Apr 022013
 

[Cross-posted from Anglophile in Academia]

This week, I’ve been preparing for my Scholars’ Lab talk on Wednesday, April 3rd at noon.  I’ll be speaking about Songs of the Victorians  and Augmented Notes and demonstrating both of them.  Here’s the poster Ronda Grizzle designed for it:

 I hope I’ll see you there if you live in the area!  There will be a podcast of the talk, and I’ll also put my slides up on my blog.

 To help with the upcoming talk, I added the archive page for Michael William Balfe’s “Come into the Garden, Maud”.  I’ll be adding the analysis page in the next few weeks.

In terms of Augmented Notes development, I added a new feature that lets users upload multiple pages of a score.  Users can click on the “+ Add another page” link, and a new upload button appears:

Over this coming week, I will try to add two new features: 1. When users click the submit button after setting the measure times, the measure time information will be added to a JSON file;  and 2. Once the previous feature is built, the site will output a .zip file with the html, css, and javascript files necessary for users to have their own very basic archive page like those in Songs of the Victorians.

 Stay tuned for a blog post later this week with my slides from my talk!

Cartographic proof that North Korea is bluffing

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Mar 302013
 

20130330-005412.jpg

Evan Osnos in the New Yorker today:

… [T]he official Korean Central News Agency released an unusually showy photo of Kim huddled with generals over what the caption described as “plans to strike the mainland U.S.,” complete with a chart in the background depicting trajectories of North Korean missiles hitting American cities.

I’m on the road so this will be brief: The paper map visible in that photo shows the Pacific and the continental US on the right, with missile trajectories drawn from North Korea to a number of locations in the US, including Hawaii. The only problem: Missile trajectories from North Korea to the US fly over Kamchatka and Alaska… because the Earth is not flat.

North Korea’s military probably knows about great circles, but its propaganda department obviously failed geography. Or perhaps the photo above depicts Kim Jong-un providing on-site cartographic guidance to his aerospace engineering team, and the problem will by now have fixed itself.

Mar 272013
 

WebKit saw 717 new revisions last week, and this update discusses them up to r146744.

Work has started enabling Web Inspector to report various CSS parsing errors, such as mismatched braces and missing semicolons. A menu has been added allowing you to customize the panels displayed in the toolbar, capitalization of menu items has been made consistent and IndexedDB data may now be cleared.

WebKit’s Content Security Implementation will now fire a SecurityPolicyViolation event whenever violations occur, and will include the effective-directive key in violation reports as well.

Intrinsic sizing (i.e. min-content) now work on flexible box elements, and parsing for the -webkit-each-line value for CSS 3′s text-indent property got implemented as well. The Grid Layout implementation now supports default grid item sizing, and can parse the grid-auto-{column, row} CSS properties.

Apple’s JavaScript engine ninja Filip Pizlo filed a series of bugs covering some future plans and experiments in regards to JavaScriptCore. Ideas including changing it to a quadruple-tier virtual machine, allowing it to do more optimizations for longer running scripts, running the optimizer on awesome new threads and experimenting with LLVM as a backend.

Other changes which occurred last week:

Free Access to Orlando during the Month of March

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Mar 232013
 

In honor of Women’s History month, Cambridge University Press’s Orlando: Women’s Writings in the British Isles from the Beginnings to the Present is offering free access during March. Orlando “provides entries on authors’ lives and writing careers, contextual material, timelines, sets of internal links, and bibliographies. Interacting with these materials creates a dynamic inquiry from any number of perspectives into centuries of women’s writing.”

To gain access, the login is womenshistory2013, and the password is Orlando.


BT Digital Archives: come and hear all about it

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Mar 222013
 

The BT Archive is held, with limited public access, in central London and is by any standard a collection of national and international importance, recognised by UNESCO. This large and remarkable collection details the history of Britain’s leading role in the development of telecommunications and the impact of this technology on society.

With Jisc funding, the New Connections project, a partnership between the University of Coventry, BT Archives and The National Archives, has catalogued, digitised and developed a searchable online archive of almost half a million photographs, images, documents and correspondence assembled by BT and its predecessors over 165 years.

The project team has organised two free events for people to find out more about the project and the forthcoming online collection:

- London, 15 May, 1-4pm

- Coventry, 21 May, 1-4.30pm

You’ll find out about the story behind the project, how you can view, access and utilise these uniquely important historical records, and how academics have been working with the material to create case studies on linguistics, problem-based learning scenarios and design to enhance the learning experience of users.

Share and Enjoy

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Learning to See

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Mar 202013
 

Learning to design is a never ending adventure, because learning to see, is, just like learning to speak, a wonderful voyage that never ends. A love declaration to my profession.

Our mind is not a camera. Seeing is not a passive act. We see what we expect to see, or, as Anaïs Nin put it so beautifully: “We don’t see things as they are, we see them as we are.”

The idea that our perception is as much a result of what we are able to know as of what we expect to find is not new. Immanuel Kant’s Critique of Pure Reason is based on this insight:

“Up to now it has been assumed that all our cognition must conform to the objects; but […] let us once try whether we do not get further […] by assuming that the objects must conform to our cognition.”

In the meantime, cognitive psychology has followed Kant’s “Copernican Revolution-in-reverse”. Our perception is defined by what cognitive psychologists call a “perceptual set”.

“Perceptual set is a tendency to perceive or notice some aspects of the available sensory data and ignore others. […] perceptual set works in two ways:
(1) The perceiver has certain expectations and focuses attention on particular aspects of the sensory data […]
(2) The perceiver knows how to classify, understand and name selected data and what inferences to draw from it […].”
Perceptual Set, by Saul McLeod

The way expectation can influence our cognitive set can be illustrated quite easily:

Illustration how expectation could influence set by showing participants an ambiguous figure '13' set in the context of letters or numbers. The physical stimulus '13' is the same in each case but is perceived differently because of the influence of the context in which it appears. We EXPECT to see a letter in the context of other letters of the alphabet, whereas we EXPECT to see numbers in the context of other numbers.

Depending on how you read the diagram, you will read the characters in the middle as “B” or as “13”.

“The physical stimulus ‘13’ is the same in each case but is perceived differently because of the influence of the context in which it appears. We EXPECT to see a letter in the context of other letters of the alphabet, whereas we EXPECT to see numbers in the context of other numbers.”
ibid.

The influence of past experience on perception can be demonstrated in the following puzzling experience:

We may fail to notice printing/writing errors.

In this case past experience of hearing or reading these common phrases can influence your perception, and make you ignore the errors that seem obvious once you have spotted them. Professional writers will probably still notice, but many have a hard time to spot the errors. If you failed the above test, and now see what you previously didn’t see, you will immediately nod to the following thought:

“…we don’t see that we don’t see.” —Maturana & Varela, The Tree of Knowledge

Our perceptual set can change short-term, for instance when we are hungry our sensitivity to the smell of food is strengthened. The way experience affects long-term perceptual sets can be studied by analysing the different perceptive sets of professionals that are strongly influenced by what they know.

  • Cooks and sommeliers are able to more clearly discern what they taste because through constant exposure they have improved senses, and also the vocabulary to express and discuss their impressions.
  • When doctors look at X-rays, they see more because they know anatomy and what to look for in the mix of light and shadow. Over the years they have learned to more clearly discern slight differences in shape and shade that to us look indiscernible.
  • When an architect enters a building, they see through the walls, and they understand the building as a four-dimensional space-time continuum.
  • When fashion designers look at your outfit, they don’t simply see stylish clothes, they see cut, seam, material. They imagine how your clothes feel.
  • When I open a web site or an app, I see information architecture, interaction design, typography… and I imagine the conversations between business, design, and technology that lead there.

Just like in the second experiment above, professionals see things that, while they are physically there, not everybody will perceive, unless they are pointed out.

Learning to see

Learning to design is, first of all, learning to see. Designers see more, and more precisely. This is a blessing and a curse — once we have learned to see design, both good and bad, we cannot un-see. The downside is that the more you learn to see, the more you lose your “common” eye, the eye you design for. This can be frustrating for us designers when we work for a customer with a bad eye and strong opinions. But this is no justification for designer arrogance or eye-rolling. Part of our job is to make the invisible visible, to clearly express what we see, feel and do. You can‘t expect to sell what you can’t explain.

This is why excellent designers do not just develop a sharper eye. They try to keep their ability to see things as a customer would. You need a design eye to design, and a non-designer eye to feel what you designed.

“See with one eye, feel with the other.”
― Paul Klee

Claiming that you can’t see well if you are not a designer might sound condescending, or at least old-fashioned, but this is not a post about designer superiority. Designers are as superior in design as doctors in medicine, or hair dressers in cutting hair. Of course there are good and bad designers, doctors, and hairdressers, and most of us fall somewhere in between.

In reality, “designer” and “not designer” are not split into two separate groups. You can develop an eye for design without ever going to school or even having designed yourself, and you can pick up some serious knowledge about design from design books. There is no doubt that if your perceptual set is comparable to a web designer’s point of view, for example an architect or industrial designer, it will be easier for you to see design in the same way a web designer would.

However, as much as seeing mistakes is always easier than doing things right, you will always see more with practical experience than from passive observation. There is no better training that imitation. When you learn to draw you do not primarily learn to move your hand, first you need to learn to perceive light and shadow as they really are, not what you think they are.

“My approach to the artistic process is to trust my eyes, not my mind.”
— Ken Backhaus

What applies to Backhaus doesn’t apply to Picasso:

”I paint objects as I think them, not as I see them.”
— Picasso

Genius or mortal, you need to learn to discern what you see and what you think you see before you can paint either reality. The best way to learn to see is copying the masters. That applies to art as well as to any form of design.

By observing great examples of design with your own eyes, attempting to duplicate them with your own hand, you will feel, see, and eventually understand the invisible lines behind a great product at a deeper and deeper level. Some of these lines are more obvious, while others may be so delicate that the very designer that drew them might not consciously realize exactly why and how they happened.

I sometimes hear that once we know how things are made, we can’t create or enjoy them spontaneously anymore. As far as this concerns enjoyment, I completely disagree. For me the more I learn about the many ways of human expression — music, architecture, even sports, the more I enjoy observing the masters at work. How could one not enjoy observing functional beauty and the care for detail?

In the development of design skills, theory can get in the way of practice, but only until the theory becomes practice. With practice your intuition evolves, and the better you understand what you do, the deeper your intuition. Only once you do not consciously think about the theory anymore are you achieving mastery.

Design vs taste

Design as functional beauty is an expert’s view on products. However, for non-designers “well designed” tends to mean nothing more than “I like it” or “it looks good to me”. This likability comes from the visual appearance of the object, and is a personal expression of taste — a feeling, not an analysis. Feelings such as “I like it” (or “I have a headache”) are not debatable.

“Good design is when I like it”
— Everybody

There’s nothing wrong with non-designers talking of “design” in terms only of likability and formal beauty. Indeed, it would be so much easier for everybody if good designs always looked nice and bad designs looked bad! Yet there are many ugly designs that work well. Look at Google, Reddit, Craigslist, or even iOS with a free aesthetic eye and you won’t find much that is formally sublime. But these interfaces work, so they are well designed.

This is because despite the more common use of the word, the technical term “design” is not primarily about the outside looks, fashion, superficial beauty, or personal taste.

“[Design] is not just what it looks like and feels like. Design is how it works.” — Steve Jobs

We can draw two axes: the layperson’s version from “ugly” to “pretty”, and the designer’s version from “broken” to “works well”. This is not the only way to look at design, but it makes a lot of sense when we talk about user interface design:

steve-jobs-chart-empty

There is plenty of good design that is ugly, and of course there’s good design that both works well and looks pretty. But a design that doesn’t work can never be substantially good — ugly and broken is just worthless crap, and pretty and broken is phony or kitsch:

Was einer möchte und nicht kann, wird Kitsch” → Desire lacking ability turns to Kitsch — Jan Tschichold (my translation)

“No design” in the literal sense is never a good quality of a product. “No design” is the diametral opposite of “Beautiful Design”. Taken literally “no design” is, simply put, nothing but shit.

steve-jobs-chart

Still, some people use “no design” to mean “not pretty but functional”, which can still be “good design” for a design expert. I’d advise designers to avoid the confusing expression “no design” when you mean “functional design”.

The above chart also shows why I dislike the expression “minimal design”. If you take the expression “minimal design” literally and just do what is absolutely necessary, you end up in the Bold quadrant.

But you want to be in the Beautiful quadrant. How do you get there? Usually you move from the center to the upper left into bold. Because first of all you need to make it work. Once you are there, you need to move to the right. How do you get from bold to beautiful?

You don’t get there with cosmetics, you get there by taking care of the details, by polishing and refining what you have. This is ultimately a matter of trained taste, or what German speakers call Fingerspitzengefühl (“finger-tip-feeling”).

Fingerspitzengefühl

I don’t know of a more beautiful illustration of Fingerspitzengefühl than this iconic portrait of the typographer Jan Tschichold.

Personal taste vs sophistication

As we covered above, the everyday notion of “design” doesn’t say much about design as functional beauty. Personally (dis-)liking a colour, form, or image is not a matter of design, it is a question of personal taste. And as we all know, when it comes to personal taste there is not much to talk about there. But in addition to personal taste there is something that we can call “trained taste” or “sophistication”. Let me recapitulate:

  • Whether I like pink or not, sugar in my coffee, red or white wine, these things are a matter of personal taste. These are personal preferences, and both designers and non designers have them. This is the taste we shouldn’t bother discussing.
  • Whether I set a text’s line height to 100% or 150% is not a matter of taste, it is a matter of knowing the principles of typography.
  • However, whether I set a text’s line height at 150% or 145% is a matter of Fingerspitzengefühl; wisdom in craft, or sophistication.

Obviously, beginners in design don’t have the same “finger tip feeling” as Mr. Tschichold. Also, while your intuition grows with training and experience, your need for conscious control over the design process gets smaller and smaller the better you get at it. It’s like dancing or playing an instrument — the more advanced you are, the less you need to consciously think about it. The less you think about what you do, the more virtuosity you will be able to achieve.

Typography is a great example there. A well-set book following the principles of typography is easier to read than a sloppy book that doesn’t. The experience of reading becomes measurably easier and thus definitely more pleasurable with good typography. The untrained eye won’t notice the quality of typography, good or bad, as long as we are not comparing extremes.

“If you really hate someone, teach them to recognize bad kerning” —XKCD

However, we will all enjoy reading a well-set text more, regardless of our typographic expertise. And the more typographic understanding you have, the more you’ll enjoy following the blueprint of a master’s trained taste. The same applies to well architected houses, finely engineered cars, and, to some degree, even to graphic design.

Form and so on

Now, despite our two axes above, there many links between visual and functional beauty. From Dieter Rams’ “Ten principles for good design”:

Good design is aesthetic — The aesthetic quality of a product is integral to its usefulness because products we use every day affect our person and our well-being. But only well-executed objects can be beautiful.“

Visual and functional beauty are not completely independent. Why is that?

A designer who is able to find the functional essence of a product will also likely find it in the visual aspects — they are usually interconnected, sometimes almost inevitably so.

Don’t count on an inevitable visual beauty when it comes to products with a heavy engineering aspect, like computers, web sites, or industrial complexes. There the conditions can be harsh, with the materials and standards we have to work with being bereft of much aesthetic refinement. In this kind of environment even a product with merely bold functionality can be perceived as visually pleasing, after you’ve used and understood the necessity of its bold shape.

Functional design is not completely self-evident on the object, it shows itself in use and effects the aesthetic perception. This is even more pronounced with software, where the outside hardly gives any hint how well (or even if) it actually works. However, this doesn’t mean that software needs to be hard to use. On the contrary. Whether we talk about hardware or software, usability is key, because:

Good design makes a product useful — A product is bought to be used. It has to satisfy certain criteria, not only functional, but also psychological and aesthetic. Good design emphasises the usefulness of a product whilst disregarding anything that could possibly detract from it.”
ibid.

Since professional designers focus on functional beauty and hard-to-spot detail, they can call things beautiful that may seem blunt, cold, or overly simple to a non-designer. This might explain why designers and non-designers sometimes come to like different things.

The more knowledge you have about a product’s inner workings, that is, if you can see the construction, the hidden mechanism, and glimpse the process leading to its current state, the easier it becomes to see its design. On the other hand, if the design process becomes too obvious, if the designer leaves too many traces on the object of a product that shout “DESIGN!” without fulfilling its promise, it moves to the lower right quadrant of “kitsch”. Dieter Rams:

Good design is unobtrusive — Products fulfilling a purpose are like tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained, to leave room for the user’s self-expression.”
ibid.

Whether the inner working shows or not is far from a clear, unique distinction between good and bad design. If you shell the core interface though, you are probably moving again into the lower right corner.

Good design is honest — It does not make a product appear more innovative, powerful or valuable than it really is. It does not attempt to manipulate the consumer with promises that cannot be kept.
ibid.

In general, more advanced design is also less visible unless you’re looking for it. The customer doesn’t need to be bothered with the sketching and production of the object in order to use it. What the customer wants to understand is how the product is supposed to be used. There, the designer is should aim to be as transparent as possible. (Although there are a few exceptions, as we will see later.)

Good design makes a product understandable — It clarifies the product’s structure. Better still, it can make the product talk. At best, it is self-explanatory.”
ibid.

This is why as a rule of thumb advanced design stays largely invisible to the untrained eye. However, while professionals are able to more clearly perceive and understand the logic of the design behind a product, anyone can assess the quality of design through use.

  • You don’t need to see and understand the engineering of a car to know if it’s well designed or not. If it runs well, it’s probably well designed.
  • You don’t need to see how and why your TV works as it does. If you can’t figure out how to use it, it’s crap.
  • You don’t need to know the different layers of web design to find out if a web site works or not. All you need to know if it’s good design is if it works for you.

How well something works is the only obvious criteria of good design. To decide whether an everyday object works for us or not, we don’t need to be experts. We know it when we use it.

Again, this is a rule of thumb. That not everybody can sit down at a piano and play away like Glenn Gould is not the piano’s fault. Your skills need to match the tool you are using to assess its quality — you can’t test-drive a car if you haven’t learned to drive. But everyday objects should only require everyday skills. This is what makes web design so hard.

Obviously, good interface design — and all product design is to some degree interface design — needs to somehow indicate its purpose and use. This is often more a matter of dealing with standards and expectations than of innovation. This makes the first of Dieter Rams 10 rules for Good Design one the hardest:

Good design is innovative — The possibilities for innovation are not, by any means, exhausted. Technological development is always offering new opportunities for innovative design. But innovative design always develops in tandem with innovative technology, and can never be an end in itself.”
ibid.

If designers get too adventurous with usability, the result is generally a mish-mash of quirky and hidden functions. When I say that good design is invisible, obviously I don’t mean obfuscating the use of a product by hiding the interface. Just like Dieter Rams doesn’t mean that good designers should be lazy when he states that good design is “as little design as possible”. Things that are hard to use by their intended audience are obviously bad design (I’m looking at you, adventurous “designer” faucets).

To make a product’s use obvious without distracting from the regular use is one of the the hardest parts of the design job. The solution is almost never in implicit or explicit instructions (I’m looking at you, iPad magazine apps), but of reducing learned interaction patterns into simpler, yet still common patterns.

The art of reduction is not just “cutting things”. The cutting is merely the reduction part. The art of reduction is cutting away what is not essential, and adding detail to what is.

Good design is thorough down to the last detail — Nothing must be arbitrary or left to chance. Care and accuracy in the design process show respect towards the user.”
ibid.

Beauty in design is not found by adding prettiness to a bold, functional design, it’s adding detail to the essence, so the functional logic becomes more humane, refined, and clear. Or, as Edward Tufte said: “To clarify, add detail.”

User Interfaces

Seeing the design of all but the simplest user interfaces is about as hard as seeing the blueprints of a building only by looking at it from the outside. Why? Isn’t the interface just what I see on a screen? Hell no!

The confusion between the common and the expert definitions of “design” goes hand in hand with the general fuzziness we face when dealing with the term “interface”. While the common use for a computer user interface just aims at something similar to “computer graphics”, the expert’s definition of “interface” is not primarily what you see on the screen.

“The way that you accomplish tasks with a product — what you do and how it responds — that’s the interface”
— Jef Raskin

In every day language an “interface” is not “the way you accomplish tasks with a product,” but just the functional aspects of a product’s surface — the buttons and controls. When it comes to screen design, people often use the term “interface” to just describe the visible graphic elements of a screen.

And again, using “interface” in the sense of only what you see on the screen or on the machine side is not a bad or immoral use, it’s the non-expert use. As interface designers we need to be careful. Our definition of “interface” is, again, not just what you see, but, for better or worse, how it works.

As I mentioned before, computer user interfaces can look incredibly ugly, yet still be very well designed. This is because most of what we regard as interface is, alas, not visible. And you will not be surprised when, again, I say that a literal “no interface” is definitely not a good one.

The expressions “less interface”, “hidden interface”, “no UI” etc. are not literal. They are fuzzy rhetorical formulations that mix up the common and the technical term. What does this rhetoric aim at?

It aims at bloated, overblown input/output elements in the perceivable layer of the interface. What do these expressions try to say? They are trying to say the same thing as those who say “less is more”. Or, in Dieter Ram’s words:

Good design is as little design as possible — Less, but better — because it concentrates on the essential aspects, and the products are not burdened with non-essentials.
Back to purity, back to simplicity.”
ibid.

Less visual clutter leads to a more efficient interface. Technically speaking is not quite clear what “less interface” means when you take that expression out of context.

  1. If by “less interface” you mean “harder to work with,” less interface will lead to a worse interface.
  2. If by “less interface” you mean reducing visual and functional elements to the essence, you will improve the interface.
  3. If by “less interface” you mean “hiding how a product works”, less interface will always lead to a weaker interface.

Bluntly speaking of “more interface” or “less interface” is prone to misunderstandings. While we have no right to tell people how to speak, as designers we have to make sure that we are clear. Here again, if in context it is clear what “less interface” means, maybe we should not be too pedantic about it either, and remember that

“The slightest mistake looks incredibly stupid, when others make it.” —Georg Christoph Lichtenberg

Conclusion

It is not the hand that makes the designer, it’s the eye. Learning to design is leaning to see. In consequence, what designers learn to see as they improve their skills is usually related to design. Doctors don’t see Web sites in the same way as Web designers, Web designers don’t see x-rays in the same way as doctors. Our experience sharpens our eyes for certain perceptions, our experience shapes what we expect to see and what we expect to see shapes our experience. Human reality is perspectival. That we can’t see what more experienced eyes see, more experienced ears hear, more experienced noses smell doesn’t mean that we cannot learn to perceive all these things. Not only can we improve our perception it is also very exciting and pleasing to do so.

What makes the difference between bad, average and great design tends to happen in a sphere that only experienced people can perceive clearly. Yet, still, most will feel the difference between good and bad design. Typography is a great example to illustrate that. Very few people perceive the delicacies of great typography, and even fewer can set type, but most of us will feel that a well set book reads better than a badly set book. This feels like a paradox. But think about it: the aim of design is to facilitate use and take care of details that are tedious for the inexperienced person. What looks paradox from outside is perfectly logical from an inside perspective.

A lot of confusion arises from the fact that there are many ways to use the term “design”. The common term (being a matter of taste) is incommensurable with the professional term of design as a matter of functional beauty and care for detail. While everybody has access to the design quality of a product through use, no one has a determinate authority on design as a matter of taste. Still, and to hammer it in, by learning to design, you will evolve an eye for design, as well as a more refined taste to discern subtle design details.

Now, if you are a designer and all this makes you feel special, keep in mind: There are not distinct groups of “designers” and “non-designers” — it’s a continuum. And there is no such thing as the worst or greatest designer, since design requires a lot of different talents that are incommensurable with each other. Some have better imagination, some are better with the purely functional aspect, some will have more talent in polishing details, some will have excellent technical skills, and some will shine with an unbreakable will to ship. It is a long way from novice to pro, but what we all have in common is the trained ability to see what others don’t, to create what others can’t see but only feel.

The same confusion that leads to pedantic fights over what design really is arises when we mix the common term for interface in the sense of “computer graphics” with the more abstract technical term that involves the hidden workings on the machine side, the physical interaction and the user’s mind. It is possible to say a lot of cool shit about design or interface design by making a mess while meaning the right thing. So before we get into teaching and preaching mode we need to consider the context and try to understand what is meant before we get too glorious and berating with our own eternal infallible definitions.

Is easy to score marketing points by saying “No UI” is better than “a lot of UI”, even though strictly speaking this relies on imprecise language. If by “no UI” you indeed mean that hiding the UI is a great idea, then let’s hope that you are talking about designing child locks. Unless your purpose is to avoid unskilled users getting access to your UI, hiding interfaces is always a bad idea.

As with design in general, user interface design has to be assessed in terms of functionality and care for detail.

A UI that works is not a priori self-evident to everybody. Tools need to work for those who use them. That being said, everyday objects like faucets, hammers, and iPad magazines need to be considerably more self-evident than violins, airplane cockpits, or x-ray machines.

After getting lost in the labyrinth of design and aesthetics, I think that I have found a way out that doesn’t oversimplify, boss around, fuel complexes or scare people away from design, but invites to see more. I am pretty sure that there are shorter, easier ways, but I can’t see them-just yet.

The intention of this article was not to establish designers as superior creatures, or avoid criticism of designers or non-designers. This is why I’d like to give the last word to a non-designer:

“When everyone has the same Mac and the same internet, the difference between hackneyed graphic design and extraordinary graphic design is just one thing—the ability to see.
Seeing, despite the name, isn’t merely visual.”
— “Learning how to see”, by Seth Godin

I’m looking forward to hearing what you think.

Mar 132013
 

Last week saw 752 commits to our repository. This update discusses them, up to revision 145340.

Error messages displayed in Web Inspector’s console which contain long URLs will now have them shortened. WOFF fonts will now be recognized with their newly registered mime-type and the touchmove event will now be emulated within iframes. The Ace editor, which also powers the Cloud9 IDE, has been made available in the Inspector as an experiment.

The “width” and “height” directives for media queries now take full page zooming into account. The desktop version of -webkit-text-size-adjust has been removed, selector indexes got an extra bit meaning WebKit supports 8191 selectors again and a video’s line-height won’t inherit to its cues anymore.

Quite some updates were done in light of Web Components: touch events are now supported in shadow trees and work is underway to allow any HTML element to be a superclass of a custom element. The Web Audio API now exposes the maximum number of available channels, the WEBGL_compressed_texture_atc extension is now available and the default background of dragged images is now being properly set.

Regions will now be automatically generated for David’s new multiple column implementation. Meanwhile, Julien has made various changes to the CSS Grid Layout implementation, namely parsing of the the grid-{start, before} properties and the grid-{end, after} properties, resolving them and extending the grammar to support two positions for the grid-{row, column} properties.

Other changes which occurred last week:

EEBO Interactions Ends

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Mar 122013
 

EEBO Interactions, the web site that fused social networking and digital bibliography, is shutting down at the end of March 2013.

ProQuest’s decision to decommission EEBO Interactions should come as no surprise.  If traffic indicates success, the site received too little to certify its academic or commercial value.   The small core of contributors who worked brilliantly and doggedly to improve bibliographic entries was not enough to prove that value.  Why should it be?  In a world where crowd-sourcing promises instant and free correction, EEBO Interactions‘ small stream of corrections proved too little and too slow.

Nevertheless, the decision to shut down EEBO Interactions is a disappointment because it ends a promising and visionary venture on ProQuest’s part.  Proquest accomplished at least two great things.  First, it offered a rare joint venture uniting academic and commercial worlds.  Second, it conjured up the first bibliography to offer relational cataloging.  If this  iteration of that vision  did not quite take off, it is to be hoped that later iterations will.  Traffic may be one indication of success, but vision is another.

As an editor for EEBO Interactions, I would like to thank EI‘s contributors.  They are a special group of readers, experts willing to put time into a promising experiment.  I have told Stephen Brooks that I would ask emob readers what EEBO Interactions could have done to encourage traffic or otherwise improve.  What might a second iteration include or not include?  Is an unedited, crowd-sourced version of EEBO that runs parallel to EEBO the way to go for such interactions?  Or is an ESTC-led editorial board the way?  An option in between these two poles?

One note of caution.  Anyone interested in preserving information recorded on EEBO Interactions should download material before the end of the month.   ProQuest will save material contributed to EI in some form, but it will be difficult  to access.

Those interested in correcting EEBO entries in the future will want to use http://eebo.chadwyck.com/about/webmaster.htm, or click here.


Mar 102013
 

I now have three trajectory models of the Chelyabinsk meteoroid to share in Google Earth, from the three teams I am aware of who have published detailed results. The resulting KMZ file comes with a useful new feature: I’ve added geopositioned screenshots of the most useful videos, so you can now “fly” into each vantage point to check how the computed trajectories compare to the view in each video from the location it was taken. Here’s a quick tour on YouTube of the KMZ file:

Briefly, here’s what I’ve done: Initially, Google Earth allowed us to locate and measure YouTube videos to determine the angles of shadows, which enabled trajectory calculations, which have now been visualized in Google Earth. These trajectories can in turn be inspected visually from the vantage point of any number of geopositioned videos, resulting in an interesting additional method for verifying the accuracy of diverging trajectory calculations, short of going to these locations and making measurements in situ.

Before I do a walk-through of the trajectories and the videos, an exciting piece of news: A week or two ago, Jorge Zuluaga and Ignacio Ferrín — the duo calculating the trajectory of the meteoroid at the Physics Institute at the Univeristy of Antioquia in Medellín, Colombia — got in touch to discuss my original blog post on the use of Google Earth and YouTube as an ad-hoc sensor network for raw data on the meteoroid. They had taken my method and given it a rigorous mathematical make-over, aggregating information from four especially useful videos, including those contributed by commenters on Ogle Earth in the days after the event. From this trajectory, they calculated an orbit, concluding that the Chelyabinsk meteoroid was an Apollo-class Near Earth Asteroid.

In a classy move, Jorge and Ignacio asked me to co-author the paper they were writing, for having originally come up with the method which they then greatly improved upon. In the ensuing collaboration we identified additional useful videos, worked on the included Google Earth visualizations, and honed the prose. The paper, The orbit of the Chelyabinsk event impactor as reconstructed from amateur and public footage, has just been published to arxiv.org (here’s the PDF). The KMZ file discussed in this post (download and open in Google Earth) is the one attached to the paper. Note that the paper makes a point of thanking several commenters by name for their contributions to the original blog post. Citizen science FTW!

Now for some notes on the different trajectories:

Screen Shot 2013-03-09 at 9 Mar 14.48

Accuracy I: The NASA trajectory (in red) is derived from coordinates courtesy of Sebastien Pauleau, who calculated them from a close study of the trajectory map NASA released here, modeling the result on a WGS84 datum globe. He reports that while the accuracy of his model is calculated to 4 decimal points (an error of within 10m around Chelyabinsk, the limit of Google Earth’s accuracy with respect to the positioning of its imagery), it’s not possible right now to know how accurately NASA plotted its map. The Colombian trajectories (pink, green, black, orange), are also plotted to 4 decimal points, while the Czech results (blue) are plotted to 3 decimal points (within 100m), though of course the real error bars are a lot larger in at least all-but-one case (or else all the calculated trajectories would all have to lie within 100m of each other). The Colombian coordinates were shared directly; the Czech coordinates were published here.

Landing sites: We know that a good-sized chunk landed in Lake Chebarkul, and in the original coarse calculation I used that information as an input, fixing the lake as an endpoint for the trajectory. None of these more accurate “pro” trajectories make this assumption, and it is clear from subsequent news articles that the landing area extends beyond and around the lake. As a result, all calculated trajectories overshoot Lake Chebarkul, intersecting Earth just past the town of Miass.

Accuracy II: Because all these calculated trajectories are straight lines, there is an important caveat: From having looked closely at many geopositioned photos and videos, it seems clear that the real trajectory of the meteoroid changes as a result of the main explosion just south of Chelyabinsk. The post-explosion path seems to aim at bit more steeply at Earth, and may even have changed its azimuth (direction). Also, as the meteoroid slows down through atmospheric friction, it will begin to “fall” in a more classic arc. No one straight line can model such a more complex path with complete accuracy.

Screen Shot 2013-03-09 at 9 Mar 14.49

Miass, near Chimney

As a result, I think all current calculated trajectories overshoot the real landing site. I suspect most of the meteor mass landed between Lake Chebarkul and Miass, not beyond Miass. There are no videos from Miass showing a path flying overhead, though the calculated trajectories do assume such a path. One Miass video in particular (“Miass, near chimney” shows the contrail almost perfectly head-on, suggesting the the main part of the meteoroid landed in front of the viewpoint (towards Chebarkul).

Screen Shot 2013-03-09 at 9 Mar 18.27

Miass, near plant

Other viewpoints in Miass (“Miass, near plant” especially) suggest that some of the calculated trajectories do a better job of modeling the pre-explosion path, while others are more accurate for the latter part of the path. It’s important to note that around Miass, because the meteoroid was so close to Earth, very small differences in the calculated path can have a very large perceived effect, with changes of just a few hundred meters radically altering the perceived view.

From what I understand, it’s possible to construct even more accurate trajectory models that do not assume a single straight line, and I think this is where astronomers’ efforts will lie in the future.

Screen Shot 2013-03-09 at 9 Mar 18.28

Road near Miass

Accuracy III: One word of caution about the geopositioned screenshots in the KMZ file: It’s not possible to accurately compensate for fish-eye effects and other distortions in Google Earth beyond basic field-of-view adjustments, and the videos do not always contain sufficient environmental references to precisely measure the heading, tilt and roll of the camera viewpoint. So these videos cannot be used for detail work, though they do work well when trajectories diverge greatly, as is the case near Miass.

Interact: The KMZ file is fully editable, so feel free to edit the embedded screenshots (Right-click an item in the Places sidebar, select Get Info) to see if you can get a better fit against the calculated trajectories. Although it is tempting, I tried not to align the meteoroid path in the video capture with the calculated trajectories in Google Earth, relying instead on clues from the surrounding environment. It’s possible to infer quite a lot from aligning the placement and angles of objects in the geopositioned video capture with imagery on the ground.

Interact II: Do play with the opacity slider at the bottom of the Places sidebar (click the gradient button, if you need to); this makes it much easier to make comparisons (watch the video above to see how). Finally, if you’re wondering how I managed to fly around so smoothly in Google Earth — I use this to navigate 3D space.

Mar 082013
 

This update discusses last week’s 718 changes to WebKit, up to revision 144595.

Web Inspector will now show raster tasks on the Timeline Panel. Furthermore, the various profiling tools, such as the JavaScript CPU Profiler, canvas profiler and the memory snapshots, have been moved in separate panels.

When enabling the CSP 1.1 implementation, the new directives will now work on the unprefixed header as well. The meta referrer directive will now be honored for window.open() calls,the X-Frame-Options header accepts the “ALLOWALL” value and no callback is required anymore for requesting a notification permission. Rules for up and down-mixing channels in the Web Audio API have been implemented, and collapsing rules for empty buttons have been corrected.

The :first-letter pseudo element is now being ignored in flexible box elements. Dave rewrote the stacking model for the new multiple column implementation to be spec compliant and made sure transformed objects show up. CSS Shaders’ non-separable color and luminosity blend modes have been implemented, and parsing of CSS’ transition-property property has been improved.

Work on refreshing the calendar picker in WebKit continues with various new components, among which support for scrollbars, a month popup view and a table view for the calendar itself.

One feature that is nearing completion is the threaded HTML tokenizer. Now that more tests have been fixed and some optimizations have been done, it’s been enabled for Chromium’s DumpRenderTree.

Other changes which occurred last week: