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><channel><title>Some Random Dude</title> <atom:link href="http://somerandomdude.com/feed/" rel="self" type="application/rss+xml" /><link>http://somerandomdude.com</link> <description>PJ Onori&#039;s blog about design and technology</description> <lastBuildDate>Wed, 22 May 2013 17:01:15 +0000</lastBuildDate> <language>en-US</language> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.5.1</generator> <item><title>The Best Way is Through</title><link>http://somerandomdude.com/2013/05/16/the-best-way-is-through/</link> <comments>http://somerandomdude.com/2013/05/16/the-best-way-is-through/#comments</comments> <pubDate>Thu, 16 May 2013 14:00:06 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Opinion]]></category> <category><![CDATA[accomplishment]]></category> <category><![CDATA[challenge]]></category> <category><![CDATA[design]]></category> <category><![CDATA[easy]]></category> <category><![CDATA[friction]]></category> <category><![CDATA[growth]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12858</guid> <description><![CDATA[My Grandmother was dying. She was in the hospital, being monitored before she was sent home with hospice care. Everyone in the room knew the end was not far away. My wife and I had driven to be there when we were told that she could pass at any time. Not long after we showed [...]]]></description> <content:encoded><![CDATA[<p>My Grandmother was dying. She was in the hospital, being monitored before she was sent home with hospice care. Everyone in the room knew the end was not far away. My wife and I had driven to be there when we were told that she could pass at any time. Not long after we showed up, my Grandmother politely asked to be left alone so she could sleep. I knew that once I left the room, it would be the last time I saw her alive.</p><p><span
id="more-12858"></span></p><p>Everyone had left the room except for myself. I leaned over to her, told her I loved her, I knew she was dying and I would never see her again. I needed to have a honest, real, true moment with her. For us to share even a couple seconds where we acknowledged the finality of what the moment held and try to make sense of it. This would have been difficult and awkward. But it would have been worth it. Unfortunately, that moment never came. She said she&#8217;d be better tomorrow and that we&#8217;d talk soon.</p><p>We never spoke again. My best guess is that my Grandmother was trying to make me feel better by redirecting the conversation. She probably thought it would have been uncomfortable and unsettling, not to mention emotionally tough. Who knows. What I do know is that to this day I carry a deep regret that I was unable to have that exchange with her.</p><p>Meaningful human moments are born from pushing through challenges. Like most others, I all too often avoid these difficult moments. But for reasons I still don&#8217;t fully understand, I sought out that opportunity with my Grandmother. I look back at my life and the most meaningful, important moments had something to do with forcing myself through situations like these. At the end of that push is accomplishment, failure, realization, clarity. Big, weighty, impactful things.</p><p>The path of least resistance is not always the best for us. Our bodies and psyches thrive on the <em>right amount</em> of friction. In the drive to remove all friction from peoples&#8217; lives, I question how much <em>good</em> we are ultimately doing. Rather, I think we need to be creating healthy friction for people &#8211; the right amount in the right ways at the right times.</p><p>I look back at taking photographs in 2001 with a Nikkormat FT2. No auto-focus, no auto aperture, and about as basic of a light meter as you&#8217;ll find. It was friction embodied. It also ended up being one of the most formative presences in my creative life. I appreciate what the point-and-shoot and the iPhone have done to expand the popularity of photography by lowering (or debatably removing) its learning curve. Still, I wonder how much joy is lost by taking a great shot without the hand holding.</p><p>To that end, I think we need to focus less on making people&#8217;s lives easier and more on making people&#8217;s lives fuller. People thrive on challenge and accomplishment. This doesn&#8217;t happen without <em>friction</em>. Instead of removing all friction, we need to isolate meaningful opportunities for growth and guide them <em>through</em> it. This is not as easy of a sell as &#8220;we&#8217;ll do it for you&#8221;. There needs to be a clear understanding of why the friction is worth it and what&#8217;s in it for them in the end. The difference between a challenge and a hassle is that a challenge has a perceived promise of growth whereas a hassle seems difficult for no reason.</p><p>Looking back at the last moments with my Grandmother, it would have been easier for me to simply tell her that I was looking forward to recovery and that everything would be back to normal soon. But it would have been an hollow ending to our 34 years together. As designers, we have the opportunity to  smooth out the rough edges of life. We also have the opportunity to create a path <em>through</em> them. It can be difficult to discern which is appropriate, but getting it right can mean everything.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2013/05/16/the-best-way-is-through/feed/</wfw:commentRss> <slash:comments>1</slash:comments> </item> <item><title>Metaphors, Idioms and Why the Save Icon is Broken</title><link>http://somerandomdude.com/2013/05/11/metaphors-idioms-save-icon-broken/</link> <comments>http://somerandomdude.com/2013/05/11/metaphors-idioms-save-icon-broken/#comments</comments> <pubDate>Sun, 12 May 2013 04:51:47 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Design]]></category> <category><![CDATA[icon]]></category> <category><![CDATA[idiom]]></category> <category><![CDATA[language]]></category> <category><![CDATA[metaphor]]></category> <category><![CDATA[save icon]]></category> <category><![CDATA[symbol]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12834</guid> <description><![CDATA[Metaphors are great, until they lose their meaning. Then they become confusing, seemingly arbitrary phrases to those not in the know. The save icon is an idiom in visual form and there's <em>nothing</em> good about that.]]></description> <content:encoded><![CDATA[<p>In a <a
href="http://somerandomdude.com/2013/04/11/why-redesigning-the-save-icon-is-important/">recent post</a> I promised to write a follow-up article on why the save icon was &#8220;objectively&#8221; broken. I know this topic has run its course, so I will keep this brief. I&#8217;ve started to think more broadly about this save icon subject—specifically around using metaphors in design. The metaphors for computing concepts established decades ago are starting to show their age and time has exposed the weaknesses of relying too heavily on them.</p><p><span
id="more-12834"></span></p><p>Metaphors make ephemeral concepts tangible. It&#8217;s a very natural way to communicate. This approach was core to the <a
href="http://en.wikipedia.org/wiki/Xerox_Star">Star Operating System</a> and has stayed so to this day. It was a huge success.</p><p>Metaphors <em>vicariously</em> describe a concept, but they don&#8217;t directly articulate. Therefore a metaphor&#8217;s efficacy relies on both subjects maintaining their relation. Once that relation breaks, metaphor becomes idiom. <em>Raining cats and dogs</em> is an example of a outdated metaphor that no longer makes sense. Idioms are a nightmare for people trying to learn a new language because they seem like nonsense to the outsider.</p><p>There&#8217;s also a relatively new  problem with metaphors—they don&#8217;t last as long as they used to. The world is changing so quickly (especially in the digital world) that metaphors are losing their relevance sooner. Since metaphors rely on both subjects maintaining their relation, change is a metaphor&#8217;s greatest enemy.</p><h3>My Gripe With the Save Icon</h3><p>The save icon is essentially an idiom in the form of an icon. It once made sense and no longer holds any relevant meaning to people under 30. Idioms are a <em>bad</em> way to communicate if your goal is clarity and universality. The core purpose of an icon is clarity and universality. This is a problem. There are times when an idiom can be a fun, quirky way to get a point across, but it has no place for one of the core functions of computing.</p><div
id="attachment_12835" class="wp-caption aligncenter" style="width: 410px"><img
src="http://www.somerandomdude.com/wp-content/uploads/save-icon.png" alt="Save designed by Cris Dobbins from The Noun Project" width="400" height="400" class="size-full wp-image-12835" /><p
class="wp-caption-text"><a
href="http://thenounproject.com/noun/save/#icon-No9016" target="_blank">Save</a> designed by <a
href="http://thenounproject.com/crisdobbins" target="_blank">Cris Dobbins</a> from The Noun Project</p></div><p>As soon as an icon becomes the visual equivalent of an idiom, its form has no decipherable meaning to those without context. Even worse, its form has no <em>relevance</em> to its the subject. In my opinion, this makes it <em>objectively</em> bad. The save icon is a great icon for <em>floppy disk</em>, not so much for <em>save</em>.</p><p>That&#8217;s my main gripe with using metaphors for icons, but there are other problems. For instance, once you use <em>something else</em> to describe a concept, there&#8217;s nothing stopping you from using that <em>something else</em> to describe another concept. Clear as mud? OK, let&#8217;s just jump to an example. We use the magnifying glass to communicate <em>search</em>.</p><div
id="attachment_12836" class="wp-caption aligncenter" style="width: 410px"><img
src="http://www.somerandomdude.com/wp-content/uploads/search-icon.png" alt="Search  designed by Egor Culcea from The Noun Project" width="400" height="400" class="size-full wp-image-12836" /><p
class="wp-caption-text"><a
href="http://thenounproject.com/noun/search/#icon-No14173" target="_blank">Search</a> designed by <a
href="http://thenounproject.com/egor.c" target="_blank">Egor Culcea</a> from The Noun Project</p></div><p>But we also use it to communicate zoom in/out.</p><div
id="attachment_12837" class="wp-caption aligncenter" style="width: 410px"><img
src="http://www.somerandomdude.com/wp-content/uploads/zoom-icon.png" alt="Zoom designed by Egor Culcea from The Noun Project" width="400" height="400" class="size-full wp-image-12837" /><p
class="wp-caption-text"><a
href="http://thenounproject.com/noun/zoom/#icon-No14175" target="_blank">Zoom</a> designed by <a
href="http://thenounproject.com/egor.c" target="_blank">Egor Culcea</a> from The Noun Project</p></div><p>We use the magnifying glass to communicate two <em>entirely</em> different concepts. On their own, they work (although I always thought the magnifying glass for <em>search</em> was a stretch), but as a part of a system they break down. This is the equivalent of <em>to</em>, <em>too</em> and <em>two</em> in the English language.</p><p>That&#8217;s my problem with metaphors, they make a lot of sense in the short term and for a single solution, but in a broader, longer view, they begin to break down. My guess is that we will have more icons with problems similar to the save icon in the years to come.</p><p>Here&#8217;s the snag. Designing entirely symbolic visual representations for abstract concepts is <em>really hard</em>. For every success, there are a multitude of failures. Metaphors have less of a cognitive learning curve than abstract icons. I don&#8217;t think we should stop using them,but  I think we need to be aware of their pitfalls and make the necessary adjustments.</p><p>Metaphors in our interfaces will need constant maintenance and updating. My main issue with the save icon is that we let it become an idiom. While I would still have philosophical issues with using a modern storage device to communicate save, at least it would be within the realm of decency.</p><p>I still prefer meaningful symbols to metaphors to communicate abstract concepts. The <a
href="https://www.orau.org/ptp/articlesstories/radwarnsymbstory.htm" target="_blank">radiation trefoil</a> is a great example of a meaningful symbol. If I am right and metaphors begin to suffer reduced longevity, it&#8217;ll make symbolizing concepts all the more important.</p><p>In short, a good metaphor is a useful way to communicate an idea at a specific point in time. Not so great for a prolonged amount of time.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2013/05/11/metaphors-idioms-save-icon-broken/feed/</wfw:commentRss> <slash:comments>6</slash:comments> </item> <item><title>Frank 0.9.2 Released</title><link>http://somerandomdude.com/2013/04/30/frank-0-9-2-released/</link> <comments>http://somerandomdude.com/2013/04/30/frank-0-9-2-released/#comments</comments> <pubDate>Tue, 30 Apr 2013 17:51:10 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Current Events]]></category> <category><![CDATA[frank]]></category> <category><![CDATA[wordpress]]></category> <category><![CDATA[wordpress theme]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12826</guid> <description><![CDATA[It&#8217;s been a long time coming, but the next version of Frank has been released. This is a significant update and is intended to set the stage for the foreseeable future releases. Perhaps the biggest change is the Frank project repo now only contains the main parent theme. Frank for Some Random Dude, its child [...]]]></description> <content:encoded><![CDATA[<p>It&#8217;s been a long time coming, but the next version of Frank has been released. This is a significant update and is intended to set the stage for the foreseeable future releases. Perhaps the biggest change is the Frank project repo now only contains the main parent theme. Frank for Some Random Dude, its child theme, now exists at <a
href="http://github.com/somerandomdude/frank-somerandomdude">github.com/somerandomdude/frank-somerandomdude</a>. This may cause some initial confusion, but it will make everyone&#8217;s lives better in the long-term.<span
id="more-12826"></span></p><p>I am particularly happy to get 0.9.2 out because it finally frees us up to start working on 0.9.3 which is going to be a lot of fun. The theme for 0.9.3 is automation. We will be using <a
href="http://gruntjs.com">Grunt</a> to make theme setup, development and deployment more streamlined. We&#8217;ve already been picking away at it, but we&#8217;ll finally be able to dig into it with our entire focus.</p><p>Here&#8217;s the full list of changes for 0.9.2:</p><ul><li>Broke up the repository into two separate repos.</li><li>Cleaned up the repo dramatically</li><li>Added option to remove version URL parameter to enqueued scripts</li><li>Added option to remove version URL parameter to enqueued styles</li><li>Added option to remove WordPress version meta tag</li><li>Converted main content div to the &#8216;main&#8217; tag</li><li>Fixed 404 template</li><li>Added individual IDs for comments</li><li>Made comments count in sidebar a link</li><li>Fixed font size for unordered list within 3-up view</li><li>Fixed pagination margins</li><li>Fixed list line-height in content section UI</li><li>Improved structure and organization of SCSS/CSS</li><li>Increased optimization of SCSS/CSS</li><li>Broke up global.scss into smaller modules</li><li>Text input placeholder replacements for IE</li><li>Made the removal of script/style version URL parameter optional</li><li>Moved core Javascript into parent theme (not included by default)</li><li>Added simple image deferring Javascript (not included by default)</li><li>Added French translation</li><li>Added Polish translation</li></ul> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2013/04/30/frank-0-9-2-released/feed/</wfw:commentRss> <slash:comments>4</slash:comments> </item> <item><title>Prototyping the Future American City</title><link>http://somerandomdude.com/2013/04/24/prototyping-americas-future-cities/</link> <comments>http://somerandomdude.com/2013/04/24/prototyping-americas-future-cities/#comments</comments> <pubDate>Wed, 24 Apr 2013 18:37:12 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Art & Ideas]]></category> <category><![CDATA[autonomous vehicles]]></category> <category><![CDATA[cities]]></category> <category><![CDATA[design]]></category> <category><![CDATA[government]]></category> <category><![CDATA[initiatives]]></category> <category><![CDATA[politics]]></category> <category><![CDATA[technology]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12593</guid> <description><![CDATA[Our cities and towns have long since fell behind the technologies citizens use daily. At some point, this gap will hold back advancement. How can we envision the future public space while actually making it a reality?]]></description> <content:encoded><![CDATA[<p>San Francisco is the center of the center of American innovation. The future of software, medicine and transportation is being created within a 60 mile square radius of the city. Based on that, it&#8217;s striking to notice at how old the city feels. Everything from its mass transit systems to its architecture seems dichotomous to the &#8220;everything-new&#8221; energy of the city.</p><p>San Francisco is an example of where society is outpacing its habitat. While San Francisco and other urban dwellings are experiencing this phenomenon now, it&#8217;s only a matter of time until every town and suburb  goes through the same phenomenon. It doesn&#8217;t take a genius to figure out how we got here. Making any significant infrastructural modification takes considerable time, money and will. The amount of disruption of daily life for its residents would be considerable. On the occasions where projects like these fail, it becomes harder for future projects.<span
id="more-12593"></span></p><div
id="attachment_12813" class="wp-caption alignnone" style="width: 545px"><img
src="http://www.somerandomdude.com/wp-content/uploads/old-transportation.jpg" alt="While this may be quaint, it&#039;s absolutely stupid. Photo by Michael Patterson" width="535" height="185" class="size-full wp-image-12813" /><p
class="wp-caption-text">While this may be quaint, it&#8217;s absolutely stupid. Photo by <a
href="http://www.flickr.com/photos/michaelnpatterson/">Michael Patterson</a></p></div><p>Civil engineering is nothing like software engineering, but both professions face similar challenges. As the things they make age and complexity gets layered on, it becomes hard to make even the smallest changes. Any foundational modifications often lead to instability. It gets to the point where the team just wants to keep things running as-is because anything else would be risky and expensive. The great thing about software is its intangible existence. Old code can be scrapped and re-written at a relatively low cost. In comparison, if the city of New York wanted to retrofit Brooklyn, they couldn&#8217;t start by leveling it. That difference is one of the key ingredients of how the world of software has kept up (and even accelerated) the rate of advancement while many sectors that have a physical component to them are just trying to keep up.</p><p>Our cities are embarrassingly behind in the most basic technologies. There is only so much commercial products and services can do. This gap is only going to expand at an accelerating rate. At some point cities will begin to hold back its population. This is a serious problem.</p><p>So how can we solve this? I would like to see a start-from-scratch approach by building a prototype city built entirely on new technologies and new approaches in urban design. Each city would be relatively small in area and population&mdash;let&#8217;s say 4 square miles in area. Each prototype city would work to solve weighty urban issues in different ways based on the needs of their region. For instance, you probably wouldn&#8217;t want to create a solar-powered city in Seattle.</p><div
id="attachment_12810" class="wp-caption alignnone" style="width: 545px"><img
src="http://www.somerandomdude.com/wp-content/uploads/retro-future.jpg" alt="What&#039;s the modern equivalent to the stereotypical 1950&#039;s &quot;City of Tomorrow&quot;?" width="535" height="413" class="size-full wp-image-12810" /><p
class="wp-caption-text">What&#8217;s the modern equivalent to the stereotypical 1950&#8242;s &#8220;City of Tomorrow&#8221;?</p></div><p>These prototype cities would provide an unconstrained vision of how cities could function. This would provide a much clearer view of how certain new technologies/approaches impact a community (for better or worse). They would also provide an avenue for technology companies to envision ambitious ideas with considerably less friction. Most importantly, these prototype cities would provide a blueprint for existing cities on how to (or how not to) approach modernizing their infrastructure to reduce the amount of risk when they choose to do so.</p><p>One focus for a prototype city could be the emerging technology of autonomous vehicles. At this point, the autonomous vehicle has had to work around laws and infrastructure that never planned to support them. Imagine how much better autonomous vehicles could operate with roads designed specifically for them. Would road signs have machine-readable information printed on them? Would they have different speed limits? Their own partitioned roads? How would a society work differently in this scenario? We can all take guesses on how autonomous vehicles would impact urban life or we can actually have it play out and apply those learnings to modernizing the rest of our cities.</p><div
id="attachment_12809" class="wp-caption alignnone" style="width: 545px"><img
src="http://www.somerandomdude.com/wp-content/uploads/autonomous-vehicle.jpg" alt="Photo by Scott Schrantz." width="535" height="357" class="size-full wp-image-12809" /><p
class="wp-caption-text">What would a city look like if these were the only cars on the road? Photo by <a
href="http://www.flickr.com/photos/scottschrantz/">Scott Schrantz</a>.</p></div><p>The autonomous vehicle is a perfect example of a technology that is almost assuredly going to become mainstream, have a dramatic impact on our society and require a significant adjustment on the city, state and national levels of government. I can guarantee you that the transition will be challenging, no matter what we do. If we just try to wing it and institute national standards without a model to work from, it&#8217;s going to be a mess. I can think of countless other technologies that will have a similar impact. We need to employ a [test, measure, adjust] approach to problems this large and complex. As long as cities are taking a reactionary approach to technology, any modernization efforts will be hacks.</p><p>We could also use this approach during recovery efforts of cities hit by disasters. Think hurricane Katrina or Sandy. We could use those disasters as opportunities to rebuild our towns/cities with forward-looking approaches and technologies. Think of a recovery process where as many technologists show up as engineers. Cities/towns hit by a disaster could have the opportunity to not just rebuild but re-imagine.</p><p>In many ways, America feels old, timid and tired. The country that created the Interstate system and the Apollo program has lost either the confidence, the will or both to create new, ambitious public infrastructures. The result is a portfolio of old and outdated cities. It is necessary for our existing cities to improve their infrastructure, but the process is far too incremental and compromised to provide a guiding direction of where America&#8217;s cities should head. Government shouldn&#8217;t be the only source of innovation, but it can&#8217;t shy away from it either. The private sector can&#8217;t and <em>shouldn&#8217;t</em> modernize our cities. We need government-generated innovation; a NASA for civil engineering if you will. Without such an initiative, our public spaces will always be uninspiringly behind.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2013/04/24/prototyping-americas-future-cities/feed/</wfw:commentRss> <slash:comments>1</slash:comments> </item> <item><title>Creating the Profound</title><link>http://somerandomdude.com/2013/04/19/creating-the-profound/</link> <comments>http://somerandomdude.com/2013/04/19/creating-the-profound/#comments</comments> <pubDate>Sat, 20 Apr 2013 03:50:25 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Opinion]]></category> <category><![CDATA[depth]]></category> <category><![CDATA[design]]></category> <category><![CDATA[easy]]></category> <category><![CDATA[meaning]]></category> <category><![CDATA[profound]]></category> <category><![CDATA[simple]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12782</guid> <description><![CDATA[I have been thinking a lot about my article, In Defense of Hard, which I wrote almost two years ago. I never have completely moved on from it&#8212;to this day, I try to find better ways to communicate the thoughts behind the article.Through all my thinking, I keep going back to the word profound and [...]]]></description> <content:encoded><![CDATA[<p>I have been thinking a lot about my article, <a
href="/2011/08/08/defense-hard/">In Defense of Hard</a>, which I wrote almost two years ago. I never have completely moved on from it&mdash;to this day, I try to find better ways to communicate the thoughts behind the article.Through all my thinking, I keep going back to the word <em>profound</em> and how few things being made today can be described as such. There is a exhaustive emphasis on <em>simple</em> or <em>easy</em>, but not <em>profound</em>.<span
id="more-12782"></span></p><h3>What We Come Back To</h3><p>I often look back at the things that stay present in my mind through the years. The things that I keep coming back to. Most of the things on that list I would not immediately be described as <em>simple</em>. They may be simple to use/learn/consume, but that&#8217;s not why I keep coming back to them. In fact, it&#8217;s quite the opposite. The things I keep coming back to have immense depth&mdash;they encourage a long-term relationship because there is so much to it.</p><p>I have a deep love for the game of baseball. I started playing as a child. I went to my college specifically to play baseball. The game is now one of the most cherished experiences my wife and I share together. I stopped following the game for a stretch of 5 years, but I came back to it. I have listened to countless games and have played innumerable innings and I never grown tired of it. I feel like there&#8217;s still so much to learn and experience.</p><p><img
src="http://www.somerandomdude.com/wp-content/uploads/fenway.jpg" alt="fenway" width="535" height="372" /></p><p>Baseball has had a formative and permanent impact on my life. Not because it was simple or easy to pick up, but because of the nuance and details&mdash;enough to devote a lifetime to fully learn. It&#8217;s those kinds of experiences that create life-long love affairs. Simple is an admirable quality, but alone it provides transient convenience. Profound is timeless, remembered. Profound shapes people&#8217;s lives.</p><h3>Profundus</h3><p>The word <em>profound</em> stems from the Latin word <em>profundus</em>, which has a broader meaning than its descendent. I found <a
href="http://en.wiktionary.org/wiki/profundus#Latin">this definition in particular</a> interesting:</p><ol><li>deep, profound</li><li>intense, extreme, profound; immoderate</li><li>boundless, vast; bottomless</li><li>thick, dense</li><li>obscure, unknown, mysterious</li></ol><p>What I love about this definition is that it paints a more accurate, well-rounded picture of something with depth. The profound is often dense, obscure and complex&mdash;it&#8217;s in its nature. It&#8217;s that density and complexity which makes something with depth less accessible. The end result is often something not immediately approachable and often has a considerable learning curve. This is normally seen as an impediment, but it also presents a compelling opportunity. A steep learning curve,  balanced by the promise of a meaningful return can lead to long-term personal investment and result in a real sense of accomplishment. These are experiences we remember.</p><h3>Profound is Timeless</h3><p>Designing a profound experience is by no means trivial&mdash;we&#8217;d all be lucky to do it <em>once</em> in our life. our meaningful experiences are deeply personal and highly subjective. Focusing on convenience is considerably easier and less risky. However, their shallow focus makes them less crucial to our lives. If you design something that&#8217;s easy, most will like it&mdash;until the next thing comes along. If you design something that&#8217;s meaningful, some will <em>love</em> it&mdash;and remember it. The things that last are profound.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2013/04/19/creating-the-profound/feed/</wfw:commentRss> <slash:comments>1</slash:comments> </item> <item><title>Why Redesigning the Save Icon is Important</title><link>http://somerandomdude.com/2013/04/11/why-redesigning-the-save-icon-is-important/</link> <comments>http://somerandomdude.com/2013/04/11/why-redesigning-the-save-icon-is-important/#comments</comments> <pubDate>Thu, 11 Apr 2013 18:06:06 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Opinion]]></category> <category><![CDATA[design]]></category> <category><![CDATA[reinvention]]></category> <category><![CDATA[save icon]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12761</guid> <description><![CDATA[The floppy disk has served as the representation of the save icon for decades. It's widely accepted as a standard and well recognized. It is also a bad icon that we shouldn't shy away from changing.]]></description> <content:encoded><![CDATA[<p>About a week ago, I started a Branch discussion on <a
href="http://branch.com/b/redesigning-the-save-symbol-let-s-do-this">redesigning the Save icon</a>. I never saw the Branch as the actual place where the icon would literally be designed, but I thought it would be a good hub for conversation. To my amazement, the thread took off and grew far beyond the bounds of that single discussion. As the days went by I found the meta-discussion more interesting than the discussion itself. A significant amount of people considered the exercise a waste of time for one pervasive reason. The icon, albeit antiquated, had become the de-facto for save and had transitioned into an abstract symbol. People know what it is, so why waste our time making something new?<span
id="more-12761"></span></p><p>I noticed an interesting pattern, through almost all those individual arguments. Very few, if any described the current Save icon as being <em>good</em>. There were plenty of mentions of it being established, understood, standard, etc. But rarely, if ever, referred to as good. The sense I was getting was, &#8220;Yeah, it&#8217;s old and kind of silly, but it works. If it&#8217;s not broken, why fix it? Imperfect as it may be, we&#8217;re stuck with it&#8221;.</p><p>First and foremost, the Save icon <em>is</em> broken. Objectively broken. I won&#8217;t go into the details of that in this article; I&#8217;ll be writing more about that in the near future. Initially, my interest in redesigning the Save icon was purely due to the fact that the design is not clearly communicating the concept of &#8220;save&#8221; and that it can be made better. However, after reading through the meta-discussion, I think it&#8217;s important to redesign the icon just to dispel the idea that we are somehow stuck with the current icon or with <em>anything</em> for that matter. Nothing is forcing us to continue to use an antiquated design and we shouldn&#8217;t feel beholden to some tenured relic that&#8217;s only redeeming quality is it just happened to be around before anything else. We&#8217;re not talking about legislation or physical infrastructure. We&#8217;re talking about the most fluid, dynamic medium around &#8211; information. If we can&#8217;t redesign a stupid icon, how can we expect to change <em>serious</em> things.</p><p>The aforementioned arguments for keeping the old floppy disk around aren&#8217;t new. It&#8217;s the same basic argument that has kept the imperial unit system around in America. Replacing an established standard isn&#8217;t easy. People won&#8217;t like it—mainly because it has the unfortunate quality of being different. That dreaded learning curve of &#8220;different&#8221; often scares people towards safer paths. Yes, new things need to be learned. But learning is a basic function of the human experience. The goal should be to make something <em>worth</em> learning. By avoiding tackling old, outdated and flawed standards, we are missing out on meaningful design challenges.</p><p>I am convinced we can make a better Save icon. It&#8217;ll be hard, but I truly think a symbol can be made which more accurately, elegantly and timelessly communicates the concept. I&#8217;m also convinced we can make a lot of other things better—really important things. However, many of those things have established norms that aren&#8217;t going to be particularly easy to replace. That&#8217;s the risk. If we succeed, the reward is the chance to make profound impacts.</p><p>The age or establishment of something shouldn&#8217;t preclude it from scrutiny and/or replacement. If anything, that should make us all the more eager to pull it down from its pedestal. Our job is to make things better—or at least try to do so. The Save icon is not <em>good enough</em>. We should try to make it better.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2013/04/11/why-redesigning-the-save-icon-is-important/feed/</wfw:commentRss> <slash:comments>43</slash:comments> </item> <item><title>My Week With the Leica M9</title><link>http://somerandomdude.com/2013/02/19/my-week-with-the-leica-m9/</link> <comments>http://somerandomdude.com/2013/02/19/my-week-with-the-leica-m9/#comments</comments> <pubDate>Tue, 19 Feb 2013 14:39:11 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Art & Ideas]]></category> <category><![CDATA[camera]]></category> <category><![CDATA[leica]]></category> <category><![CDATA[leica m9]]></category> <category><![CDATA[Photography]]></category><guid
isPermaLink="false">http://somerandomdude.com/?p=12614</guid> <description><![CDATA[I finally had the chance to shoot with a camera I had wanted to use for the last four years. It was well worth the wait. I took the time to write about my experiences.]]></description> <content:encoded><![CDATA[<p>My first camera was the <a
href="http://en.wikipedia.org/wiki/Nikkormat#Nikkormat_FT2">Nikkormat FT2</a>. As far as features go, it was slim. The only <em>luxury</em> it had was a built-it light meter. There was no aperture priority, a maximum shutter speed of 1/1000 sec and, obviously, no auto-focus. This camera which I received 11 years ago set the tone for the way that I take photography to this very day. Even though I primarily shoot in digital, I only use prime lenses, most of which are manual focus. I bought the Nikon D700 entirely on the basis that it had a full-frame sensor and would accept all my old manual Nikkor lenses. I prefer the manual/prime lens combination for a few important reasons. The manual experience puts the shooter in much more control over composition. When I nail a shot with a manual lens, I feel a much greater sense of accomplishment than I get with an auto-focus lens. I prefer prime lenses due to their smaller/lighter profile, and general superior image quality (at least without breaking the bank).<span
id="more-12614"></span></p><p>Speaking of breaking the bank, this leads directly to the Leica M9. The Leica rangefinder is nearly a perfect fit for my photography preferences. Leica&#8217;s M mount collection consists entirely of manual, prime lenses. Many of these lenses are amazingly small and produce some of the best quality possible (in the right hands). In short, Leica image quality is legendary. The problem is that these cameras are notoriously expensive. A new M9 goes for roughly $7,000 and their lenses range between $1,300 and $10,000. I have wanted to shoot with a Leica for nearly a decade. I decided that if I couldn&#8217;t buy one, I could rent one for a week. Since the rental service didn&#8217;t offer the <a
href="http://us.leica-camera.com/photography/m_system/lenses/2184.html">50mm Summicron</a> lens I was interested in, I got the <a
href="http://us.leica-camera.com/photography/m_system/lenses/5794.html">50mm Summarit</a>.</p><p><img
src="http://somerandomdude.com/wp-content/uploads/leica-m9-@2x.jpg" alt="leica-m9-@2x" width="1200" height="800" /></p><p>So why am I writing about a 4 year old camera when there are countless articles written by far more experienced/credible people taking photos? Well, from everything I can tell, the people reading this blog are not professional photographers and may not have even heard of Leica prior to this post. I felt it would be a way to expose a group of people into a completely unique photographic device, and why it&#8217;s an amazing camera.</p><p><a
href="http://somerandomdude.com/wp-content/uploads/car-@2x.jpg"><img
src="http://somerandomdude.com/wp-content/uploads/car-@2x.jpg" alt="car-@2x" width="1200" height="799" /></a></p><p>It turned out renting the M9 was a <em>very</em> bad decision because after using it for a week, it has been painful to go back. The camera met my expectations in image quality (even with their &#8220;worst&#8221; lens) and <em>far</em> exceeded my expectations with everything else. If you know anything about Leica, you simply expect a properly captured photo to look amazing, but it&#8217;s hard to quantify the &#8220;small things&#8221; about using a Leica <em>until you actually use it</em>.</p><h1>My Impressions</h1><h3>Image Quality</h3><p>I went out with the M9 and my D700 on the first day to compare results. I intentionally did not compare the photos pixel for pixel; I just wanted a high-level comparison. I didn&#8217;t see drastically sharper images from the M9/Summarit than I got from my D700/Nikkor f1.4. The Summarit may have been sharper, but the Nikkor f1.4 was <em>sharp enough</em>. The big difference was the natural contrast and tones that the Summarit delivered. The colors and contrast already <em>felt right</em>.</p><p><a
href="http://somerandomdude.com/wp-content/uploads/planks-lg.jpg"><img
src="http://somerandomdude.com/wp-content/uploads/planks-@2x.jpg" alt="planks-@2x" width="400" height="600" class="aligncenter" /></a></p><p>Many times, I would import the M9 photos into Lightroom and the images wouldn&#8217;t need <em>any</em> adjustments. As someone who constantly is fiddling with the RAW files from my D700, this blew me away. It&#8217;s hard for me to explain <em>how</em> the M9 photos felt right, they just did. Additionally, the contrast delivered straight from the lens was not something I was able to replicate in my D700 photos by simply increasing the contrast once in Lightroom.</p><p><a
href="http://somerandomdude.com/wp-content/uploads/cart-lg.jpg"><img
src="http://somerandomdude.com/wp-content/uploads/cart-@2x.jpg" alt="cart-@2x" width="1200" height="799" /></a></p><p>One important note is that the M9&#8242;s sensor delivers notoriously poor image quality at high ISO. I think I shot one photo at ISO 1600 just to see for myself. The Leica delivered as promised. This was one area where my D700 blew it away hands down.</p><h3>Focusing &amp; Framing</h3><p>Setting up a shot with a rangefinder is <em>quite</em> different than with the SLR. I don&#8217;t want to go into the gory details of the differences between SLR and rangefinder viewfinders because that could take a whole article. The gist is that a rangefinder&#8217;s viewfinder&#8217;s view is independent of the lens on the camera. This video concisely describes the M9&#8242;s viewfinder:</p><p><iframe
width="535" height="301" src="http://www.youtube.com/embed/Z7NK5k9I6Ew" frameborder="0" allowfullscreen></iframe></p><p>I loved the ability to see what was <em>outside</em> of the shot because it gave me greater awareness of my surroundings. After going back to shooting with my SLR, I felt like I had tunnel vision. The rangefinder framing process felt more flexible &#8211; I could keep the camera up to my eye and still have a general understanding of what was going on around me.</p><p><a
href="http://somerandomdude.com/wp-content/uploads/bike-lg.jpg"><img
src="http://somerandomdude.com/wp-content/uploads/bike-@2x.jpg" alt="bike-@2x" width="1200" height="799" /></a></p><p>Focusing took 15 minutes to feel natural and <em>so much better</em> than my D700. It&#8217;s important to note that the D700 is not designed for manual photography. In many regards, I was very happy that Nikon provided <em>any</em> manual focus options to begin with. However, you can quickly tell that the feature is not a top priority. I could go on for paragraphs as to <em>how</em> the manual focus mechanism on the D700 is sub-optimal, but this article is about the M9. Suffice to say that a camera designed for manual focus will be better at manual focus.</p><h3>Ergonomics</h3><p>The body of the M9 feels more solid than the D700 (a difficult feat) and it <em>considerably</em> smaller and lighter (roughly 2/3 the weight of the D700). The M9 doesn&#8217;t have any rubberized areas and it can feel quite slick. This intermittently scared the hell out of me since there were times when I felt I could drop it. The body doesn&#8217;t have a built in handgrip, which I&#8217;m OK with, but I&#8217;d never carry the camera without a strap around my shoulder. The M9 camera body may not be ergonomic in shape, but due to its smaller shape and lighter weight, it still feels great in the hand.</p><h3>Shooting <em>Feel</em></h3><p>What grabbed me the most about the Leica is the quality with the highest subjectivity. The overall feel of the Leica, specifically its size/weight and incredibly quiet shutter, made it the most enjoyable camera I&#8217;ve ever shot with. The camera and its lenses are so small that I found unsuspecting subjects were not intimidated when I pointed it at them. I could frequently get away with people not even knowing that I took a photo of them because it was so silent.</p><p><a
href="http://somerandomdude.com/wp-content/uploads/sidewalk-lg.jpg"><img
src="http://somerandomdude.com/wp-content/uploads/sidewalk-@2x.jpg" alt="sidewalk-@2x" width="1200" height="799" class="alignnone size-full wp-image-12729" /></a></p><p>The poor-quality preview screen had the interesting side effect of stopping me from <a
href="http://en.wikipedia.org/wiki/Chimping">chimping</a> every time I took a photo. I spent less time worrying about the photos I had already taken and worrying more about capturing the next shot. This feeling was magnified by the fact that I knew the camera would deliver a great photo if I held my end of the bargain (nailing the focus, not pointing the camera directly at the sun, etc.). It was a wonderful feeling to know that I was the bottleneck for every shot I took.</p><p><a
href="http://somerandomdude.com/wp-content/uploads/ice-cream-lg.jpg"><img
src="http://somerandomdude.com/wp-content/uploads/ice-cream-@2x.jpg" alt="ice-cream-@2x" width="1200" height="799" class="alignnone size-full wp-image-12738" /></a></p><h3>Rent One. Seriously.</h3><p>I ended up loving the M9 for the way it let me take photos as much as the photos it produced. On the surface, the camera is tremendously overpriced, but it provides an entirely unique shooting experience. In a way, you are paying for what the camera allows you to experience rather than what it can do for you.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2013/02/19/my-week-with-the-leica-m9/feed/</wfw:commentRss> <slash:comments>4</slash:comments> </item> <item><title>Frank Under Fire—How a WordPress Theme Designed for Speed Performed Under High Traffic Conditions</title><link>http://somerandomdude.com/2013/02/05/frank-under-fire-how-a-wordpress-theme-designed-for-speed-performed-under-high-traffic-conditions/</link> <comments>http://somerandomdude.com/2013/02/05/frank-under-fire-how-a-wordpress-theme-designed-for-speed-performed-under-high-traffic-conditions/#comments</comments> <pubDate>Tue, 05 Feb 2013 13:22:00 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Development]]></category> <category><![CDATA[blogging]]></category> <category><![CDATA[frank]]></category> <category><![CDATA[performance]]></category> <category><![CDATA[speed]]></category> <category><![CDATA[web-design]]></category> <category><![CDATA[wordpress]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12663</guid> <description><![CDATA[I wrote an article for Smashing Magazine a few weeks ago showcasing Frank. As was expected, my site got bombed. Since Frank was designed from the ground up to be fast, I wanted to share the results of how Frank performed on a high volume traffic day. It&#8217;s important to know that my site is [...]]]></description> <content:encoded><![CDATA[<section> I wrote an <a
href="http://wp.smashingmagazine.com/2013/01/16/frank-a-wordpress-theme-designed-for-speed/" target="_blank">article for Smashing Magazine</a> a few weeks ago showcasing <a
href="http://github.com/somerandomdude/Frank" target="_blank">Frank</a>. As was expected, my site got bombed. Since Frank was designed from the ground up to be fast, I wanted to share the results of  how Frank performed on a high volume traffic day. It&#8217;s important to know that my site is hosted on a medium-tier VPS with no CDN.<span
id="more-12663"></span></p><p><img
src="/wp-content/uploads/real-time-traffic.png" alt="Real Time Traffic" width="535" height="300" /></p><p>The site saw a pretty large spike of traffic (we&#8217;re not talking Reddit or Hacker News scale, but still significant). The results exceeded my expectations.<br
/> </section> <section><h1>The Nitty Gritty Details</h1><p>I was confident that my site would do well under significant traffic, but you never know. It would have been quite ironic if an article showcasing a high-performance WordPress theme breaks that very theme. The actual numbers were amazing.</p><p><img
src="/wp-content/uploads/global-performance.png" alt="Global Performance" width="535" height="253" /></p><p>Globally, pages loaded at an average time of 1.73 seconds with ~55.9% of page requests loading in one second or less and ~90.7% of page requests loading in 3 seconds of less.</p><p><img
src="/wp-content/uploads/us-performance.png" alt="US Performance" width="535" height="190" /></p><p>U.S. traffic was even more impressive. Pages loaded at an average time of 0.94 seconds. ~75.1% of page requests loaded in one second or less and ~94.1% of page requests loaded in 3 seconds or less. Not shabby.</p><p>The thing that interested me the most was the server bandwidth load.</p><p><img
src="/wp-content/uploads/bandwidth.png" alt="Server Bandwidth" width="535" height="215" /></p><p>At its max, the server was sending ~91.9 KB/sec and was averaging only ~18.2 KB/sec. Those numbers wouldn&#8217;t max out my home DSL upload speed.</p><p>It&#8217;s only fair to mention that a lot of this was due to ample server caching and and <a
href="http://webbynode.com/">a great web hosting service</a>. But a lot of these numbers are due to Frank&mdash;I couldn&#8217;t be happier.<br
/> </section> <section><h1>Why Frank Matters</h1><p>Blogging is ultimately about sharing ideas with the world. We have tacked on a bunch of superfluous additives to the medium, but when boiled down, it&#8217;s still about sharing. The more weight we add to our blogging platforms, the more we get in the way of sharing &#8211; both from the writer&#8217;s and reader&#8217;s perspective. Frank was created to remove those barriers so that writers could rely on a performant blog (even on a low cost web host) and so readers weren&#8217;t forced to wait for a site to load just to wade through excess. Publishers shouldn&#8217;t have to purchase expensive web hosting plans and/or CDNs to share their ideas with a large audience. The process of sharing is what makes the Internet so unique. I wanted Frank to support that process.<br
/> </section> <section><h1>Help Us Out</h1><p>Frank is in a good place, but there&#8217;s still a lot to do. I am committed to continuing to improve Frank, but I could really use your help. The best way to contribute is to use the theme and either log issues for bugs and feature requests. The other way to help out is to fork Frank and take on some <a
href="https://github.com/somerandomdude/Frank/issues">open issues</a>.</p><p>The coming weeks should see a lot of improvements to Frank. I will soon begin the process of creation automation tools for developers. I am planning on making another big optimization pass on the CSS with a goal to drop the CSS file size by 5-10 percent. I want Frank to be the poster-child of performant WordPress. If you&#8217;d like to help, I would be grateful.<br
/> </section> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2013/02/05/frank-under-fire-how-a-wordpress-theme-designed-for-speed-performed-under-high-traffic-conditions/feed/</wfw:commentRss> <slash:comments>12</slash:comments> </item> <item><title>The Status Update Needs an Open Standard</title><link>http://somerandomdude.com/2012/09/04/status-update-needs-open-standard-app-net/</link> <comments>http://somerandomdude.com/2012/09/04/status-update-needs-open-standard-app-net/#comments</comments> <pubDate>Tue, 04 Sep 2012 14:20:08 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Current Events]]></category> <category><![CDATA[App.net]]></category> <category><![CDATA[identica]]></category> <category><![CDATA[open protocols]]></category> <category><![CDATA[open standards]]></category> <category><![CDATA[open-source]]></category> <category><![CDATA[ostatus]]></category> <category><![CDATA[rstatus]]></category> <category><![CDATA[status update]]></category> <category><![CDATA[twitter]]></category> <category><![CDATA[walled garden]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12430</guid> <description><![CDATA[Twitter&#8217;s recent API shenanigans have been exhaustively documented. Like it or not, Twitter is making a business decision and there is little that anyone can do about it. App.net has made a play to provide a clear alternative. Full disclosure, I am a paying member of App.net. I think they are providing a valuable service [...]]]></description> <content:encoded><![CDATA[<p>Twitter&#8217;s recent API shenanigans have been exhaustively documented. Like it or not, Twitter is making a business decision and there is little that anyone can do about it. App.net has made a play to provide a clear alternative. Full disclosure, I am a paying member of App.net. I think they are providing a valuable service and I am pulling for them to succeed. With that said, I do not think App.net (or any closed service) is <em>the</em> solution to the problem.<span
id="more-12430"></span></p><p>App.net is betting that a paid model and a promise to its customers will ensure that it will stay financially viable and customer/developer friendly. I have my doubts. I do not think enough people are willing to pay for a status update service, making the long-term interest in third-party development for the platform questionable. My other concern is that promises, no matter how genuine in intent, mean nothing. App.net could get acquired (no longer making it their choice to make), they may need to adjust their business model, or shift their product focus entirely. Each of these scenarios could force App.net to change their policy. App.net&#8217;s first priority is to keep the lights on. That would likely supersede any promise made to its customers.</p><p>These issues are not exclusive to App.net. They exist for any company in this business. It&#8217;s for these reasons I believe any proprietary, centralized service for status updates is ultimately flawed. The walled garden approach is beneficial for incubating emerging technologies, but once those technologies mature, the closed environment stifles progress. Look at the cable industry. Look at the wireless industry. The status update has reached the level of utilization that demands a decentralized, open standard as its foundation. Services like Twitter and App.net can still be valuable acting as the icing on the cake. When Dalton Caldwell <a
href="http://daltoncaldwell.com/an-audacious-proposal">shared his idea for App.net</a> he used Github as a shining example of how a service should operate. I agree. The difference <em>so far</em> between App.net and Github is that Github is a service which enhances an open/standard technology and App.net is not.</p><p>The good news is that there are emerging standards for sending and receiving status updates. <a
href="http://ostatus.org/">OStatus</a> seems to be the most widely adopted with <a
href="https://rstat.us/">RStatus</a>, <a
href="http://identi.ca/">Identi.ca</a> and <a
href="http://status.net/">Status.net</a> all supporting it. Due to the services&#8217; OStatus support, each network can communicate, follow and interact with each other. Can you imagine if you had to sign up for Gmail to get emails from other Gmail users? Would email have become the pervasive communication medium if it wasn&#8217;t based on a standard/open protocol? Of course not. It shocks me that we are still dependent on one or two primary services to broadcast status updates to an audience. I would like to see App.net support an emerging standard for status updates (such as OStatus) and then build a premium service on top of it. I would gladly pay $100/year for that, especially if I could guarantee (beyond a promise) that my content and connections would never be walled in. Considering App.net&#8217;s momentum, they could provide a significant podium to promote the support of a standard.</p><p>Twitter helped pioneer status updates and microblogging. They were so successful that the idea has outgrown the company. The communication medium is so big, that no single company or collection of companies can do it service. App.net can be a valuable piece of the puzzle, but to expect it to be <em>the</em> alternative to Twitter is setting them up for failure and setting us up for disappointment. This issue is begging for a standardized solution&mdash;one I hope App.net helps push forward.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2012/09/04/status-update-needs-open-standard-app-net/feed/</wfw:commentRss> <slash:comments>4</slash:comments> </item> <item><title>SVG CSS Injection&#8212;A Different Approach Towards SVG Rendering</title><link>http://somerandomdude.com/2012/08/12/svg-css-injection/</link> <comments>http://somerandomdude.com/2012/08/12/svg-css-injection/#comments</comments> <pubDate>Sun, 12 Aug 2012 23:20:22 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Design Technology]]></category> <category><![CDATA[css]]></category> <category><![CDATA[javascript]]></category> <category><![CDATA[retina displays]]></category> <category><![CDATA[svg]]></category> <category><![CDATA[svg css injection]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12428</guid> <description><![CDATA[SVGs will be playing a major role in our new retina-display world. If we are going to be using SVGs, why not take advantage of their markup structure?]]></description> <content:encoded><![CDATA[<link
rel="stylesheet" href="/wp-content/css/pages/svg-injector.css" /> Retina displays are going to drastically change how we design for the web. Vector imagery, most notably SVG, will become a significant tool to display resolution-independent imagery at a reasonable bandwidth footprint. I made the switch to SVG on my site using <a
href="http://en.wikipedia.org/wiki/Data_URI_scheme">data URIs</a> a few weeks back and will not be looking back. One thing has gnawed at me when I added the SVGs to my CSS file. It <em>felt wrong</em> to treat those SVGs like a plain images. One considerable strength to SVG is that it&#8217;s markup-based. That nagging feeling led me to experiment with a different approach to rendering vector imagery on a website, which I am calling SVG CSS injection.<span
id="more-12428"></span></p> <section><h1>The Gist</h1><p>Instead of referencing SVG files in your CSS or adding them as data URIs, you add the SVG markup right above the closing body tag and use Javascript to parse through them and generate CSS rules at runtime. This opens up the opportunity to generate multiple color variations of a vector file on the fly, add/remove SVG filters or combine multiple vector shapes into a single CSS rule.<br
/> </section> <section><p> The following icon is rendered with SVG CSS injection. If you&#8217;re interested in, look at the original HTML/CSS source &#8211; there&#8217;s no reference to these background images.</p><div
id="basic-injection"><div
class="icon icon-cog"></div></div> </section> <section><h1>Advantages</h1><p> There are four main ways to display vector imagery on the web at this point.</p><dl><dt>Reduction of page requests</dt><dd>All SVG is pulled down with your HTML file (the one request you <em>can&#8217;t</em> remove).</dd><dt>Potentially smaller CSS files</dt><dd>Data URIs are great, but they quickly bloat a CSS file. With this method, you only need to include the SVGs used for a specific page. This can make CSS files considerable smaller if you&#8217;re using data URIs. There&#8217;s no need to include 20 data URI SVGs if you&#8217;re only using 2.</dd><dt>Dynamic SVG modification</dt><dd>With SVG included in your HTML, it is DOM-accessibile. This allows the creation of multiple variations of an SVG based on a single SVG.</dd><dt>Create Advanced Background Rules</dt><dd>Use separate SVGs to build a single <a
href="https://developer.mozilla.org/en-US/docs/CSS/Multiple_backgrounds">multiple backgrounds</a> rule.</dd><dt>No backend integration necessary</dt><dd>Writing inline CSS would get you <em>close</em> (you obviously wouldn&#8217;t be able to make client-side modifications), and it would need server-side functionality to make it happen. That can often times be unnecessary or undesirable in cases of prototype development or static site buildouts.</dd></dl> </section> <section><h1>Disadvantages</h1><dl><dt>Reliance on Javascript</dt><dd>Since all CSS rules are created on the client side, if Javascript is turned off in the browser, those SVGs will not be displayed.</dd><dt>Only supports modern browsers</dt><dd>IE8 and below are out of the question.</dd></dl> </section> <section><h1>When to use</h1><dl><dt>Unique imagery for a specific page</dt><dd>The sweet spot for this method is in cases where a vector asset is used on a single page. In this case, adding the SVG into that page&#8217;s HTML will have a relatively small impact its file size and will not pollute the main CSS file with a one-off asset. I plan to test this method on the <a
href="/work/iconic/">Iconic</a> project page.</dd><dt>Use of SVGs with many color variations</dt><dd>Under normal situations, each color variation of an SVG would need to be a separate file, which can quickly bloat your page size and/or number of requests.</dd><dt>Diverse use of imagery throughout site</dt><dd>If you are using a lot of SVG icons throughout your site (either by using <a
href="/2012/01/31/font-embedding-icons-the-right-way/">icon fonts</a> or just adding SVGs to your CSS), but only use 2 or 3 icons on a specific page, you can save <em>a lot</em> of kilobytes with this method.</dd><dt>Rapid prototyping</dt><dd>This method is a great solution for quickly dropping in SVG images to a page and changing colors without having to save variation after variation.</dd></dl> </section> <section><h1>Examples &amp; Code</h1><p> Below are some simple examples of SVG CSS injection in action. You can see more details and code samples at <a
href="http://somerandomdude.github.com/SVG-Injector/" target="_blank">the demo page</a>. It goes without saying that all code is rough and at a proof-of-concept stage.</p><h2>Modifying SVG Prior to Injection</h2><p>The original SVG in the footer is black, but additional rules were created at load time.</p><div
id="modified-injection"><div
class="row"><div
class="icon icon-bolt-35d3e9 four columns"> <span
class="label">#35d3e9 </span></div><div
class="icon icon-bolt-ff9200 four columns" ><span
class="label">#ff9200 </span></div><div
class="icon icon-bolt-b66dff four columns"><span
class="label">#b66dff </span></div></p></div><div
class="row"><div
class="icon icon-bolt-ff006a four columns"><span
class="label">#ff006a </span></div><div
class="icon icon-bolt-8cdb00 four columns"><span
class="label">#8cdb00 </span></div><div
class="icon icon-bolt-a1a1a1 four columns"><span
class="label">#a1a1a1 </span></div></div></div><h2>Rewriting CSS Rules</h2><p> Rules can be changed on the fly by parsing SVGs and modifying the <code>fill</code> attributes<br
/> <strong>Click the icon to change its color.</strong></p><div
id="runtime-injection"><div
class="icon icon-paperclip"></div></p></div><p>The code to pull this off is pretty simple. All SVGs are added right above the closing body tag. You&#8217;ll notice that I&#8217;ve nested the SVG (which is semantically legitimate). The parent SVG tag is hidden by setting the width and height attributes 0. The follow code is an example of the simplest form of SVG CSS injection.</p><pre> <code>
&lt;html&gt;
&lt;head&gt;
&lt;title&gt;SVG CSS injection. A simple demo.&lt;/title&gt;
&lt;style&gt;
body {
padding:30px;
font-family:'Helvetica', Helvetica, Arial, sans-serif;
}
&lt;!-- You still need to manage all rules around positioning, sizing, repeating, etc. for the background image --&gt;
.icon {
width:132px; padding:140px 20px 10px 20px; text-align:center; background-repeat: no-repeat; background-size:auto 70px; background-position:center center; background-color:#fafafa; box-shadow:0 0 20px rgba(0,0,0,.2); margin:10px; font-size:12px;
}
&lt;/style&gt;
&lt;/head&gt;
&lt;body&gt;
&lt;h1&gt;SVG CSS injection. A simple demo.&lt;/h1&gt;
&lt;div class=&quot;icon icon-mail&quot;&gt;&lt;span class=&quot;label&quot;&gt;Mail&lt;/span&gt;&lt;/div&gt;
&lt;svg id=&quot;svg-injection-container&quot; width=&quot;0&quot; height=&quot;0&quot;&gt;
&lt;svg id=&quot;icon-mail&quot; class=&quot;iconic&quot;&gt;&lt;svg style=&quot;enable-background:new 0 0 32 24&quot; xmlns=&quot;http://www.w3.org/2000/svg&quot; height=&quot;24px&quot; width=&quot;32px&quot; y=&quot;0px&quot; x=&quot;0px&quot;  viewBox=&quot;0 0 32 24&quot;&gt;&lt;g fill=&quot;#010101&quot;&gt; &lt;polygon points=&quot;16 11 32 3.9 32 0 0 0 0 3.9&quot;/&gt; &lt;polygon points=&quot;16 16 0 8.3 0 24 32 24 32 8.3&quot;/&gt;&lt;/g&gt;&lt;/svg&gt;
&lt;/svg&gt;
&lt;/svg&gt;
&lt;script src=&quot;svg-css-injector.js&quot;&gt;&lt;/script&gt;
&lt;script&gt;new Iconizer('#svg-injection-container .iconic')&lt;/script&gt;
&lt;/body&gt;
&lt;/html&gt;</code></pre><p>It&#8217;s important to note that this process simply creates a <code>background-image</code> rule for each SVG node. This means that sizing, positioning, repeating, etc. needs to be handled manually.</p> </section> <section><h1>Next Steps</h1><p>All code for this project is <a
href="https://github.com/somerandomdude/SVG-Injector">available on Github</a>. The SVG injector class needs to be significantly improved before it can be usable in the wild. I also would like be interested in making some server-side scripts to make including SVGs less laborious. More importantly though, I would like to get more feedback from both the design and development community on the approach. While I think this method has promise, I want to hear others weigh in on the conversation. </section><p><svg
id="svg-injection-container" width="0" height="0"><svg
id="icon-bolt" xmlns="http://www.w3.org/2000/svg" class="iconic"><svg
xmlns="http://www.w3.org/2000/svg" x="0px" y="0px" width="320px" height="320px"> <polygon
fill="#000" points="320,0 80,160 140,200 0,320 240,200 180,160 "/></svg></svg><svg
id="icon-cog" xmlns="http://www.w3.org/2000/svg" class="iconic"><svg
xmlns="http://www.w3.org/2000/svg" x="0px" y="0px" width="324.402px" height="320.3px"> <path
fill="#010101" d="M323.962,180.542v-40.001l-47.999-20c-1.299-3.799-2.705-7.402-4.404-11.001l19.004-47.998l-30-30l-48.008,20c-3.594-1.802-7.295-3.198-10.996-4.6l-20-47.002h-40.001l-20,47.002c-3.999,1.401-7.798,2.9-11.997,4.697L61.558,32.641l-30,27.998l19.004,47.002c-1.001,0-3.003,10-4.004,10l-46.998,20v40.001l46.998,20c1.401,4.102,3.003,7.998,4.902,12.002l-18.999,46.992l27.998,28.008l47.002-19.004c3.799,1.797,7.7,3.203,11.997,4.6l20,50.001h40.001l20-47.999c3.799-1.396,7.5-2.9,11.006-4.6l47.998,18.994l27.998-27.988l-20-48.008c1.699-3.594,2.998-7.197,4.395-10.996l50.001-20L323.962,180.542z M163.961,220.542c-32.999,0-60.001-27.002-60.001-60c0-32.999,27.002-60.001,60.001-60.001c32.998,0,60,27.002,60,60.001C223.961,193.54,193.961,220.542,163.961,220.542z"/></svg></svg><svg
id="icon-paperclip" xmlns="http://www.w3.org/2000/svg" class="iconic"><svg
xmlns="http://www.w3.org/2000/svg" x="0px" y="0px" width="279.934px" height="319.22px"> <path
fill="#000" d="M110.001,319.22c-29.391,0-57.013-11.484-77.77-32.266C11.45,266.173,0,238.595,0,209.181c0.02-29.375,11.45-56.993,32.231-77.75L143.59,22.48c29.917-29.942,82.769-30.059,112.965,0.161c31.172,31.206,31.172,81.948,0,113.12l-100.196,97.755c-19.297,19.297-51.016,19.336-70.508-0.166c-19.488-19.531-19.488-51.23,0-70.719l38.789-38.794l28.281,28.281l-38.789,38.79c-2.559,2.568-2.93,5.537-2.93,7.07c0,1.543,0.371,4.512,2.93,7.09c5.117,5.088,9.019,5.088,14.141,0l100.156-97.77c15.43-15.41,15.43-40.781-0.156-56.392c-15.117-15.117-41.445-15.117-56.562,0L60.352,159.858C47.29,172.93,40,190.489,40,209.181c0,18.711,7.29,36.289,20.508,49.492c26.451,26.484,72.545,26.484,98.985,0l50-50l28.271,28.281l-50,50C166.993,307.735,139.381,319.22,110.001,319.22z"/></svg></svg></svg><script src="/wp-content/js/pages/svg-css-injector.js"></script><script>var date1 = new Date(); var milliseconds1 = date1.getTime(); var icnzr = new Iconizer('#svg-injection-container .iconic', {'icon-bolt':['#35d3e9', '#ff9200', '#b66dff', '#ff006a', '#8cdb00', '#a1a1a1']}); document.querySelector('#runtime-injection .icon').onclick = function() { icnzr.rewriteRule('icon-paperclip', '#'+Math.floor(Math.random()*16777215).toString(16)) }</script></p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2012/08/12/svg-css-injection/feed/</wfw:commentRss> <slash:comments>23</slash:comments> </item> <item><title>Our Ideas Are Cheap Because We Treat Them Cheaply</title><link>http://somerandomdude.com/2012/07/23/our-ideas-are-cheap-because-we-treat-them-cheaply/</link> <comments>http://somerandomdude.com/2012/07/23/our-ideas-are-cheap-because-we-treat-them-cheaply/#comments</comments> <pubDate>Mon, 23 Jul 2012 17:59:35 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Art & Ideas]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12413</guid> <description><![CDATA[I have 30 minutes to write this post. I normally do not write posts in 30 minutes. It usually takes me a long time to write on my blog because I want to make it as polished as possible out of the chute. I feel this way because I know once the content is posted, [...]]]></description> <content:encoded><![CDATA[<p>I have 30 minutes to write this post. I normally do not write posts in 30 minutes. It usually takes me a <em>long time</em> to write on my blog because I want to make it as polished as possible out of the chute. I feel this way because I know once the content is posted, it will get a decent amount of readership the day I publish with an exponential drop-off from that point forward. No one (figuratively) will read an update on my post, so the incentive to improve or build upon past blog posts is non-existent.<br
/> <span
id="more-12413"></span></p><p>The written word on the internet disposable. When objects become disposable, creators are less inclined to concern themselves with quality. My guess is the rise in short-form blogging (ala kottke.org, PSFK, etc.) is due to this disposable culture. I enjoy both blogs, but they do not satisfy the itch for in-depth content. Writing on the web is increasingly focused on quantity rather than quality.</p><p>When was the last time you went back and updated a blog post from a few months ago? I&#8217;m assuming rarely; likely never. I have plenty of blog posts where the subject matter is still very relevant, but I am never gone back to make them better. In contrast, when was the last time you updated a code library to fix a bug or add a new feature? Monthly? Weekly? Daily? We have long-term relationships with code. We fix it, improve upon it. We work on it with our peers. Due to that reality, we feel much more comfortable sharing something basic with the intention to iterate&mdash;often with community feedback and support. I love writing code for this very reason.</p><p>I love sharing ideas, but I hate writing. Mainly because it feels so different from coding. When I write for my blog, it is normally a solitary process where I try my damnedest to dot every i and cross every t. I publish and then I move on. I have tried to create more collaborative processes, but the tools are just not there yet.</p><p>Ideas are not cheap, but we certainly treat them cheaply. A modern platform is needed for to enable writing in the same iterative, collaborative process we have for design and development. I know I am not alone in this opinion. Two years ago, I wrote about this subject and mentioned how <a
href='/2011/01/26/sharing/'>writing tools should feel more like source control</a>. A year and a half later, a writer for Wired <a
href='https://github.com/WiredEnterprise/Lord-of-the-Files'>wrote an article with Github</a>.</p><p>If we want writers to put more time into their content, the process needs to change dramatically. First, the all-or-nothing approach to posting needs to change. I would love an article to start off as a public draft where I get initial feedback and measure the general interest in the subject. From there, the article can grow, shift and evolve as necessary. Secondly, our articles need to have a much longer half-life. If I make a serious improvement or update to a past blog post, I want to feel confident that people will actually read it. I am tired of forcing myself to finish a blog post that you nor I will never make better and you will never read again. Our ideas should not be disposable and the right tools could go a long way to fix this problem.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2012/07/23/our-ideas-are-cheap-because-we-treat-them-cheaply/feed/</wfw:commentRss> <slash:comments>8</slash:comments> </item> <item><title>Where Icons Are Headed on the Web</title><link>http://somerandomdude.com/2012/06/27/where-icons-are-headed-on-the-web/</link> <comments>http://somerandomdude.com/2012/06/27/where-icons-are-headed-on-the-web/#comments</comments> <pubDate>Wed, 27 Jun 2012 18:34:45 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Design]]></category> <category><![CDATA[iconography]]></category> <category><![CDATA[Icons]]></category> <category><![CDATA[Mobile]]></category> <category><![CDATA[semantic web]]></category> <category><![CDATA[Web]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12376</guid> <description><![CDATA[Oak Studios just released Symbolset, an icon set that creates a significant step forward in a long-running trend for iconography on the web. In their words, Symbolsets are &#8220;semantic symbol fonts&#8221;, which act as replacements for full words in your HTML. This has a clear advantage for accessibility and indexing. Symbolset uses font files as [...]]]></description> <content:encoded><![CDATA[<p><a
href="http://oak.is/">Oak Studios</a> just released <a
href="http://symbolset.com/">Symbolset</a>, an icon set that creates a significant step forward in a long-running trend for iconography on the web. In their words, Symbolsets are &#8220;semantic symbol fonts&#8221;, which act as replacements for full words in your HTML. This has a clear advantage for accessibility and indexing. Symbolset uses font files as the delivery system and <a
href="2012/01/31/font-embedding-icons-the-right-way/">map the icons to standard Unicode values</a>.<span
id="more-12376"></span></p><p><img
src="http://www.somerandomdude.com/wp-content/uploads/symbolset-icons.png" alt="" title="symbolset-icons" width="550" height="194" class="aligncenter size-full wp-image-12390" /></p><p>In only a few years, we have seen iconography move from flat, meaningless images to <a
href="/2010/05/04/font-embedding-icons/">embedding the icons in fonts</a> to assigning icons to appropriate values in a font and now they are replacing entire words. These steps are showing a progression of web iconography icons becoming an extension (and at times a replacement) of traditional language. I don&#8217;t see this trend declining anytime soon and here&#8217;s why.</p><p>Our screens are getting smaller, our resolutions are getting denser and our audience becoming more diverse. Iconography represents an space-efficient and universal communication method. An icon may not be worth a thousand words, but it can often be worth 3 or 4. With limited screen real-estate, that is definitely worth it. With the inevitable step of Retina displays on all of our devices, vector imagery begins to have a significant advantage to their raster counterparts. This will just accelerate the move to font-based or SVG-based web iconography.</p><p>I love what Oak has done with Symbolset. It makes the web more visual for people and more semantic for computers. It was the next logical step of web iconography that I never even considered.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2012/06/27/where-icons-are-headed-on-the-web/feed/</wfw:commentRss> <slash:comments>3</slash:comments> </item> <item><title>Designing Civic Engagement in the Classroom &#8211; Our Experiences</title><link>http://somerandomdude.com/2012/06/19/designing-civic-engagement-in-the-classroom-our-experiences/</link> <comments>http://somerandomdude.com/2012/06/19/designing-civic-engagement-in-the-classroom-our-experiences/#comments</comments> <pubDate>Tue, 19 Jun 2012 17:04:55 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Art & Ideas]]></category> <category><![CDATA[civic design]]></category> <category><![CDATA[class]]></category> <category><![CDATA[education]]></category> <category><![CDATA[mobile app]]></category> <category><![CDATA[usf]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12271</guid> <description><![CDATA[How can we get young adults interested in the civic space while better preparing them for life after graduation?  I helped facilitate a project at USF which attempted to address these issues. Here's our results.]]></description> <content:encoded><![CDATA[<p>This past January, <a
href="http://adaptivepath.com/about/team/analisa-lono">Analisa Lono</a> and myself facilitated a semester-long program at the <a
href="http://usfca.edu">University of San Francisco</a>. We helped a student team design and build a mobile app aimed to help their local community. This experiment was one of the most challenging and gratifying experiences of my life. With the program now completed, we think this idea has real potential. I wanted to share the idea behind this project, how it worked and what we learned through the process.</p><p><span
id="more-12271"></span></p> <section><h1>Our idea</h1><p>Analisa and I identified three issues that we wanted to address with this endeavor:</p><p>The first issue is the poor state of civic engagement. We believe that the tried-and-true methods of engaging with government (e.g. contacting representatives, demonstrating and even voting) are not always the most effective way to impact your community and/or country. It has never been easier to create significant change independent of (or in conjunction with) government due to the pervasiveness of computing and internet access. We wanted get students thinking about how they could engage in the civic process and impact their community through the creation of a software product.</p><p>The second issue is the frustrating divide between developers and designers (and any other major for that matter). University departments are often silohed, leading to narrow educations. Excluding prerequisites, engineering majors take engineering classes with other engineering majors taught by engineering professors. The problem is once those engineering majors graduate, they will be working with people who are not engineers. We wanted to create cross-discipline student teams (students from at least three different majors) to work together for a common goal where each major had skills both unique and vital to bring to the table.</p><p>The last issue is that higher education is often not preparing students for a quickly-evolving workplace. The typical class structure is heirarchical, highly structured, linear and a &ldquo;hoop-jumping&rdquo; exercise. We believe that a healthy level of ambiguity and freedom leads to unexpected, serendipidous learning experiences. We wanted to encourage students to go on tangents, to change course, to fail. Our goal was to put the students in the position to learn and then get out of the way. We intentionally provided minimal structure for the students, which gave them an opportunity to deal with ambiguity (a rarity in the college format) and expect them to create their own support structure.</p><p><img
src="http://www.somerandomdude.com/wp-content/uploads/usf-mobile-app-learning-structure.png" alt="" title="usf-mobile-app-learning-structure" width="400" height="426" class="aligncenter size-full wp-image-12368" /></p> </section> <section><h1>Class process</h1><p>We had many rough ideas on the program&rsquo;s structure, but were loose on details. We hadn&rsquo;t found any examples of this idea in action, so every choice we made was a best guess. Like most first attempts, there was a lot of learning along the way.</p><p>Our program worked in conjunction with a USF Android app development course. The only requirement the students had to follow was the product had to be an Android mobile app. We ended up having five students join this program. Two of the students for computer science majors, two were designed majors, and one majored in theology/environmental studies. The entire project (class notes, output, after-class discussions) was tracked, managed and recorded on Basecamp.</p><p>We started by running a workshop for the students to generate ideas around the problems they would be interested in solving. For many of the students, this was their first exposure to an ideation workshop. The session ended with dot voting on their ideas. It took a couple more classes to define and hone the problem space. The students ended up deciding to address the average citizen&rsquo;s subpar understanding around food.</p><p><img
src="http://www.somerandomdude.com/wp-content/uploads/usf-mobile-app-dot-voting.png" alt="" title="usf-mobile-app-dot-voting" width="555" height="384" class="alignnone size-full wp-image-12352" /></p><p>Once the problem was chosen, the students began to ideate on potential solutions. The app&rsquo;s focus understandably shifted throughout the course of the semester, but it was helpful to have an initial direction to start from. Once that direction was established, the students researched on the subject matter, created mood board, explored what apps existed in this space and interviewed friends and family for light user research.</p><p><img
src="http://www.somerandomdude.com/wp-content/uploads/usf-mobile-app-user-research.png" alt="" title="usf-mobile-app-user-research" width="471" height="296" class="aligncenter size-full wp-image-12351" /></p><p>Based on their research, the team adjusted their focus and began to sketch wireframes of the mobile app. From the wireframes, they defined  the functionality and content necessary to make the desired product.</p><p>Once the research was completed, the program became unstructured. Each weekly meetup would have no set agenda. We would discuss progress made, cover any questions or problems that came up and react to what the students needed at that point in time. There were weeks where big, visible leaps were made, there were other weeks where progress was more incremental. Our job was to meet them where they were in the process. This format was what made the class special. There were impromptu ninja user research sessions, there were unexpected and difficult discussions about design direction. There was never a routine.</p><p>After the team determined the screens and features to be made, the computer science students began developing a low-fidelity representation of each screen, the two design students created the app&rsquo;s visual language and the theology major managed all content and wrote the copy throughout the app. Analisa and myself provided minimal critical feedback during the design process. We opted to help facilitate discussions so the team to critique their own work. We didn&rsquo;t want to provide &ldquo;just do this&rdquo; feedback.</p><p><img
src="http://www.somerandomdude.com/wp-content/uploads/usf-mobile-app-sketches.png" alt="" title="usf-mobile-app-sketches" width="555" height="438" class="alignnone size-full wp-image-12353" /></p><p>In the end, the team produced a working app which was the culmination of all their work and collaboration.</p><p>After the program ended, a group of the students had the opportunity to share their work with <a
href="http://www.jaynath.com/">Jay Nath</a>, the Chief Innovation Officer for the City of San Francisco. Having the opportunity to share their app and experience through the semester was a great way to cap things off.</p> </section> <section><h1>What I learned</h1><dl><dt>Planning is great &#8211; when you know what to plan for</dt><dd>Analisa and I only had two weeks to plan out a structure for this program which ended up being a blessing in disguise. There was no way we could have predicted how the semester would (or should) have played out. Since our plan was loose and not wedded to any process, the structure was able to evolve on a weekly basis.</dd><dt>There&rsquo;s a bit of a learning curve</dt><dd>We put too much on the students too quickly. The combination of the program&rsquo;s different approach, the lack of structure and the sheer volume of topics covered took some getting used to. Building up the momentum took more time than we expected due to unrealistic expectations. About a third of the way through the semester, there was a &ldquo;WTF are we doing?&rdquo; conversation during a meetup. The conversation gave us the opportunity to discuss the inherent ambiguity associated with design. I am certain this will be a common and justified occurrence with future teams. It simply needs to be accounted for and embraced.</dd><dt>Momentum takes time</dt><dd>Isolating the problem the team wanted solve took much longer than expected. We spent roughly half the semester defining problem and researching it. Rather than forcing the team to stick to the schedule, we let the process go where it needed to go. In retrospect, if we rushed this process, I think the students would have learned less and the final product would have suffered.</dd><dt>Managing outside speakers is a logistical nightmare</dt><dd>One idea we had early on was to bring outside designers and technologists in to discuss topics and review the students&#8217; progress. We quickly learned that scheduling these on a weekly basis took much more planning than we could commit to. We think it could be an invaluable part of future programs, but managing that part of the process would require needs to be accounted for.</dd><dt>It&rsquo;s the student&rsquo;s project. Give them the chance to run it.</dt><dd>A central tenant to the program was students owned the product and thereby got to make the key decisions. We think putting the onus of decision making on the students is an invaluable learning experience, especially when there isn&rsquo;t a obvious &ldquo;right&rdquo; choice.</dd><dt>This program cannot be canned</dt><dd>The free-form nature of this program makes it too unpredictable to set a repeatable format to follow. The dynamics will vary wildly based on the project&rsquo;s focus, the student team&rsquo;s makeup and the facilitator&rsquo;s approach. Each program will be one of a kind. This is a good thing.</dd><dt>Choose the students carefully</dt><dd>The program&rsquo;s success was due to the personalities and teamwork of the student team. I question whether you can pull in 5-6 students at random into this program and get worthwhile results. Some key qualities we think lead to good team members are open-mindedness, intellectual curiosity, strong communication skills and the ability to feel comfortable working as a peer and a leader.</dd><dt>Delivering is crucial</dt><dd>The program rides on finishing the final product by the end of the semester. It is key to creating a sense of accomplishment and forcing the team to make compromises and <em>best guess</em> decisions. Delivering a faulty product is a opportunity to learn, delivering nothing is a failure.</dd><dt>Don&rsquo;t meet in a classroom</dt><dd>It&rsquo;s not a class, so don&rsquo;t treat it like one. We met in an informal room around a table. No one sat at the head, no one owned the whiteboard.</dd><dt>Document like crazy!</dt><dd>I should have taken more pictures. In the future, I plan on carrying a point and shoot camera (or a phone with a decent camera) with myself at all times.</dd><dt>Reflection is important</dt><dd>I think it&rsquo;s important to dedicate time to discuss about what the team learned on a weekly basis. It would have been interesting to add weekly journaling/blogging exercises for the student team.</dd></dl> </section> <section><h1>Next Steps</h1><p>This idea has potential, and we want to see it succeed. Analisa and myself are going to continue pushing it forward, but it shouldn&rsquo;t end with us. I want to see other designers and academic institutions taking this idea and making it their own. If you are a designer interested in facilitating a program like this in your local area or a teacher who would like to see something like this at their school, let us know and we  love to find a way to help.</p> </section> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2012/06/19/designing-civic-engagement-in-the-classroom-our-experiences/feed/</wfw:commentRss> <slash:comments>1</slash:comments> </item> <item><title>Iconic and Cue on The Noun Project</title><link>http://somerandomdude.com/2012/05/28/iconic-and-cue-on-the-noun-project/</link> <comments>http://somerandomdude.com/2012/05/28/iconic-and-cue-on-the-noun-project/#comments</comments> <pubDate>Mon, 28 May 2012 14:23:17 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Current Events]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12282</guid> <description><![CDATA[I am happy to announce that Iconic and Cue have been added as featured collections of The Noun Project. It has been my goal to transition these sets from a personal project to a public resource. Moving Iconic to Github was a step in the right direction, but Github is not exactly a designer&#8217;s resource. [...]]]></description> <content:encoded><![CDATA[<p>I am happy to announce that <a
href='/work/iconic/'>Iconic</a> and <a
href='/work/cue'>Cue</a> have been added as featured collections of <a
href='http://thenounproject.com'>The Noun Project</a>. It has been my goal to transition these sets from a personal project to a public resource. Moving <a
href='https://github.com/somerandomdude/Iconic'>Iconic to Github</a> was a step in the right direction, but Github is not exactly a designer&#8217;s resource. The Noun Project will get these icons to more designers.<span
id="more-12282"></span></p><p><img
src="http://www.somerandomdude.com/wp-content/uploads/iconic_noun_project_sm.png" alt="" title="iconic_noun_project_sm" width="550" height="350" class="alignnone size-full wp-image-12295" /></p><p>The internet depends on free, public and open source resources. I have mentioned this before, but I think it is crucial to remember. I do not think Iconic is the best icon set on the block, but I know that it has been beneficial to many developers and designers. I also think it is time to move on from both these icon sets and create something entirely new.</p><p>So, without further ado, check out <a
href='http://thenounproject.com/collections/iconic/'>Iconic</a> and <a
href='http://thenounproject.com/collections/cue/'>Cue</a> on The Noun Project.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2012/05/28/iconic-and-cue-on-the-noun-project/feed/</wfw:commentRss> <slash:comments>2</slash:comments> </item> <item><title>Bridging the Gap&#8212;Making Games Conduits to Real Accomplishment</title><link>http://somerandomdude.com/2012/04/17/making-games-conduits-to-real-accomplishment/</link> <comments>http://somerandomdude.com/2012/04/17/making-games-conduits-to-real-accomplishment/#comments</comments> <pubDate>Tue, 17 Apr 2012 18:11:23 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Art & Ideas]]></category> <category><![CDATA[eve]]></category> <category><![CDATA[gamification]]></category> <category><![CDATA[gaming]]></category> <category><![CDATA[mmo]]></category> <category><![CDATA[world of warcraft]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12203</guid> <description><![CDATA[There has been a lot of talk on the gamification of reality, but the more interesting idea is to make the games we play extend to the real world.]]></description> <content:encoded><![CDATA[<p><a
href='http://en.wikipedia.org/wiki/Massively_multiplayer_online_game'>MMOs</a> are a big deal. According to <a
href='http://mmodata.blogspot.com/'>MMOData</a>, there are roughly 20 million players globally. The MMO genre is unique due to its deep social hooks, its never-ending story and its often addictive nature. The addictiveness of MMOs have given the genre (and its players) a bad rap. Many consider MMOs a colosal waste of time. However, I see opportunity&#8230;<span
id="more-12203"></span></p><p>The irony of MMOs is while they have garnered the reputation of being useless time-sinks, the in-game mechanics are almost always built around continual self-improvement. The problem is that the self improvement is focused entirely on your in-game character. It is understandable how this is appealing to many people. Their character is not impeded by the drudgery of daily life and with enough effort they are able to be an important piece of a large community. In many MMOs, their character can even shape the very fabric of the virtual world itself. That is compelling. To achieve these goals, players are willing to <a
href='http://en.wikipedia.org/wiki/Grinding_(video_gaming)'>grind</a> countless hours. People put in <em>serious</em> work for their character and/or their guild. The problem is that work exists solely within the confines of that game. Many critics of games say players are too invested in their games. I think there needs to be even greater investment.</p><div
id="attachment_12237" class="wp-caption alignnone" style="width: 545px"><img
src="http://www.somerandomdude.com/wp-content/uploads/learning_curve.png" alt="" title="learning_curve" width="555" height="539" class="size-full wp-image-12237" /><p
class="wp-caption-text">If you can figure out EVE, you can figure out Algebra.</p></div><p>From my view, the problem with games like MMOs is there still a clear line between reality and game. This model is fertile grounds for creating an escape mechanism. So while your real life is falling apart, your in-game life is doing just fine. Interesting opportunities arise by more closely coupling the in-game character with the player. Positive actions made in real life have positive impacts for your character and poor choices in real life have in-game consequences. All of the sudden, the achievement hunter mindset doesn&#8217;t turn off once you log off. The &#8220;game&#8221; is always being played.</p> <section><h1>How This Could Work</h1><p>The questing system in MMOs has worked for quite some time. The basic mechanics are as follows: Give the player a small, clear, challenging, yet achievable task. Upon completion of that task, reward the player with experience points and/or items. This mechanic can translate well to real-world jobs to complete. These could be as simple as getting good marks on a test or photographing and geotagging graffiti in their hometown. As the player completes these quests, they gain in-game experience, powerful items and trust points. Trust points allow the player to take on quests that may be more complex or rely more on trust that the player is actually completing them. Obviously, if the player is caught gaming the system, their trust is dropped significantly. If they are caught too many times, they can be banned permanently. If a player accumulates enough trust points, they can help shape quests/activities in their local community and in the game.</p><div
id="attachment_12236" class="wp-caption alignnone" style="width: 545px"><img
src="http://www.somerandomdude.com/wp-content/uploads/graffiti.png" alt="" title="graffiti" width="555" height="350" class="size-full wp-image-12236" /><p
class="wp-caption-text">Quest complete.</p></div><p>By keeping grades up, going to gym regularly or completing helpful tasks in their local community, they would get access to items that are otherwise impossible to obtain.<br
/> </section> <section><h1>Example Scenarios</h1><p><strong>Jack is a 13 year old boy and a WoW player.</strong> He&#8217;s quite smart, but lacks attention to his schooling. Recently, as his game play has increased, his grades and classroom participation have begun to decline. Instead of taking the game away from Jack, his parents sign him up to bind his grades to in-game achievement. Jack&#8217;s teacher submits monthly grade reports to WoW quest  managers. If his marks are high, Jack gets achievement points. Those points can be traded in for experience points and/or special in-game items.</p><div
id="attachment_12229" class="wp-caption alignnone" style="width: 545px"><img
src="http://www.somerandomdude.com/wp-content/uploads/doom_hammer.png" alt="" title="doom_hammer" width="555" height="296" class="size-full wp-image-12229" /><p
class="wp-caption-text">Jack's B+ earned him Doomhammer.</p></div><p><strong>Steve is a high school student who battles obesity.</strong> He recently got hooked on Star Wars: The Old Republic and is spending 30+ hours a week playing the game. He wants to level faster, but there literally is no more time in the week to make that happen. However, he sees that the game has an agreement with a local gym that is you log 5 hours a week at the gym and show progress, you can get huge amounts of in-game experience points or items. Steve is not interested initially in exercise, but he is interested in leveling his character. When Steve checks in to the gym, his account is credited with experience. Steve loses 20 pounds and gains 5 character levels.</p><p><strong>Emma is a 24 year old who is a year out of college and lacking some direction.</strong> She did moderately well in school, but never found her calling. During college, she spends a disproportionate amount of time playing EVE with her guild (or in EVE, corporation). She continues to make EVE and her corporation a central part of her life. She is one of the corporation leaders who manages hundreds of members through activities and events. Emma discovers that she can use the organizational skills used in-game at the local food bank. By volunteering weekly, she gets extra ISK (EVE currency) to support her in-game activities.</p><div
id="attachment_12226" class="wp-caption alignnone" style="width: 545px"><img
src="http://www.somerandomdude.com/wp-content/uploads/war_fleet.png" alt="" title="war_fleet" width="555" height="347" class="size-full wp-image-12226" /><p
class="wp-caption-text">Emma leads thousand-ship fleets. She can handle a 5 person volunteer team.</p></div><p>In our current view of the world, Emma&#8217;s skill at running a successful corporation is not something she could put on a resume. All the social collateral gained remains trapped in New Eden. Meanwhile, we have begun to understand the value of someone with 100,000 Twitter followers. Why the disconnect?<br
/> </section> <section><h1>Doing The Math</h1><p>This idea is just as much about the gamification of reality as it is the tangible manifestation of gaming. These real-life hooks could extend to voting, psychological/physical therapy, vocational training, etc. This approach provides an intangible yet significant incentive for people to do things and engage in spaces they may never have otherwise. In short, it is a gateway drug to personal and community improvement. It provides opportunities to show people that significant impact in the real world is possible, it just works and looks different than in games. It makes &#8220;gameplay&#8217; a persistent and ubiquitous experience. You are playing the game just as much when you are working out at the gym as you are when in front of your gaming console.</p><p>If this seems unrealistic, consider how minuscule the participation rates need to be in order to get significant numbers. World of Warcraft has <a
href='http://wow.joystiq.com/2012/02/09/world-of-warcraft-subscriber-numbers/'>10.2 million subscriptions</a> and the average player logs in roughly <a
href='http://blog.raptr.com/2010/12/17/raptr-world-of-warcraft-cataclysm-report-top-11-of-players-generate-50-of-total-playtime-hours/'>20 hours a week</a> of game time. That&#8217;s almost 11 billion human hours a year.</p><p>If 1% of the World of Warcraft player base reallocated 10% of their game time to real world quests, it would equal 10.6 million human hours. That&#8217;s the equivalent of 5,100 people working full time for a year. A lot can happen with 10 million hours of effort&#8230;<br
/> </section> <section><h1>Last Thoughts</h1><p>This idea is not without its problems. People will no doubt try to game the system. Just like in any game, if cheating becomes rampant, the vast majority those who don&#8217;t cheat will move. Additionally, many players will only opt in while there are significant in-game incentives. Once their character is max-level and all the items have been collected, they will no longer engage. These issues are inevitable, but do not seem insurmountable or an impediment. In fact, MMOs have worked for years (fairly successfully) to keep these issues in check.</p><p>This is not a new idea.<br
/> <a
href='http://janemcgonigal.com/'>Jane McGonical</a> has spent years discussing this subject. Her <a
href='http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html'>TED talk</a> is worth a watch.<br
/> <iframe
width="535" height="326" src="http://www.youtube.com/embed/dE1DuBesGYM" frameborder="0" allowfullscreen></iframe></p><p>The image of gaming as childish is as engrained in our society as it is destructive. Gamers prove daily their willingness to devote hours of work in pursuit of long-term goals (with the stipulation that it needs to interest them). Rather than admonishing this behavior, we should fine ways to draw from it for mutual benefit. Gaming is not going away. We can continue to brush it aside as some fool&#8217;s errand or we can view it as an important part of many peoples&#8217; lives. By choosing the latter, we can tap into a remarkable amount of human energy.<br
/> </section> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2012/04/17/making-games-conduits-to-real-accomplishment/feed/</wfw:commentRss> <slash:comments>2</slash:comments> </item> <item><title>Introducing Frank</title><link>http://somerandomdude.com/2012/04/03/introducing-frank/</link> <comments>http://somerandomdude.com/2012/04/03/introducing-frank/#comments</comments> <pubDate>Tue, 03 Apr 2012 14:41:37 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Current Events]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12189</guid> <description><![CDATA[It has been a long time coming. The WordPress theme running this site, which I have named Frank, is now officially available to use. The theme has been available for some time now, but it was not up to snuff for public use. However, I made serious push in the last two weeks and I [...]]]></description> <content:encoded><![CDATA[<p>It has been a long time coming. The WordPress theme running this site, which I have named <a
href='/work/frank/'>Frank</a>, is now <a
href='/work/frank/'>officially available to use</a>. The theme has been available for some time now, but it was not up to snuff for public use. However, I made serious push in the last two weeks and I feel confident it&#8217;s ready to go. This release is a big milestone because it signifies making good on a promise I made over 3 years ago to release all work for this site as open source. That promise brought about projects like <a
href='/work/iconic/'>Iconic</a>, <a
href='/work/cue/'>Cue</a>, <a
href='/work/off-franklin-tumblr-theme/'>Off Franklin</a> and <a
href='/work/coordy'>coordy</a>. The biggest project however, and the one I am most happy to give away, is the actual site I use to publish my work.<span
id="more-12189"></span></p><p>This theme is interesting for a couple reasons. The first is that it <em>fast</em>. I wanted to design a theme that was spartan, focused on the reading experience and loaded virtually instantaneously. There is room for improvement, but the theme works to keep queries and requests to a minimum. It was this emphasis on speed which prompted me to shorten the theme&#8217;s name of Franklin Street to Frank. The second interesting idea for this theme is the home page&#8217;s customization features. The theme gives users 8 different templates to choose from (1-up, 2-up, 3-up, 4-up, right aside, etc.). Each template can be stacked on another, in any order or number of your choosing. Additionally, most templates allow you to choose the number of posts to display and filter by category. I have yet to see this approach in any WordPress theme and I believe it to be quite useful.</p><p>There still is a way to go before I am completely happy with this theme. My goal is to get the theme submitted to WordPress&#8217; theme collection in the next couple weeks (all while ensuring that the theme stays lean and mean). The theme admin screens need some love, there is documentation to write and the CSS could sure use another optimization pass. There are also some small improvements/fixes I&#8217;d like to make to my own site&mdash;and from now on, any changes to my site will be committed to the <a
href='https://github.com/somerandomdude/Frank'>Github project</a>.</p><p>I have to give a big thank you to <a
href='http://mondaybynoon.com'>Jon Christopher</a> for providing some invaluable help in this process. Jon was a huge help in making the home template options work&mdash;I honestly could not have done it without him. I want to encourage you to use this theme if you find it useful <em>and</em> contribute to making it better. I have put in countless hours releasing <em>everything</em> related to this site. If you have found any of it useful through the years and wish to give something back, I would urge you to <a
href='https://github.com/somerandomdude/Frank'>fork Frank</a> and make it better.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2012/04/03/introducing-frank/feed/</wfw:commentRss> <slash:comments>9</slash:comments> </item> <item><title>Some Random Dude is Now (More) Responsive</title><link>http://somerandomdude.com/2012/03/19/some-random-dude-is-now-more-responsive/</link> <comments>http://somerandomdude.com/2012/03/19/some-random-dude-is-now-more-responsive/#comments</comments> <pubDate>Mon, 19 Mar 2012 18:43:12 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Current Events]]></category> <category><![CDATA[blogging]]></category> <category><![CDATA[layout]]></category> <category><![CDATA[Mobile]]></category> <category><![CDATA[open-source]]></category> <category><![CDATA[responsive design]]></category> <category><![CDATA[speed]]></category> <category><![CDATA[theme]]></category> <category><![CDATA[wordpress]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=12087</guid> <description><![CDATA[In the past two weeks, I was able to update this site (and more importantly, the open source theme behind it) to have a responsive layout. This was the last big hurdle for me to get a final-ish version of the theme out the door. There are still small issues that need to be addressed, [...]]]></description> <content:encoded><![CDATA[<p>In the past two weeks, I was able to update this site (and more importantly, the <a
href='https://github.com/somerandomdude/Frank'>open source theme behind it</a>) to have a responsive layout. This was the last big hurdle for me to get a <em>final-ish</em> version of the theme out the door.</p><p>There are still small issues that need to be addressed, but this was the big one. The next goal is to get a project page up along with some simple starting guides, take a breath and see where the project goes from there. My current site is still imperfect, but I consider it to be a good reflection of how I view responsive web design. As I mentioned in an recently, <a
href='/2012/02/21/design-for-speed/'>responsive web design goes beyond a responsive layout</a>. Our designs need to address limited bandwidth and processing power associated with mobile devices.</p><p>My hope is this theme will continue to improve so that it can provide a viable option for bloggers who provide a fast, reading-centric experience for their visitors. Due to my limited schedule however, I need to rely on the community to help me push this project forward. If you have enjoyed this site and/or you would like to use this theme, I encourage you to do so. I also encourage you to help make it better for everyone else. So please, <a
href='https://github.com/somerandomdude/Frank'>fork this theme</a> and <a
href='https://twitter.com/somerandomdude'>get in touch with me</a> if you are interesting in contributing.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2012/03/19/some-random-dude-is-now-more-responsive/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>The Dichotomy of &#8220;Simple&#8221;</title><link>http://somerandomdude.com/2012/03/06/the-dichotomy-of-simple/</link> <comments>http://somerandomdude.com/2012/03/06/the-dichotomy-of-simple/#comments</comments> <pubDate>Tue, 06 Mar 2012 14:33:39 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Design]]></category> <category><![CDATA[complex]]></category> <category><![CDATA[design]]></category> <category><![CDATA[language]]></category> <category><![CDATA[simple]]></category> <category><![CDATA[simplicity]]></category><guid
isPermaLink="false">http://somerandomdude.com/?p=12060</guid> <description><![CDATA[The word &#8220;simple&#8221; has varied meanings. This is certainly common in the English language, but the broad definition of the word can create confusion within the design community. This is not helped by the word&#8217;s influence and pervasiveness in the designer lexicon. However, the most challenging aspect is that &#8220;simple&#8221; can often have opposing, conflicting [...]]]></description> <content:encoded><![CDATA[<p>The word &#8220;simple&#8221; has varied meanings. This is certainly common in the English language, but the broad definition of the word can create confusion within the design community. This is not helped by the word&#8217;s influence and pervasiveness in the designer lexicon. However, the most challenging aspect is that &#8220;simple&#8221; can often have opposing, conflicting characteristics, creating situations where a design can simultaneously be simple and not simple depending on one&#8217;s point of view.<span
id="more-12060"></span></p> <section><p>Let&#8217;s take an example of two cameras made in the late 1970&#8242;s&mdash;the Konica C35 AF and the Leica M4.</p><p>The <a
href="http://camerapedia.wikia.com/wiki/Konica_C35_AF">Konica C35 AF</a> was the world&#8217;s first point-and-shoot camera.</p><p><img
src="http://www.somerandomdude.com/wp-content/uploads/konica_c35af.png" alt="" title="konica_c35af" width="555" height="395" class="aligncenter size-full wp-image-12121" /></p><p>This camera removed one of the core tasks associated with photography and, in doing so, made the process of taking a photo as easy as pressing a button. Simple.</p><p>The <a
href="http://en.wikipedia.org/wiki/Leica_M4">Lecia M4</a> was the latest model of Leica&#8217;s beloved <a
href="http://en.leica-camera.com/photography/m_system/">M Series rangefinders</a>.</p><p><img
src="http://www.somerandomdude.com/wp-content/uploads/leica_m4.png" alt="" title="leica_m4" width="555" height="395" class="aligncenter size-full wp-image-12124" /></p><p>The camera akin to a blank canvas. The essential controls are supplied and are presented efficiently, removing any impediment between photographer and subject. Simple.</p><p>On the surface, the Lecia M4 appears much more <em>complex</em>. Its counterpart contains no focusing ring, no aperture ring, no shutter or speed dial. Through the years, as the M rangefinder remained almost fixed in time, the &#8220;simplicity&#8221; of future point-and-shoots only increased (with features such as auto-advance, auto flash, auto-loading, etc.). However, if you ever asked a person who has used a Leica, they would likely extoll its simplicity.</p> </section> <section><h1>Opposing Definitions</h1><p>The two examples of simplicity above could not be at greater odds with each other. One improves the experience by doing <em>more</em> for the user, the other improves the experience by doing <em>less</em>. One becomes an adjunct to performing a task, the other a conduit for performing a task. Therefore, hearing the phrase, &#8220;We want to make this product simple&#8221; can mean two very different things to different people. The challenge is knowing what type of simple is right for the people/context being designed for.</p><p>Each of these manifestations of simple has its time and place. Making a complex task easy to complete can have a sense of magic. In addition, stripping a product to its bare minimum can often provide an unrivaled elegance. However, the magic of easy ultimately wears off and the elegance of spartan design is not accessible to the unfamiliar. The approachable and unintimidating nature of easy-to-use tools can democratize a craft or trade. These tools have the opportunity to introduce countless people to an otherwise unobtainable subject. But their purpose for existing should be to prepare people for tools that expect and reward greater skill. Far too often though, these easy products act as a perpetual crutch.</p><p>Designers tend to have a bias towards one type of &#8220;simple&#8221;. I am biased towards the <em>Leica kind of simple</em>&mdash;I want to hand over more control to users at the risk of a greater cognitive overhead. This approach is not always appropriate, especially for the marketability of consumer-focused products. However, it is my opinion that the Platonic form of simplicity is much more in line with <em>object as conduit</em> than <em>object as adjunct</em>. When acting as a conduit the tool is completely dependent on its operator and creates a more fulfilling relationship with the object. The tools that strip our ability or incentive to learn, grow and (at times) fail strips us of some of our most sacred human experiences.</p><p>You will get no argument from me of simplicity&#8217;s virtues. However, simplicity can have <em>at least</em> two different definitions and they are not always equal in value. Before you embark on the task of designing a simple solution, it may be worth the time to determine what that actually means to you.</p> </section> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2012/03/06/the-dichotomy-of-simple/feed/</wfw:commentRss> <slash:comments>2</slash:comments> </item> <item><title>Design for Speed</title><link>http://somerandomdude.com/2012/02/21/design-for-speed/</link> <comments>http://somerandomdude.com/2012/02/21/design-for-speed/#comments</comments> <pubDate>Tue, 21 Feb 2012 14:38:48 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Design]]></category> <category><![CDATA[page load]]></category> <category><![CDATA[performance]]></category> <category><![CDATA[speed]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=11868</guid> <description><![CDATA[A fast website is not simply a marvel of engineering. Speed can be designed and is an integral, yet under-appreciated, part of our practice.]]></description> <content:encoded><![CDATA[<p>The homepage of Some Random Dude as of today is 39.6Kb spread across 5 requests (13.1Kb and 2 of those requests are Google Analytics). Over 30% of pages sampled load in 1 second or less. 74.5% of pages sampled load in 3 seconds or less. These numbers increase dramatically when you restrict the sample page loads to countries with high broadband adoption. This site performs this way <em>not because</em> of a plugin I installed or the server&#8217;s Apache settings (although they help). It performs this way because of tough decisions made in the design process. This site was <em>designed</em> to be fast.<span
id="more-11868"></span></p> <section><h1>Why Speed is Important</h1><p>Speed on the web makes experiences more fluid and natural. The breaks between pages creates a break in experience. In fact, speed often has a <a
href="http://blog.kissmetrics.com/loading-time/">greater impact on experience</a> than what is typically focused on in design. Page loads are more important than ever when considering mobile devices. A 500Kb page size may be annoying on desktops, but it can prove unusable on mobile. Responsive design is not just about fitting a website nicely in a smaller screen. It is also responsive to bandwidth, lower computing power and other less celebrated constraints.<br
/> </section> <section><h1>Tips to Shape Your Thinking</h1><h2>1. Consider time as a core dimension of user experience</h2><p>Speed has traditionally been considered a problem for engineering and all but ignored by most designers. However in many cases, design can make or break the performance of a site before a single line of code has been written. For that reason, the temporal experience (e.g., page load speeds, app performance or anything else that impedes the fluidity of an experience) of a product needs to be considered foundational to the practice of interaction design. This means that if a site loads/performs slowly based on its design, the design was unsuccessful.</p><h2>2. Understand how design can impact speed</h2><p>Grasping the basics of design’s impact on speed is simple, but digging into the nitty-gritty is quite difficult. The basics are obvious: large files and many requests will take more time to download. Anything delivered to the user <em>takes time</em>. The challenge is uncovering the less obvious, such as avoiding expensive database queries or CPU-intensive tasks (on both the server and client side). The main takeaway is that <em>anything</em> added has an impact. The goal is to take a preventative approach towards the basics and to work closely with your fellow developers to avoid the less obvious.</p><h2>3. Determine where speed resides in the hierarchy of experiences you’re designing</h2><p>Every experience designed has a hierarchy of needs that must be met. Those needs may shift in order based on the product’s focus on the people you are designing for. The design process is often an exercise of balancing all those needs appropriately. While speed may not always be at the top of the list in needs, <em>it always fits into the equation</em>. Understanding the importance of speed in the experience will help you make informed compromises and stands.</p><h2>4. Make every element justify its existence</h2><p>Designers already know that every pixel on the screen needs to be accounted for, every interaction justified. That same approach should be taken towards speed. Each request, byte and query added should be intentional and markedly improving the experience. If not, it should be gone.</p><div
id="attachment_12062" class="wp-caption aligncenter" style="width: 565px"><img
src="http://www.somerandomdude.com/wp-content/uploads/office_space_audit_bw.jpg" alt="" title="office_space_audit_bw" width="555" height="300" class="size-full wp-image-12062" /><p
class="wp-caption-text">&quot;What would you say you do here?&quot;</p></div><h2>5. Treat bytes like pixels</h2><p>It&#8217;s great to see an increased attention to craft, simplicity and a pixel-by-pixel focus to interface design. That same tenacity towards perfection of aesthetic and reduction needs to be directed towards performance. This means hand-optimizing your images, cleaning your HTML, CSS and Javascript. Make your sites pixel-perfect <em>and</em> byte-perfect.<br
/> </section> <section><h1>More Concrete Tips</h1><h2>1. Write framework-less Javascript</h2><p>Javascript frameworks are useful in many circumstances, but there are used far too often for unnecessary tasks. 90 percent of blogs do not need jQuery or any other Javascript framework (either because of their overly-narrow application or because the functionality it is being used for is inconsequential to the core reading experience). Writing bare-bones Javascript is a pain, for simple Javascript functionality, it is <em>well</em> worth it.</p><h2>2. Think twice before using custom fonts</h2><p>For far too long web designers could choose from only 5 or 6 fonts. Now, the opportunities are endless&mdash;and people have gone crazy. Just because you <em>can</em> use any font doesn&#8217;t mean you have to (or should). Besides, <a
href="http://bigthink.com/ideas/19591">we use way too many fonts</a>. There should be a marked improvement to the experience through the use of custom fonts to justify their application.</p><h2>3. Kill your social media buttons (with fire)</h2><p>Let’s be honest, social media buttons are not helpful for users. Facebook/Twitter/StumbleUpon buttons create an extra 2-3 requests <em>each</em>, which ads up quickly. At the very least, you should be tracking how often people actually interact with those buttons. Those added requests better be carrying their weight. They add visual and temporal noise. Unless the core use of a site is to share things on social networks, those types of things are suspect at best.<br
/> </section><p>The points laid out are not too far removed from what is typically prescribed for effective design. The difference is that normally designers talk about stripping away elements and features for the purpose of simplicity in interaction. Those same practices of refinement and reduction can yield equally worthwhile results in creating more fluid web experiences.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2012/02/21/design-for-speed/feed/</wfw:commentRss> <slash:comments>11</slash:comments> </item> <item><title>Death by Interface</title><link>http://somerandomdude.com/2012/02/07/death-by-interface/</link> <comments>http://somerandomdude.com/2012/02/07/death-by-interface/#comments</comments> <pubDate>Tue, 07 Feb 2012 14:37:00 +0000</pubDate> <dc:creator>P.J. Onori</dc:creator> <category><![CDATA[Design]]></category> <category><![CDATA[interface]]></category> <category><![CDATA[space]]></category> <category><![CDATA[tablet]]></category> <category><![CDATA[ui]]></category><guid
isPermaLink="false">http://www.somerandomdude.com/?p=11877</guid> <description><![CDATA[This post was originally posted on the Seabright blog. Writing on the iPad has inherent challenges. In portrait mode, the keyboard is far too cramped to perform any significant typing. It is clear that landscape was the intended mode of typing due to the more realistic dimensions of the keyboard in addition to the iPad [...]]]></description> <content:encoded><![CDATA[<p>This post was originally posted on the <a
href="http://seabrightstudios.com/blog/death-by-interface">Seabright blog</a>.</p><p>Writing on the iPad has inherent challenges. In portrait mode, the keyboard is far too cramped to perform any significant typing. It is clear that landscape was the intended mode of typing due to the more realistic dimensions of the keyboard in addition to the iPad cover&#8217;s feature to place the device at a suitable typing angle. However, landscape mode has the problem of vertical space limitations with the keyboard active. With these challenges, I am always interested to see how app designers try to provide more functionality with such significant restrictions. A recent app that has gotten some attention is <a
href="http://getwritingkit.com/">Writing Kit</a>, which provides advanced writing features as well as in-app researching tools. Unfortunately, it has also followed a design cue I first observed on <a
href="http://www.iawriter.com/ipad">iA Writer for iPad</a>. Writing Kit adds a formatting bar on top of the iOS keyboard, offering useful features at the cost of exaggerating the problem of writing space. One has to ask themselves how worthy an interface element is if it erodes the experience around the subject it is supporting.<span
id="more-11877"></span></p><p>Let&#8217;s get into the nitty-gritty of Writing Kit&#8217;s interface. Below is a screenshot of the app in landscape mode with a breakdown of writing space and content space.</p><p><img
src="http://www.somerandomdude.com/wp-content/uploads/extra_ui.png" alt="" title="extra_ui" width="555" height="433" class="aligncenter size-full wp-image-12049  noshadow" /></p><p>The app&#8217;s content area accounts for only 36.6% of the screen. Due to this small amount of space, only 10 lines of text can be displayed. iA Writer&#8217;s typographic choices hinder that further by displaying only 5 lines of text in the default mode and 6 lines of text in focused mode. This effectively places &#8220;blinders&#8221; on the writer—where they can no longer have a broad view of what they have written. Some may prefer this side-effect, but myself and others undoubtedly do not.</p><p>When the elements that are not directly necessary for the function of writing are removed, the ratio of content to interface begins to even out.</p><p><img
src="http://www.somerandomdude.com/wp-content/uploads/content_ui_ratio.png" alt="" title="content_ui_ratio" width="555" height="433" class="aligncenter size-full wp-image-12048 noshadow" /></p><p>If all regions colored red are replaced by additional content area, the content takes up 51.5% of the screen, providing significantly more visible content space. The features provided in the top bar and keyboard are good features, but they detract from the app&#8217;s core purpose. With such a space-restricted medium, there need to be new approaches to accessing functionality without persistently taking up significant space.</p><p>One approach is to rely more heavily on gestures. <a
href="http://www.the-soulmen.com/daedalus/">Daedalus Touch</a> allows you to move the cursor space-by-space by tapping on the left and right edges of the content area. However, we run into the age-old discoverability issues when relying too heavily on gestures. Therefore I am skeptical of their long-term efficacy. I think that new interface patterns are needed to address these sorts of issues. I do not come bearing solutions yet, but I think it&#8217;s something we all need to be working on.</p><p>Keeping content as the focus has traditionally been less of an issue with the large screens found in desktops/laptops. Now that phones and tablets are becoming established and app makers are working to inject more functionality into apps, there is a risk of drowning content in interface. We have a lot of work ahead of us to avoid just that.</p> ]]></content:encoded> <wfw:commentRss>http://somerandomdude.com/2012/02/07/death-by-interface/feed/</wfw:commentRss> <slash:comments>4</slash:comments> </item> </channel> </rss>
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