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From The Web’s Grain by Frank Chimero:

The web is forcing our hands. And this is fine! Many sites will share design solutions, because we’re using the same materials. The consistencies establish best practices; they are proof of design patterns that play off of the needs of a common medium, and not evidence of a visual monoculture.

I believe every material has a grain, including the web. But this assumption flies in the face of our expectations for technology. Too often, the internet is cast as a wide-open, infinitely malleable material. We expect technology to help us overcome limitations, not produce more of them. In spite of those promises, we typically yield consistent design results.

The awe goes—time takes it.

From The Lost Thread by Robin Sloan:

The speed with which Twitter recedes in your mind will shock you. Like a demon from a folktale, the kind that only gains power when you invite it into your home, the platform melts like mist when that invi­ta­tion is rescinded.

The amount that Twitter omits is breathtaking. More than any other social platform, it is indif­ferent to huge swaths of human expe­ri­ence and endeavor. I invite you to imagine this omitted content as a vast, bustling city. Scratching at your timeline, you are huddled in a single small tavern with the journalists, the nihilists, and the chaotic neutrals.

From A New New Year by Jackie Luo:

sometimes, looking back at an accounting of it all, i’m disappointed that it doesn’t add up to quite as much as i thought it would by now. it’s not a clean narrative. i had always believed that i was a certain kind of person: decisive, confident, brilliant, glamorous, empathetic. these days, battered by the reality of going up against the world, i’m more tired and less sure.

sometimes, looking back at an accounting of it all, i’m disappointed that it doesn’t add up to quite as much as i thought it would by now. it’s not a clean narrative. i had always believed that i was a certain kind of person: decisive, confident, brilliant, glamorous, empathetic. these days, battered by the reality of going up against the world, i’m more tired and less sure.

Where it all began

I remember the first time I saw a Mac in person. I was in middle school, but on the campus of the nearby college because my dad had a gig as a stand-in drummer for a local band.

While hanging out backstage—something I often had the privilege of doing from a young age as the son of a drummer—I saw a girl, sitting on the ground, typing away on a brand new MacBook Air.

The Air had just been introduced to the world, and I remember rewatching the announcement video online. Steve Jobs talked about the computer at Macworld only to reveal that it had been on stage with him the entire time inside a manilla envelope. He opened it and pulled out the thinnest computer in the world. I had no idea a computer could even look like that.

After my dad’s show I immediately pointed out the girl and her computer, and I remember him sharing my excitement so much that he asked the girl if we could look at it a bit closer. She was kind and happy to show it off and even let me hold it. From then on, I was hooked. I knew that’s the computer I’d own one day, and sure enough I’d get my first Mac, a MacBook Air, a few years later in high school.


And now Apple has introduced a MacBook Air thinner than the original iPhone. I wonder what middle school me, who coveted but did not own an iPhone at the time, would think about that.

I received the new M2 MacBook Air (in Midnight) a few months ago and I’ve been smitten with it. It is a cool, dark slab of silent compute, and it feels dense and book-ish in the most satisfying way.

The battery life deserves its own mention, and feels like a leap ahead for personal computers in its own right.

In all honesty I thought the time had come when a computer could not longer really excite me in the way that original MacBook Air did. But, this new one takes me right back there. It reminds me how lucky we all are to carry around devices that can conjure up all sorts of magic. And it takes me back to my beginnings in software when people wrote about the design of new iOS and Mac apps like they were art critics.

My life and friends and relationships and career are all in there, wound up with the electrons.

In setting up and using this new computer for the first time, however, I’ve realized how much devices today are like shells. The real computers, the ones that store our data and perform tasks on our behalf, are behemoths sitting in data centers. Setting up a new computer today is mostly a task of signing into various web applications to access your data, not transferring data onto the machine itself.

Our computers have become internet computers. And that might mean that the physical devices we own will trend towards nothingness—their goal is no longer to impress or inspire, but to be so small and light as to fall away entirely.

There’s something about that which makes me feel a bit melancholy. It feels like the days of computing devices being objects with personality and conviviality are fading. The computer is no longer a centerpiece, it’s an accessory, a thin client for some other machine or machines which are hidden away from us.

From Cultivating Depth and Stillness in Research by Andy Matuschak:

As a deeply lonely teenager, I learned that I could earn others’ regard and become valued in a community by “doing cool stuff on the internet.” So, even today, my automatic response to these fears is to switch to an activity which produces some kind of visible output. Make a prototype, write up some notes, sketch a concept. These are appropriate behaviors at times, of course, but not when pursued as fearful substitutes for what I’m actually trying to do.

Why is this so hard? Because you’re utterly habituated to steady progress—to completing things, to producing, to solving. When progress is subtle or slow, when there’s no clear way to proceed, you flinch away. You redirect your attention to something safer, to something you can do. You jump to implementation prematurely; you feel a compulsion to do more background reading; you obsess over tractable but peripheral details. These are all displacement behaviors, ways of not sitting with the problem. Though each instance seems insignificant, the cumulative effect is that your stare rarely rests on the fog long enough to penetrate it. Weeks pass, with apparent motion, yet you’re just spinning in place. You return to the surface with each glance away. You must learn to remain in the depths.

From My Website Is a Shifting House Next to a River of Knowledge. What Could Yours Be? by thecreativeindependent.com:

My favorite aspect of websites is their duality: they’re both subject and object at once. In other words, a website creator becomes both author and architect simultaneously. There are endless possibilities as to what a website could be. What kind of room is a website? Or is a website more like a house? A boat? A cloud? A garden? A puddle? Whatever it is, there’s potential for a self-reflexive feedback loop: when you put energy into a website, in turn the website helps form your own identity.

From Pure UI by Guillermo Rauch's blog:

Design is the process of taking the available data and coming up with its representation. The outcome is reasonably well specified and understood.

Discovery is about the transformation (usually expansion) of that input. It’s the evolution of the design. The uncovering of new states and new ideas throughout the process itself.

From What Screens Want by Frank Chimero:

We used to have a map of a frontier that could be anything. The web isn’t young anymore, though. It’s settled. It’s been prospected and picked through. Increasingly, it feels like we decided to pave the wilderness, turn it into a suburb, and build a mall. And I hate this map of the web, because it only describes a fraction of what it is and what’s possible. We’ve taken an opportunity for connection and distorted it to commodify attention. That’s one of the sleaziest things you can do.

And you know, these little animations look awfully similar to animated GIFs. Seems that any time screens appear, some kind of short, looping animated imagery of animals shows up, as if they were a natural consequence of screens.

Just like any material, screens have affordances. Much like wood, I believe screens have grain: a certain way they’ve grown and matured that describes how they want to be treated. The grain is what gives the material its identity and tells you the best way to use it. Figure out the grain, and you know how to natively design for screens.

The interfaces we build are where we put the padding. You give a user something to grasp onto when you make a metaphor solid. In the case of software on a screen, the metaphors visually explain the functions of an interface, and provide a bridge from a familiar place to a less known area by suggesting a tool’s function and its relationship to others.

From A Different Internet by David Schmudde:

Today’s internet is largely shaped by a dialog between two ideas. One position considers personal data as a form of property, the opposing position considers personal data as an extension of the self. The latter grants inalienable rights because a person’s dignity - traditionally manifested in our bodies or certain rights of expression and privacy - cannot be negotiated, bought, or sold.

What remains explicitly clear is the fact that folks are not gathering in the digital equivalent of parks and town squares, they are gathering in online centers of commerce. Our digital public spaces, often called “platforms,” are really purpose-built shopping malls.

From Screen as Room: An Architectural Perspective on User Interfaces by Christoph Labacher:

I believe this is because the comparison to films misses a central property of interfaces that is so constitutive that it outweighs the other similarities: Agency — it is human action that is indispensable to an interface. Like visitors to a building, users of an interface are given the agency to choose their own path, to move through it at their own speed and discretion: to wander and to linger, to move swiftly and purposefully, or to explore. Another striking similarity is that interfaces are, like buildings, never experienced all at once, but piecemeal: screen by screen, or room by room. Only in the user’s mind are they shaped into a coherent entity, are seen as a uniform whole.

Even traditional user interfaces are fundamentally three-dimensional — the third dimension in this case being time — and in this regard, they are similar to films.

From A New New Year by Jackie Luo:

this year, i hope to come to trust myself more. i hope to know when i need to love my work deeply, and when i need to be able to set myself free. i hope to find more balance and more quiet—in the world around me, yes, but especially in the recesses of my mind. i hope to love people for exactly who they are, knowing that a person's strengths and their flaws are often two sides of the same coin. i hope to want more for myself—and not the kind of wants manufactured for me by brands on instagram or thought leaders on twitter or microtrendsetters on tiktok, but the ones for which my soul hungers, the ones that replenish and renew me. little wants and big wants, but my own wants. i hope to think less and do more. i hope to grow stranger. i hope to get better at hoping against hope.

it's hard, living in such persistently unprecedented times, to know what is the natural process of aging and what's the specific peculiarity of aging in this time.

there's a running joke (is joke the word?) on twitter that we're all still stuck in 2020, or that we're about to begin year eight of 2016. in my own life, at least, that has felt true. 2016 is the last year i can recall feeling deeply optimistic about what the new year would bring, for me and for the world at large. since then, the fragile hopes i bore for each new year have been flattened again and again into the formless sameness of a world where time means nothing and yet somehow everything manages to keep getting worse.

From Digital Bricolage & Web Foraging by tomcritchlow.com:

This is truly a core guiding methodology to how I approach the web: as a composable, iterable, resilient thing. Something that invites creation, play and generative exploration.

From Searching for Susy Thunder by Claire L. Evans:

Over the phone, Susan tells me all kinds of things. That she used her social engineering skills to sneak past military checkpoints and into Area 51. That she went dumpster diving with a young Charlie Sheen. That she figured out how to set off US missiles from a phone booth—a feat Kevin Mitnick was once accused, famously, of being capable of pulling off. That she once sprang an accomplice from jail over the phone, posing as a clerk from a different precinct.

“Whether I… perform some kind of ruse to gain access, or whether I just go seduce the guy and blackmail him afterwards… if I want to get into that computer, I’m going to get into it,” Susan said at the conference, as her almost entirely male audience laughed nervously. “That’s one advantage women hackers have over you guys,” she added, “if you’re willing to use it.”

She and her new friends cruised the city at night, searching for unsecured dumpsters outside of phone company offices. The manuals and interoffice memos they pilfered from the trash were maps to the parts of the phone network that were hidden from view. By leveraging the information they found dumpster diving — everything from internal jargon to access codes and employee names — they were able to pull more complex and ambitious scams.

She claims to be one of only three women to have slept with all four Beatles, securing the trickiest, Paul McCartney, through an elaborate pretext that involved having his wife Linda whisked away in a limo for a staged photoshoot. When she was still underage, she hitch-hiked to Vegas with Johnny Thunders (no relation) from the New York Dolls. In a 1979 tabloid tell-all, she’s pictured with Andy Gibb, Donny Osmond, and Ringo Starr. Once, tearing down the Pacific Coast Highway in a convertible Mercedes, “flying on coke” with Mick Ralphs, the guitarist for Bad Company, she decided she must be immortal — a theory she’d test with enough overdoses that she considers herself lucky to be alive today.

From Women in Hypertext: On Judy Malloy and Cathy Marshall’s Forward Anywhere by are.na:

The task of hypertext is not to manufacture connections, but to discover where they have always been. Hypertext researchers before the World Wide Web built systems to support this endless, sacred hunt for entanglement and hidden structure, as inherent to thought as ecosystems are to the natural world. Judy and Cathy marveled at their oddly linked lives, but we are all connected. Difference is only the unknown. For a database poet and a hypertext researcher, that much was obvious. Links are what is waiting to be found, by those with the patience to pull the threads: backwards, forwards, anywhere.

Cathy gave up on the map, and the pair settled on a hypertext interface design drawing elements from Judy’s earlier work. In published form, the screens appear one at a time, driven by three functions: forwardanywhere, or linesForward moves through the screens in the order they were written. “This type of navigation simulates the process, and captures the mystery,” Cathy wrote. Anywhere calls up a screen at random. Cathy observed that this revealed their interconnectedness even more; “through new juxtapositions, the Anywhere function reveals unintended connections at the merging of our voices.” The final function, Lines, is an interactive tool for building new screens based on keywords, from a database version of the text. In each new composition it generates, the lines link back to their origins, creating paths through the work neither linear nor entirely random. These functions, which Judy had been exploring in literary “narrabases” and hypertext works like Uncle Rogermy name is scibe, and l0ve0ne since as early as 1986, resulted in a highly interactive text. Of the Lines function, Cathy writes, “this function adds a third voice to the work,” meaning the reader.

From Interview by Interview with Rafael Conde - Lovers Magazine:

I had become completely obsessed by Apple and its online community: from indie developers like Panic and Loren Brichter, exciting designers in the space like Tim Van Damme and Jessica Hische, to bloggers and podcasters like Gruber, Siracusa, etc… I had never felt so consistently excited about a world and community like this one, and I desperately wanted to be a part of it.

From Product for Internal Platforms by Camille Fournier:

When your platform organization is running three different generations of solutions to the same problem with no clear plan to remove any of them, and your customers are both confused by the offerings and dissatisfied with them, you have a serious product failure on your hands. The migration strategy must be a primary part of the product planning.

When platform teams build to be building, especially when they have grand visions of complex end goals with few intermediary states, you end up with products that are confusing, overengineered, and far from beloved.

Footprints in the Martian sand

Since I was a kid the space program has been an object of my fascination, and even as an adult I’ve been captured by the heroics of NASA and other organizations launching probes and telescopes into the far reaches of space.

But something has never sat quite right with me about the recently renewed interest in human space travel, especially from CEOs of private companies like Musk and Bezos.

I think it’s always been a combination of two things:

  1. There are so many problems here on Earth, many of which could be solved with the resources being invested into sending humans to another world.
  2. Colonizing another planet is… still colonization.

I’d really never given it too much thought until this week when Maciej Cegłowski made his blogging return for the first time since 2020:

Wherever you stand on the matter, whether you’re a Musk fanboy, an unaligned Mars obsessive, or just biplanetary/curious, I invite you to come imagine with me what it would take, and what it would really mean, for people to go put their footprints in the Martian sand.

Idle Words: Why Not Mars

Maciej does a great job explaining just how bad and nonsensical of an idea it is to send humans to Mars.

As much as I love media about humans traveling to the red planet (The Martian and For All Mankind come to mind), perhaps it’s best that fantasy lives on solely as part of our imagination for now.

From The Internet Wants to Be Fragmented by Noah Smith:

This is how we restore the old internet — not in its original form, but in its glorious, fragmented essence. People call Twitter an indispensable public space because it’s the “town square”, but in the real world there isn’t just one town square, because there isn’t just one town. There are many.

On the old internet, you could show a different side of yourself in every forum or chat room; but on your Facebook feed, you had to be the same person to everyone you knew.

From What Does It Mean to Design a Platform? by Matt Ström:

Interfaces, incentives, emergence, and second-order thinking constitute the biggest differences between platform and application design.
Interfaces are the points of contact between elements, where simplicity and flexibility can lead to efficiency at scale.
Incentives drive the motivation of both platform- and end- users. By designing incentives, we can re-invest users’ energy, amplifying desired outcomes
and preventing undesired results.
Emergence is the open-ended feedback loop that platforms can create and maintain. By designing for emergence, not against it, we enable users to
discover applications we never imagined.
Second-order thinking lets us plan for, and potentially tame, the complexities that threaten to turn platforms into dead ends — or worse.

Second-order thinking requires creativity. Platform designers have to ask: how will interfaces and incentives create emergent behavior? How will those
behaviors change the incentives? What can we build to channel these feedback loops towards our goals?

Emergence presents a unique opportunity in design. When behavior is predictable, we design tightly-tuned experiences (“happy paths”) to realize the best
outcomes for users. When behavior is emergent, users’ creativity becomes a multiplier on top of our own, exponentially increasing the best outcomes for
both users and business.

Platform designers have to understand and plan experience APIs: interfaces both in space (how elements appear beside each other, in front of or behind
each other, inside or surrounding each other) and in time (how elements or entire screens appear before or after each other, how to communicate causal
relationships).