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GUI/control panels for Javascript, similar to things I used to use in Processing back when. Linked so I don't forget it in future, when I need it.
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I won't do Timo a disservice by quoting one fragment of this essay; it's one of those lovely pieces of writing where not a word is wasted, where it all builds an argument, and you should just read the whole thing. Lots of topics I've been touching on in recent years, in part because of my time at Berg, and the designers who are my friends and peers. This is what needs to be beaten into the world, a little; the way to beat it in is to build it in, through our work and products. I should work on that more.
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"The problem with ideas ís, the idea is often simply a way to focus your interest in making a work. The work isn't necessarily, I think-a function of the work is not to express the idea…. The idea focuses your attention in a certain way that helps you to do the work."
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"This is just an image dump of marvel approved stills and screenshots of my work on the film. I'll do a proper post soon – this is a fraction of the work – But I had the distinct pleasure of working with Cantina Creative, leading the design of the glass screens for the Helicarier in the Avengers. I also led the design and animation of the all new and upgraded Mark VII Hud…
Included are some partial explanations of how the HUD diagnostic functions
Variations of it in 'all clear' mode, and a 'battle mode', after the suit has suffered damage and new windows have popped up to show depleted weapon stores and hazardous environmentals and general.The flight menu was designed with input from an A-10 Fighter Pilot. I like to keep my stuff accurate.
I start all designs on paper so I included some ideas for the dock icons. In the final icons, the more detailed versions show system status based on the way they animate."
Lots of lovely detail in the work on all the fictional UI in the Avengers – looking forward to it being unpacked.
The point of Twitter
09 December 2011
John Gruber on the new Twitter iPhone app:
What also worries me is that these changes suggest not only a difference in opinion regarding how a Twitter client should work, but also regarding just what the point is of Twitter as a service. The Twitter service I signed up for is one where people tweet 140-character posts, you follow those people whose tweets you tend to enjoy, and that’s it. The Twitter service this new UI presents is about a whole lot more — mass-market spoonfed “trending topics” and sponsored content. It’s trying to make Twitter work for people who don’t see the appeal of what Twitter was supposed to be.
Yes, that. It increasingly turns out that the Twitter I signed up for – the Twitter in my head, as it were – is the MVP of something else. And now, the MVP is fading away and the something else is taking over. Which is fine for acquiring new users – after all, by and large, it’s a given that most people don’t use your product. But my mental model is stuck around five years ago, when I signed up.
I signed up for this product because it made mass-texting people when I was in town easy, and led to lots of serendipitous drinking and hanging out when I was in the city. On the radio last year, I heard someone explain Twitter as “a tool for following famous people and seeing what they’re up to“. It’s interesting how the product described in the new app feels like the product described by that radio pundit: a consumption tool.
For me, it was always about the permanent backchannel with my friends. I guess I’m looking for a new mobile client now.
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"Grackle68k is a twitter client for early Macintoshes running System 6 through OS9."
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Does what it says on the tin. Blimey. But also: awesome.
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"Flogr shows your pictures from flickr in a customizable photo portfolio interface which includes a main photo page with EXIF details and flickr user comments, a customizable thumbnails page of your recent work, a slideshow component to browse through thumbnails, a tag cloud page, and an about page that shows your flickr user profile. With flogr you can control which photos are shown by specifying the flickr tag(s) to include so you can show only your best photographs if you choose." Which is something I've been looking for for a while. Glad I didn't have to write it, now.
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"NameChanger is designed for the sole purpose of renaming a list of files."
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"Fortunately, modern displays can display characters that look exactly like this without special circuitry used in the original DEC terminals and there is free software that can be used to create a usable outline font out of a PNG image." Recreating VT220 terminal fonts in software, and from thence into Truetype.
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"LimeChat is an IRC client for Mac OS X written on RubyCocoa." I did not know about this. It looks nice.
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"Easily show multiple, overlapping events across calendar days and rows." Which is hard, and it is nice to know someone else has done the work.
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"Do you like cities? Do you like architecture? Do you like speaking at conferences?" I think this has sewn up the 2010-11 circuit.
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""Who amongst us will write the Building as Contacts and Related Goodness blog post?" It's worth remembering, I think, that he [Dan Catt] already has."
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"Seems to me people help people go through stuff, life and things. Technology and infrastructures are not the only tool we have and social interactions count more in my opinion. When technology fails, you’ll still have to ask for directions whether you like it or not :) and whether you think your laptop is user-friendly or not is absolutely not related to your gender."
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"Briefs is a framework for packaging concept screens & control schemes that run live on the iPhone and iPod Touch. This allows you to experience the feel of your concept without the expense of development." Ooh.
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"rush is a replacement for the unix shell (bash, zsh, etc) which uses pure Ruby syntax. Grep through files, find and kill processes, copy files – everything you do in the shell, now in Ruby." Equal parts "ooh" and "hunh?", I think.
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"Michael Abrash's classic Graphics Programming Black Book is a compilation of Michael's previous writings on assembly language and graphics programming (including from his "Graphics Programming" column in Dr. Dobb's Journal). Much of the focus of this book is on profiling and code testing, as well as performance optimization. It also explores much of the technology behind the Doom and Quake 3-D games, and 3-D graphics problems such as texture mapping, hidden surface removal, and the like." My old URL for this no longer works, but fortunately, this one does.
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"The commercial worked on Lucas but a few years later, the computer graphics group at ILM was sold by Lucas to Steve Jobs for $5 million and became Pixar. Loren Carpenter is still at Pixar today; he's the company's Chief Scientist." Marvellous.
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"slideViewer (a jQuery image slider built on a single unordered list)". Which looks nifty.
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"Flicking over to the old graphics — and I, for one, found it almost impossible not to do so on every screen — shows you the game as you originally experienced it, and it looks completely different. Suddenly you remember the old imagery too. Conceptual memory gives way to visual memory, in a clear illustration of how the mind functions on different levels. It’s an odd experience, first thinking you recognise something, then discovering that the original was in fact quite different, but that you now remember that too, as additional detail. In one way it’s a contradiction, and in another it’s sharper focus." Emmett on the Monkey Island remake, and the ability to dynamically swap between old and new interfaces.
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"Here's a handy, step-by-step guide to using the sniper rifle in the smash-hit PlayStation 3 shooter, Killzone 2." Mitch Krpata has four hands.
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"I hate the deep breath I have to take before asking if anyone remembers Jumping Flash or Rescue On Fractalus. I hate being the geeky bore who’s more interested in talking about games from twenty years ago than about BioShock 2 or GTA 5. But even more I hate the waste of modern game development, of watching talented teams burn time and energy reinventing wheels previously perfected by men now in their 60s."
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"Today, I made a little application using the Spore API." Specifically, rendering the skeletons of creatures in Processing. Nice.
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"LSL is a 2-D arena shooter featuring a robot that falls in love with several lovely female robots each with her own unique abilities and atmosphere… The longer our heroes stay together, the more their relationship will evolve, making them stronger; but this increases the difficulty of the game, too. When they "break up," the enemies are cleared, but so is the score multiplier. Throughout the game, the robot recalls memories of a love before…" This sounds – and looks – delightful.
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"For use on days with uninteresting skies." I should like one of those very much.
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"Majini have gone through a small part of London, leaving behind a trail of remnant body parts from their victims. Find the bodies on the morning of Thursday March 12th and win a vacation to Africa." Um. Really not sure this is the best kind of live event, chaps.
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Seriously, the UI customisation that some players go through amazes me. And yet: the level of customisation possible also amazes me. There's some good stuff in here not just on customising your UI, but also making it look functional and useful; UI design is still possible in the sea of plugins.
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"Just because a line is functional doesn’t mean it can’t be clever, funny, insightful, or dramatic. The real art of videogame writing is being aware of the context: understanding how, when and where the line is going to be used, and how to compensate for the times you have no control over when the line is played." A nice piece on writing for games, and brevity (or a lack of it).
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Touché.