things (ephemeral discussions). He draws the following, well-argued conclusion:

[The web] currently has the property that it forgets what must be remembered, and remembers what must be forgotten. It manages to screw up both the sacredness of the common record and the sacredness of private interaction.


Mike Errico looks at the economics of music streaming, and those who try to game the system, in Everything in the Music Industry Has Changed Except the Song Itself. There’s a fascinating story about a band who made $20,000 by releasing an album of silent tracks and convinced their fans to stream it while they slept. It’s a weird new world in this industry.


Here’s an upside down thought. Clive Thompson asks us to consider that maybe when people text and drive, the most important of the two activities isn’t the driving, it’s the texting. So maybe we shouldn’t stop people from texting, but rather look for ways to get them to stop driving. Park the Car, Take the Bus is a very intriguing take on this topic.


And finally, in honor of Google I/O this week, I’ll leave you with this:

Let us know everything about you. We promise it’ll be worth your while. http://t.co/vJv4ucoZmt

— Josh Clark (@bigmediumjosh) May 29, 2015

Happy weekend, everyone!

Work and identity (and the machines)

Michael Sacasas has an interesting viewpoint on the “machines are taking our jobs” argument. In Machines, Work, and the Value of People he argues that since we’ve so closely linked our value as human beings to the work we do, the issue of machines taking over hits us pretty hard:

So, to sum up: Some time ago, identity and a sense of self-worth got hitched to labor and productivity. Consequently, each new technological displacement of human work appears to those being displaced as an affront to the their dignity as human beings. Those advancing new technologies that displace human labor do so by demeaning existing work as below our humanity and promising more humane work as a consequence of technological change. While this is sometimes true–some work that human beings have been forced to perform has been inhuman–deployed as a universal truth, it is little more than rhetorical cover for a significantly more complex and ambivalent reality.

SimCity and the virtues of games about societal issues

On the surface, Ian Bogost’s Video Games Are Better Without Characters is a nostalgia piece about SimCity:

Such was the payload of SimCity: not a game about people, even though its residents, the Sims, would later get their own spin-off. Nor is it a game about particular cities, for it is difficult to recreate one with the game’s brittle, indirect tools. Rather, SimCity is a game about urban societies, about the relationship between land value, pollution, industry, taxation, growth, and other factors. It’s not really a simulation, despite its name, nor is it an educational game. Nobody would want a SimCity expert running their town’s urban planning office. But the game got us all to think about the relationships that make a city run, succeed, and decay, and in so doing to rise above our individual interests, even if only for a moment.

But later on it turns into a strong argument for games that are about bigger issues in society. Games not about fighting one’s way out of a prison or getting off a deserted planet, but games that focus on living systems, politics, and the economy. Great article.

Combinatorial innovation and the automation of jobs

John Naughton wrote another interesting “the machines are coming for our jobs!” article1. This one is from the angle of “combinatorial innovation”—the idea that innovation happens when a bunch of disparate advances in technology come together in an unexpected way. His point in We are ignoring the new machine age at our peril is that it’s hard to see the implications of this kind of innovation:

The implications of [the self-driving] vehicle stretch far beyond the future of the automobile industry or even the future of transport. What it signals is that vast swaths of human activity – and employment – which were hitherto regarded as beyond the reach of “intelligent” machines may now be susceptible to automation. So we need to revise our assumptions about the future of work in the light of combinatorial innovation.


  1. See, for example, The Machines are Coming and As Robots Grow Smarter, American Workers Struggle to Keep Up

Facebook Instant Articles and the web performance gap

The big news in our neck of the woods this week is the launch of Facebook’s Instant Articles. Although the handwringing about the open web and the future of publishing is important, there’s a tangential discussion going on in the web community that I find particularly interesting. It’s about the focus Facebook puts on the speed of the feature. It starts with the name Instant, and continues to play a big role in their marketing materials:

Articles load instantly, as much as 10 times faster than the standard mobile web.

Even the phrase “standard mobile web” is an interesting choice of words, and a subtle shot across the bow with a clear message: the web is sloooooooowwwwwww. Well, the web community took notice, and is gearing up for a fight. Here’s Jason Grigsby:

You can make your sites load faster or you can give complete ownership of your content to Facebook which doesn’t share your interests. Hmm…

— Jason Grigsby, ☁4 (@grigs) May 13, 2015

Tim Kadlec followed up with a great post called Choosing performance:

[The web is so slow at the moment] not because of any sort of technical limitations. No, if a website is slow it’s because performance was not prioritized. It’s because when push came to shove, time and resources were spent on other features of a site and not on making sure that site loads quickly.

This goes back to what many have been stating as of late: performance is a cultural problem.

I agree with them that this is the heart of the matter. Focusing on the instant aspect of the articles is a brilliant marketing move by Facebook. They looked at all the giant, slow, over-designed sites out there, saw an opportunity, and went for it. Let’s admit it: they won this round.

The big question now is: how are we going to respond? I think our best response is to fight fire with fire. Instead of trying to kill Instant Articles with the wrath of a righteous anger, let’s rather do something we should have done ages ago: prioritize performance. And Lara Hogan’s Designing for Performance is an excellent place to start.

The ethics of slot machine design

Andrew Thompson in Engineers of Addiction, a fascinating profile on the psychology of slot machines:

Game [slot machine] designers are charged with somehow summoning the ineffable allure of electronic spectacle — developing a system that is both simple and endlessly engaging, a machine to pull and trap players into a finely tuned cycle of risk and reward that keeps them glued to the seat for hours, their pockets slowly but inevitably emptying.

In other words, their job description is to make people win just enough so that they come back long enough to lose big. I just can’t wrap my head around that.

UI design and the abundance of choice

Aaron Shapiro makes some interesting observations in The Next Big Thing In Design? Less Choice:

Technology has revolutionized the way we live our lives and do business, but it has done a terrible job reducing the stress of so many decisions. Industry by industry, great digital design has eliminated middlemen from the economy and put users in control, making it fast and easy for us to determine what we want and purchase it directly, whether on a computer or over a phone. Now, with unlimited opportunities for decision-making, we have essentially made ourselves the middlemen in our own lives.

The enjoyment, and even fetishization, of the beautifully designed experiences we rely on to make these decisions has distracted us from our original goal of simplifying our lives. We’ve forgotten that the ultimate purpose of an interface is to make things simpler.

That last sentence is interesting. “We’ve forgotten that the ultimate purpose of an interface is to make things simpler.” I understand and agree with the sentiment, but the statement got me thinking about how I would define the purpose of a user interface.

In the context of modern UI design I would probably want to adjust that statement a little bit to say that, “The ultimate purpose of an interface is to enable users to accomplish their goals within a system easily, in a way that also fulfills pre-defined business goals.” I’m sure there’s lots to argue about and disagree with in that statement as well, but it’s an interesting thought process to go through.

The rest of the article goes a little too deep into #NoUI territory for me. I’m more with Cennydd on that one:

This is the world desired by some #NoUI adherents. It’s not a world I recommend.

— Cennydd Bowles (@Cennydd) April 21, 2015

But there are still some interesting examples. Well worth going through.

Placebo UI buttons

Chris Baraniuk looks at the futility of things like traffic signal buttons in Press me! The buttons that lie to you:

Some would call this a “placebo button”—a button which, objectively speaking, provides no control over a system, but which to the user at least is psychologically fulfilling to push. It turns out that there are plentiful examples of buttons which do nothing and indeed other technologies which are purposefully designed to deceive us. But here’s the really surprising thing. Many increasingly argue that we actually benefit from the illusion that we are in control of something—even when, from the observer’s point of view, we’re not.