Rickshaw: a Javascript graphing toolkit →
Javascript based graphing libraries have been done before, but I’ve rarely seen graphing code this clean, straightforward or well documented. Worth a look.
Javascript based graphing libraries have been done before, but I’ve rarely seen graphing code this clean, straightforward or well documented. Worth a look.
Ever since news broke of the DOJ accusing Apple of collusion, I’ve gone back and forth on where I stand on the issue. On one hand, Apple has a point about Amazon’s stranglehold on the e-book market, which isn’t good for anybody. Yet the implication that flipping to an agency model that jacks up prices for consumers isn’t kosher either.
After reading entrepreneur David Parkman’s opinion here on the matter, I’ve fallen more on the pro-Amazon side. A great point here:
The negative coverage of Amazon is centered on them selling eBooks below cost in order to reach the $10 price point. But that is a function of publishers setting the cost higher than $10. If the profit-maximizing price for an eBook is $10, then publishers must adapt to set a wholesale price lower than that, even if it means your legacy cost structure doesn’t allow it. And that’s the rub.
This reminds me about the record companies initial complaints about iTunes store pricing. Apple, in their eyes, was going too low. Yet we all remember life prior to the iPod, where retail prices of $17 or more per CD at a Tower Records was commonplace. It doesn’t fully excuse then some monopolistic like behavior from Apple, but was that pricing structure fair for the consumer?
The Iterate podcast gathered a lot of talented designers together – David Bernard of App Cubby, Marc Edwards of Bjango, to name a few – and talked for an hour on first impressions of Photoshop CS6. It’s really interesting if Photoshop is at all a core part of your workflow. Don’t miss the 30 minute mark where the hosts discuss the backwardness of Photoshop’s default settings (e.g. why default to sRGB color space instead of Adobe RGB?)
I already listen regularly to the Build and Analyze podcast, but this week’s episode really stood out as a keeper. I especially enjoyed a brief aside (starting around the 20 minute mark) about Facebook’s long term intentions regarding the web and Instagram.
I’m not abandoning Instapaper anytime soon, but Pocket looks semi compelling. I could see it fitting into my workflow as slick tool for capturing non-textual media like video and imagery.
There’s a lot of proposed solutions to the problem of serving different resolution images for different sized devices: small for mobile, big for widescreen and iPad Retina displays, and everywhere else somewhere in between. Unlike many other CSS or JS based solutions, Matt Stow’s doesn’t feel hacky and is widely compatible with a wide variety of browsers (IE8 and older excluded.)
As a mostly front end web developer that dabbles heavily in design, I’ve stayed away from node.js. It’s just been something that’s I’ve associated as too server side and back end intensive; I roll with it myself to check my Javascript via JSHint, but little else. That opinion may be changing though with programmer Randall Degges essay here.
Video game consoles are still putting up great numbers seven years into their current generation. But why have their user interfaces remained so bad? I was reminded of this on a popular Giant Bombcast (gaming podcast) from two weeks ago; the hosts talked at length about the sad state of Microsoft’s latest XBox Live UI refresh. Microsoft largely sidelined avatar functionality, one of the rare bits of personalization and whimsy from an otherwise business-like UI. The Netflix interface was overhauled so poorly that the hosts had moved their film streaming needs to other platforms. Common actions now required more taps of the controller than in earlier XBox Live iterations.
Ironically, XBox Live is generally regarded as the premier console gaming network. It costs $50 a year and generates a lot of revenue for Microsoft, a cool billion two years ago. So why isn’t some of that money being plowed back into great UI design?
The XMB, Sony’s navigation interface for the PS3, doesn’t fare well in the UI department either. Among the Roku, Apple TV, Mac, iPhone, and Boxee, all of which I own or have played with heavily, PS3 has the worst user experience. There’s too many actions and layered menus to get more complex actions done. Software updates, large in size and not skippable, pop up frequently before gameplay. (Sony apparently never got the memo on auto background updates.)
Yet UI may be beside the point: clearly the healthy state of console gaming’s market derives from the games themselves. But that market is changing, growing up and moving more mainstream. XBox 360s are being used now more for streaming media than gaming. A “one box media center” for the living room could just as easily be an XBox as a Roku or an Apple TV. Media partners clearly see this; content providers from Amazon to ESPN and HBO are supporting consoles in full, often adding their services to the XBox and PS3 just as fast as other set top devices.
In addition, while a Xbox 360 or PS3 costs $150 more than an Apple TV, that a premium price tag delivers far more capable hardware. It’s hardware that powers more immersive games, along with more responsive and novel interfaces (e.g. the Kinect) than their cheaper counterparts. Beefier hardware also means getting cool tech features (e.g. Dolby Digital 5.1, 1080p) before the competition.
Yet as we’ve seen before, muscular tech, lots of money and media partners will only get you so far without a solid user experience; just ask RIM. Competition is heating up: Apple and the rest of the portable market is on one side, chipping away at consoles’ casual gaming segment. Smaller, cheaper and simpler boxes from the likes of Roku form the other wing, attacking consoles’ non-gaming features. Without a adjustment in UI and other consumer-friendly maneuvers, I fear gaming consoles could be effectively squeezed out in the middle.
An extended interview with Al Lowe, the funny, profane, and quirky creator of the cult 80s adventure game Leisure Suit Larry. Reading it made me nostalgic for Sierra, a powerhouse gaming studio in the late 80s and early 90s best known for the Kings Quest and Space Quest series.
Developer Dan Shipper:
When a non-technical person attempts to estimate software development time they come armed with their two basic heuristics: complexity based on size and complexity based on speed. But what they don’t realize is that software is different. Software is by nature not physical. It exists in the ether. A tiny portion of it shows up on our computer screens from time to time. Because of this when it comes to building web apps (or any type of software for that matter) our basic heuristics break down.
So many tech articles include a throwaway sentence on how developers aren’t good estimators of their work time. Rarely do they go further into the why behind that statement, but Dan’s does, and does so effectively. (via Watts Martin)